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	<title>Malchome&#039;s Mind on Gaming &#187; Cataclysm</title>
	<atom:link href="http://www.mmo-report.com/category/wow-stuff/cataclysm/feed/" rel="self" type="application/rss+xml" />
	<link>http://www.mmo-report.com</link>
	<description>Thoughts of a Hardcore Casual Metagamer</description>
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		<title>Cataclysm Raid Lockouts and Progression &#8211; (&#8220;Expletive deleted&#8221; you) if you are not in the core group of a guild</title>
		<link>http://www.mmo-report.com/2010/04/cataclysm-raid-lockouts-and-progression-expletive-deleted-you-if-you-are-not-in-the-core-group-of-a-guild/</link>
		<comments>http://www.mmo-report.com/2010/04/cataclysm-raid-lockouts-and-progression-expletive-deleted-you-if-you-are-not-in-the-core-group-of-a-guild/#comments</comments>
		<pubDate>Mon, 26 Apr 2010 16:19:23 +0000</pubDate>
		<dc:creator>Malchome</dc:creator>
				<category><![CDATA[Cataclysm]]></category>
		<category><![CDATA[PvE]]></category>

		<guid isPermaLink="false">http://www.mmo-report.com/?p=500</guid>
		<description><![CDATA[From Blizz found here and here. We&#8217;re continuing to refine the raid progression paths in Cataclysm, and we&#8217;d like to share some of those changes with you today. Please enjoy! The first of the refinements being made is that we&#8217;re combining all raid sizes and difficulties into a single lockout. Unlike today, 10- and 25-player [...]]]></description>
			<content:encoded><![CDATA[<p>From Blizz found <a href="http://blue.mmo-champion.com/t/24401856405/cataclysm-raid-progression-refinements/" target="_blank">here</a> and <a href="http://forums.worldofwarcraft.com/thread.html?topicId=24401856405&amp;sid=1" target="_blank">here</a>.</p>
<blockquote><p><span style="color: #00ffff;">We&#8217;re continuing to refine the raid progression paths in Cataclysm, and we&#8217;d like to share some of those changes with you today. Please enjoy!</span></p>
<p><span style="color: #00ffff;">The first of the refinements being made is that we&#8217;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&#8217;t apply in pure Icecrown terms though, as this change goes hand-in-hand with a few other changes to raid progression in Cataclysm.</span></p>
<p><span style="color: #00ffff;">We&#8217;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&#8217;ll have bosses dropping the same items in 10- and 25-player raids of each difficulty. They&#8217;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.</span></p>
<p><span style="color: #00ffff;">Dungeon Difficulty and Rewards<br />
10- and 25-player (normal difficulty) &#8212; Very similar to one another in difficulty; drop the exact same items as each other.<br />
10- and 25-player (Heroic difficulty) &#8212; Very similar to one another in difficulty; drop more powerful versions of the normal-difficulty items.</span></p>
<p><span style="color: #00ffff;">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&#8217;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.</span></p>
<p><span style="color: #00ffff;">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.</span></p>
<p><span style="color: #00ffff;">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&#8217;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.</span></p>
<p><span style="color: #00ffff;">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.</span></p>
<p><span style="color: #00ffff;">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&#8217;re a big guild or a small guild the choice won&#8217;t be dependent on what items drop, but instead on what you enjoy the most.</span></p>
<p><span style="color: #00ffff;">We realize that with any changes to progression pathways there are going to be questions. We&#8217;re eagerly awaiting any that we may have left unanswered. To the comments! </span></p></blockquote>
<p>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.</p>
<p>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 <strong>FU</strong> to the entire concept of having a flexible gaming environment.  No 25 man guilds can no longer have the &#8220;main run&#8221; and have several 10 man runs for alts and gearing up under geared members.</p>
<p>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. </p>
<p>Additionally hard modes should be available from day one, not after any or the first clear.  </p>
<p>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.</p>
<p>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&#8217;t screw up the &#8220;time risk&#8221; versus &#8220;reward&#8221; 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.</p>
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		<title>Combo Points have got to Change</title>
		<link>http://www.mmo-report.com/2010/04/combo-points-have-got-to-change/</link>
		<comments>http://www.mmo-report.com/2010/04/combo-points-have-got-to-change/#comments</comments>
		<pubDate>Mon, 12 Apr 2010 15:00:50 +0000</pubDate>
		<dc:creator>Malchome</dc:creator>
				<category><![CDATA[Cataclysm]]></category>
		<category><![CDATA[PvE]]></category>
		<category><![CDATA[PvP]]></category>
		<category><![CDATA[Wish List]]></category>

		<guid isPermaLink="false">http://www.mmo-report.com/?p=477</guid>
		<description><![CDATA[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 [...]]]></description>
			<content:encoded><![CDATA[<p>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 <a href="http://www.mmo-report.com/2009/07/rogues-and-a-little-feral/" target="_blank">opinion I have held for a while now</a>.</p>
<p><strong>Combo points need to stack on the Rogue or Druid and not their target. </strong> I realize for PvP purposes this will need to be looked at closely but the new ability of Rogues <strong>Redirect (81) </strong>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 &#8220;John Madden&#8221; effect that was mentioned when dealing with the Feral Cat rotation or should I say management system.</p>
<p>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.</p>
<p>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.</p>
<p>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.</p>
<p>Things not to copy:</p>
<ul>
<li>Vanish, even though we want it.</li>
<li>Cloak of Shadows</li>
<li>Shadow Dance</li>
<li>Essentially most 41 and 51 point abilities.</li>
</ul>
<p>Things that are copied or need to be:</p>
<ul>
<li>Last Stand</li>
<li>Shield Wall</li>
<li>Hunger for Blood</li>
<li>Redirect(81), if it is implemented.</li>
</ul>
<p>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.</p>
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		<title>Balance Druid &#8211; Another Idea for a new Balance Ability</title>
		<link>http://www.mmo-report.com/2010/04/balance-druid-another-idea-for-a-new-balance-ability/</link>
		<comments>http://www.mmo-report.com/2010/04/balance-druid-another-idea-for-a-new-balance-ability/#comments</comments>
		<pubDate>Wed, 07 Apr 2010 18:00:15 +0000</pubDate>
		<dc:creator>Malchome</dc:creator>
				<category><![CDATA[Cataclysm]]></category>
		<category><![CDATA[PvE]]></category>
		<category><![CDATA[PvP]]></category>
		<category><![CDATA[Wish List]]></category>

		<guid isPermaLink="false">http://www.mmo-report.com/?p=466</guid>
		<description><![CDATA[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 [...]]]></description>
			<content:encoded><![CDATA[<p>So after reading a recent post on WoW.com by <a href="http://www.wow.com/2010/04/02/shifting-perspectives-dots-a-different-direction/" target="_blank">Murmurs : Tyler Caraway</a>, 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.</p>
<p>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<a href="http://forums.worldofwarcraft.com/thread.html?topicId=24038611737&amp;sid=1" target="_blank"> Shaman preview</a>, 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.</p>
<p>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.</p>
<p>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.</p>
<p>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.</p>
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		<title>Auction House Web Access &#8211; Other Improvements Needed First</title>
		<link>http://www.mmo-report.com/2010/02/auction-house-web-access-other-improvements-needed-first/</link>
		<comments>http://www.mmo-report.com/2010/02/auction-house-web-access-other-improvements-needed-first/#comments</comments>
		<pubDate>Wed, 03 Feb 2010 16:00:34 +0000</pubDate>
		<dc:creator>Malchome</dc:creator>
				<category><![CDATA[Cataclysm]]></category>
		<category><![CDATA[Crafting]]></category>
		<category><![CDATA[Wish List]]></category>
		<category><![CDATA[World of Warcraft]]></category>

		<guid isPermaLink="false">http://www.mmo-report.com/?p=437</guid>
		<description><![CDATA[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&#8217;t be using this feature most of [...]]]></description>
			<content:encoded><![CDATA[<p>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 <a href="http://www.mmo-champion.com/news-2/season-8-gear-pvp-healing-changes-cot-changes/" target="_blank">mmo-champion</a> which points to a <a href="http://forums.worldofwarcraft.com/thread.html?topicId=22748781945&amp;sid=1" target="_blank">WoW Forums post</a>.</p>
<p>I think this is a really cool idea, I won&#8217;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.</p>
<p>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.</p>
<p>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.</p>
<p>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.</p>
<p>The following are IMO the way to make the AH sing.</p>
<ul>
<li>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.)</li>
<li>The biggest and most important one,  list Buy Orders</li>
<li>Fully customizable search for gear.</li>
<li>Wild Card Search-able for Name Text</li>
<li>iLvL</li>
<li>eLvL</li>
<li>Quality(Pick-able, not Lowest filter.) If I want to find a green item I want to see green, not green, blue, and purple.</li>
<li>Stat Search X [&lt;|&gt;|=] of Y Stat [Str|Agil|Stam|Int|Spr|SP|AP|Armor|Crit|Hit|Haste|ect....] Repeatable so add additional filters.</li>
<li>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.</li>
</ul>
<p>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&#8217;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.</p>
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		<title>Initial Review of Patch 3.3 and Projection to Cataclysm &#8211; Part 1</title>
		<link>http://www.mmo-report.com/2009/12/400/</link>
		<comments>http://www.mmo-report.com/2009/12/400/#comments</comments>
		<pubDate>Wed, 16 Dec 2009 17:13:13 +0000</pubDate>
		<dc:creator>Malchome</dc:creator>
				<category><![CDATA[Cataclysm]]></category>
		<category><![CDATA[Crafting]]></category>
		<category><![CDATA[Patch 3.3]]></category>
		<category><![CDATA[World of Warcraft]]></category>

		<guid isPermaLink="false">http://www.mmo-report.com/?p=400</guid>
		<description><![CDATA[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 [...]]]></description>
			<content:encoded><![CDATA[<p>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.</p>
<h2 style="margin-top: 0px; margin-bottom: 0px;">Titanium Market</h2>
<div style="margin-top: 0px; margin-bottom: 0px;">
<p>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.</p></div>
<div style="margin-top: 0px; margin-bottom: 0px;">
<p>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.</p></div>
<div style="margin-top: 0px; margin-bottom: 0px;">
<p><strong>I.E. like with the saronite -&gt; titanium transmute we need to have the elemental/primal/eternal cool downs removed.  This will mean that rather than the following table.</strong></div>
<div style="margin-top: 0px; margin-bottom: 0px;">
<p>Per Eternal</p></div>
<div style="margin-top: 0px; margin-bottom: 0px;">
<address>Fire &#8211; 30g</address>
</div>
<div style="margin-top: 0px; margin-bottom: 0px;">
<address>Water &#8211; 20g</address>
</div>
<div style="margin-top: 0px; margin-bottom: 0px;">
<address>Life &#8211; 25g</address>
</div>
<div style="margin-top: 0px; margin-bottom: 0px;">
<address>Earth &#8211; 7g</address>
</div>
<div style="margin-top: 0px; margin-bottom: 0px;">
<p><strong>Over time we will get the following.</strong></div>
<div style="margin-top: 0px; margin-bottom: 0px;">
<address>Fire &#8211; Xg</address>
</div>
<div style="margin-top: 0px; margin-bottom: 0px;">
<address>Water &#8211; Xg</address>
</div>
<div style="margin-top: 0px; margin-bottom: 0px;">
<address>Life &#8211; Xg</address>
</div>
<div style="margin-top: 0px; margin-bottom: 0px;">
<address>Earth &#8211; Xg</address>
</div>
<div style="margin-top: 0px; margin-bottom: 0px;">
<p>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.</p></div>
<div style="margin-top: 0px; margin-bottom: 0px;">
<p>Currently Transmutation is the key trans-formative process in WoW to convert materials.  I don&#8217;t think this should change but ultimately if such conversions were to be extended adding more to enchanting would also be useful.</p></div>
<div style="margin-top: 0px; margin-bottom: 0px;">
<p>To further extend this idea, I hope we see improvements along the following lines in Cataclysm.</p></div>
<div style="margin-top: 0px; margin-bottom: 0px;">
<p><strong>Generic Gathering -&gt; Refined Raw Materials -&gt; Processed Materials -&gt; Basic Components -&gt; Complex Components or Finish Product.</strong></div>
<div style="margin-top: 0px; margin-bottom: 0px;">
<p>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.</p></div>
<div style="margin-top: 0px; margin-bottom: 0px;">
<p>So for Alchemy/Inscription you would get something like the following.</p></div>
<div style="margin-top: 0px; margin-bottom: 0px;">
<p><strong>Generic Herb (Skill Level x-y), -&gt; Named Herb (Gold Clover, ect) -&gt; Pigment Process -&gt; Specific Ink -&gt; Inscription, Glyph, etc&#8230;.</strong></div>
<p>Essentially we need to add a generic level appropriate material that is gathered, so Mining nodes would become like<span> </span><a id="n-o." title="Taconite" href="http://en.wikipedia.org/wiki/Taconite">Taconite</a> 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 -&gt; (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.</p>
<div style="margin-top: 0px; margin-bottom: 0px;">
<p>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.</p></div>
<p>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.</p>
<div style="margin-top: 0px; margin-bottom: 0px;">
<p>Well that went a little longer than I expected.</p></div>
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		<title>Groups, Guilds, Raids and Battle.Net</title>
		<link>http://www.mmo-report.com/2009/11/groups-guilds-raids-and-battle-net/</link>
		<comments>http://www.mmo-report.com/2009/11/groups-guilds-raids-and-battle-net/#comments</comments>
		<pubDate>Tue, 03 Nov 2009 16:28:21 +0000</pubDate>
		<dc:creator>Malchome</dc:creator>
				<category><![CDATA[Cataclysm]]></category>
		<category><![CDATA[World of Warcraft]]></category>

		<guid isPermaLink="false">http://www.mmo-report.com/?p=338</guid>
		<description><![CDATA[For 4-6 weeks now I have been contemplating greatly on these subjects even came up with a few catchy titles to call posts about several of them at a time. In this time we have heard a bit more information about the future of some of these topics. Additionally I have seen some other information [...]]]></description>
			<content:encoded><![CDATA[<p>For 4-6 weeks now I have been contemplating greatly on these subjects even came up with a few catchy titles to call posts about several of them at a time.  In this time we have heard a bit more information about the future of some of these topics.  Additionally I have seen some other information about similar issues in other games that I follow.  So rather than trying to tease apart these topics I am just going for a single summarized post.  The previous titles were: &#8220;Groups, Guilds and Raid IDs&#8221;, &#8220;The New Battle.net &#8211; A New Hope or Phantom Menace&#8221;.</p>
<p>All of these topics orbited a concern of mine with regard to Cataclysm.  We need more things in WoW to bring players together rather than to stratify them into discrete types.  This massive categorization may have resulted prior to TBC, however my highest level character was 54 at launch time for TBC.  So if it existed in classic WoW where it was a &#8220;Raid or Die&#8221; mentality for any form of progression, I do not really know.</p>
<p>In Wrath you can progress relatively well if you are willing to go at a slightly slower pace content wise through PuG-ing.  So guilds only really benefit as an organizational tool, even then the tools for guild organization are more outside the game than in it.  Don&#8217;t get me wrong I like and appreciate where the in game calendar is going.</p>
<p>From the other MMOs that I have played and read up on I will list a few general concepts that hope we see in Cataclysm.</p>
<ol>
<li>Break from the 1 character/1 guild paradigm.  (I think this is one area where Battle.net could really play a major role.)
<ol>
<li> Move to a more direct 1 Player/Many Guild system such that the permissions of any player is the sum of their characters.  So you don&#8217;t have to play Alt-Tango to get stuff between guilds and alts.  When you go to access a bank or any system where you have different characters and or roles, add an intermediate interface that allows us to select the &#8220;role&#8221;/Character that we draw permissions from.</li>
<li> Another great improvement would also be to extend all non-purchased(IRL Money transaction) BoA items to be Battle.net Account Bound rather than WoW Account Bound, it would rock for collector&#8217;s editions to also work but I would rather have Heirloom Items and instant Gold/Item transfers between WoW accounts under the same Battle.net account work first.</li>
<li> Oh and on the subject of guilds, put in a feature to allow GMs to rename a guild, prior to guild Banks not a big deal.  Now after 1000s of gold have been sunk into a guild bank that is an unacceptable loss for no good reason.  Especially since all it really amounts to is an update to 1 field in a DB, if the DB is even remotely normalized.</li>
</ol>
</li>
<li>Improved AH, if nothing else move each AH to a Cross/Realm per Battle-group based system.  This will help stabilize economies on old versus new, and low versus high population servers.
<ol>
<li> Move away from the stack based unit of quantity for materials in the AH.  1 Character can place one auction per good per price.  So whether you sell 10 stacks of 20 infinite dust or 200 stacks of 1 infinite dust it takes 1 entry in the DB and only gets translated into stacks when being mailed to the person buying the materials.</li>
<li>Add a will buy X number of Y good at Price Z into the AH, the other have of a buy/sell market.  This will also help keep prices from dropping below vendor, or at least add a little extra stability into the AH.</li>
</ol>
</li>
</ol>
<p>I could go on here but I first I want to make an observation/comment about Battle.net.  If the vision of what Battle.net is/will/could be is even a part of what I am hoping it to be then it will be one of the best trans-gaming community support structures ever built.  I really have high hopes for it, in some ways maybe not with WoW but with a future Blizzard MMO, Battle.net becomes the place where people meet/chat and greet, the game is where they just go to play.  Even further the characters could be tied to some meta Battle.net structure such that Character/Server becomes meaningless.  The server is just that a server to run a shard of the game world.  Thereby when a Battle-group or server goes down characters and everything else are still available to any other server to run on.  You would then just have servers you prefer to run on because they are in the closest data center to you but you could still play anywhere.  Now if &#8220;your&#8221; server goes down you are screwed so to speak.  Not really for me as an alt-o-holic but for the average player.  It is this dream/vision of what Battle.net could be that led me to the title I mentioned in my first paragraph.</p>
<p>That grand dream being said, realistically it is not going to happen, or at least not anytime soon.  If at any time I would expect something like that coming for the &#8220;next-gen&#8221; MMO that blizzard has in the works.  I also would hope after Starcraft 2 is released and Battle.net is more tested that friends within the same Battle group would be able to cross-realm invite for at least 5 man dungeons if not raids.</p>
<p>What all of this has in common is the need for Blizzard to create new and more ways to bring players together rather than splitting them up into different sub-groups.  This is the main reason I really think that guild alliances need to be made.  Maybe a charter with 100g fee and requires GMs from 2 guilds to &#8220;sign&#8221; the charter.  Then the alliance could be formed and it would act as a super guild structure.  Then you could have the &#8220;leveling guild&#8221;, &#8220;casual guild&#8221;, &#8220;RP guild&#8221;, &#8220;pvp guild&#8221; and the &#8220;raiding guild&#8221; all under the same banner.  They would each keep their own channel but members of the alliance could &#8220;guest&#8221; into the guild channel as well as share an Alliance channel.  Furthermore there should be no reason or restrictions made such that 1 guild could not belong to multiple Alliances, a 1 guild to many relationship.  So 1 guild could be in a PVP alliance, Raiding Alliance, RP Alliance ect&#8230;  Allowing a many to many relationship may be hell on the DB or conceptually for some but allowing the player base to truly group/ally/stratify as they see fit is in the end the best way to go.  Then real analysis about the player base could be made by looking at how the players on a given server organize themselves.  If at some point cross-realm guilds/alliances were ever possible to be formed it would be interesting to see how the player bases on different battle-groups organize themselves.</p>
<p>I apologize if this post is a bit all over the place.  There were several large and complex concepts that I was attempting to express.  It was also written over the period of a few days when I had time to tackle the issues.  I will most likely come back to some of these concepts at a later time.</p>
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		<title>The Everchanging Playerbase</title>
		<link>http://www.mmo-report.com/2009/10/the-everchanging-playerbase/</link>
		<comments>http://www.mmo-report.com/2009/10/the-everchanging-playerbase/#comments</comments>
		<pubDate>Thu, 08 Oct 2009 18:00:14 +0000</pubDate>
		<dc:creator>Malchome</dc:creator>
				<category><![CDATA[Cataclysm]]></category>
		<category><![CDATA[World of Warcraft]]></category>

		<guid isPermaLink="false">http://www.mmo-report.com/?p=322</guid>
		<description><![CDATA[This comment on the wow forums is something that I agree 100% with and thought it would be a quick way to introduce some thoughts on the subject that will lead into my other posts mentioned in the collectors edition post. Waxen LVL 8 Tauren Warrior from Blackhand, most likely a forum alt. http://forums.worldofwarcraft.com/thread.html?topicId=20136602894&#38;sid=1&#38;pageNo=6#108 Maybe [...]]]></description>
			<content:encoded><![CDATA[<p>This comment on the wow forums is something that I agree 100% with and thought it would be a quick way to introduce some thoughts on the subject that will lead into my other posts mentioned in the collectors edition post.</p>
<p>Waxen LVL 8 Tauren Warrior from Blackhand, most likely a forum alt.</p>
<p><a href="http://forums.worldofwarcraft.com/thread.html?topicId=20136602894&amp;sid=1&amp;pageNo=6#108" target="_blank">http://forums.worldofwarcraft.com/thread.html?topicId=20136602894&amp;sid=1&amp;pageNo=6#108</a></p>
<blockquote><p><span>Maybe you&#8217;re too young to remember the evolution of MMOs, or maybe you&#8217;re just forgetting, but the big picture is a an UNCHANGING curve of play getting more and more casual. And the more that curve moves, the higher the adoption rate goes.</p>
<p>That curve goes back much, much further than WoW, sunshine. I was playing MMOs back in the early 90s when they had no GUI and everything was text commands. TBC, even vanilla raiding, even EQ raiding, was total QQcasual in comparison to what grouping in those was like. Back in the MUD days, MMOs were &#8220;just for Comp Sci majors with uni accounts and telnet&#8221;.</p>
<p>Having seen this progression over the last 16-17 years, trust me when I say that the WoW raider who whines about the QQcasual and quits in &#8220;disgust&#8221; are being replaced by folks like my retired father, my wife, and my non-gaming bro-in-law who are getting socialized to MMOing through stuff like Facebook and finally deciding that its not just for &#8220;24 year old guys with no friends and no life&#8221;.</p>
<p>The &#8220;not just for&#8221; statements will just keep getting more broad, the sub numbers will keep going up, and making the learning, gearing, and time-commitment process &#8220;loleasy&#8221; are the REASON for it, not an impediment. </span></p></blockquote>
<p><span>Ok this whether we like it or not is the future of the MMO market.  MMOs will from my generation onward become a larger and larger part of entertainment media.  Will TV, Movies go away no, will there become a blending of all 3 mediums most likely is some way, shape or form.</span></p>
<p><span>I first started playing games on computers with Commodore 64s and VIC120s.  One of the early computers I played on for years before getting an early 286 processor computer was an Atari computer, with 2 &#8211; 5 1/4 inch floppy drives.  My first look a the web before it was a web was through Compuserve for about a month then dropped it because it was too expensive given where we lived.  I then got into the web and telnet MUDs when I hit college.  As for the &#8220;Hardcore&#8221; I did all of that on my console games years ago.  Now I do not want to or need to rehash the same grind every single game.</span></p>
<p><span>For example I farmed in FF-VII till most of the characters had around 230+ in most stats by logging 20-40 hours of just the undersea shinra plane with the materia that changes enemies into items for stat boosts.  I leveled several sets of master level materia through that process.  Then went to Emerald and Ruby weapon and KotR/Mime/Mime/Mimed for 20 minutes.  In FF-X I hated the mini games for the ultimate weapons so much that in the end I farmed the mobs and monster fighting arena, boss mobs, to collect enough Dark Matter to create 3-4 of my own versions of the ultimate weapons, or as close as I could get since it did not get the base double damage increase.  One of the easiest was getting the one shield after purifying the Cursed Shield in FF-VI while fighting dinos for xp.  Ended up with 4 characters level 90+ in that game before I went and ROFL-Stomped Kefka.</span></p>
<p><span>However now that people are doing no armor/no weapon runs these may not seem like much.  But then again I also have a (Fun versus (% chance of success) versus Reward versus My Time) evaluation and as I have gotten older the My Time portion trumps most followed by Fun.<br />
</span></p>
<p><span>Actually I will come back to this evaluation and may even expand upon it when I get to the grouping and new Battle.Net posts.</span></p>
<p>I really think this (F v P v R v T) can add to the Bartle (World/Players, Acting/Interacting, Implicit/Explicit) evaluations.  Wow a 7 dimension solution space gets a bit insane, however the 4 values that I discuss are variable and are in the eye of the beholder where their limits are set.</p>
<p>Well I have rambled enough here and there are a few interesting things I want to contemplate further before spouting off about them.</p>
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		<title>Collector&#8217;s Editions and Standard Editions</title>
		<link>http://www.mmo-report.com/2009/10/collectors-editions-and-standard-editions/</link>
		<comments>http://www.mmo-report.com/2009/10/collectors-editions-and-standard-editions/#comments</comments>
		<pubDate>Wed, 07 Oct 2009 14:08:31 +0000</pubDate>
		<dc:creator>Malchome</dc:creator>
				<category><![CDATA[Cataclysm]]></category>
		<category><![CDATA[World of Warcraft]]></category>

		<guid isPermaLink="false">http://www.mmo-report.com/?p=320</guid>
		<description><![CDATA[This is going to be a short and sweet post.  * ** Tangent *** I have several other posts stewing in the back of my mind but I am working on how to synthesize them apart into such a way as to still be coherent by themselves even thought the topics are all interconnected.  A [...]]]></description>
			<content:encoded><![CDATA[<p>This is going to be a short and sweet post.  *</p>
<p>** Tangent ***</p>
<p>I have several other posts stewing in the back of my mind but I am working on how to synthesize them apart into such a way as to still be coherent by themselves even thought the topics are all interconnected.  A few tag lines that I have been mulling are: &#8220;Groups, Guilds and Raid IDs&#8221;, &#8220;Rewards: One arm Bandit style or Tokens&#8221;, &#8220;The new Battle.net &#8211; A New Hope or Phantom Menace&#8221;.</p>
<p>All of these subjects deal with how to group people, facilitate interaction and reward for &#8220;good behavior&#8221;.  They just differ as they focus on different aspects but those aspects cannot be taken completely in isolation like you can when you look at specific mechanics of a class.  I hope to have 1 if not 2 of those posts out by the end of the weekend.</p>
<p>*** End Tangent ***</p>
<p>Ok, now back to the regularly scheduled post.</p>
<p>There are 4 types of people who buy Collector&#8217;s Editions of new games.</p>
<ol>
<li>Avid fans of the series and want all of the extra stuff.</li>
<li>Avid fans that only want the in-game extra assuming there is one.</li>
<li>People who just want a collector&#8217;s edition to collect such items, the true collector&#8217;s.</li>
<li>People who want to profit off of the other 3 buy getting an edition with the intent to sell over the SRP.</li>
</ol>
<p>#4 in the list are essentially scalpers of boxes rather than tickets.</p>
<p>I am going to suggest a few things that I can hope will occur with Cataclysm, either way I am going to try and get several CEs for myself as I have multiple accounts and one for Lissanna.</p>
<p>There are 2 ways to ensure that something is limited as a limited edition.  Only produce a set number of copies or make it such that the limited editions can only be ordered within a given period of time.  Blizzcon is an example of the first and we see how well that works out.  It becomes a lottery of who refreshed their screen the fastest.  Ya good job there, at least the servers did not die for 2 days this time around.</p>
<p>The second is the best way to handle such high demand.  The only thing is that for it to work Blizzard will need to be clear and very public about when the time frame to order the CEs.</p>
<p>It could even be a direct Blizzard Store order exclusive, then the CE production costs can be pre-paid before the product is ever made.  Now I would hope they would still let the normal distribution channels still order the CE but that is neither here nor there.</p>
<p>This modification would let types 1 &amp; 3 get what they wanted with no problems.</p>
<p>Now due to the popularity of ingame pets a new version of the game could be created.  You would then have Collector&#8217;s Edition (CE), Pre-order for a limited time.  Then make a Pre-Order Edition (PE or POE) this would only include the in-game extra.  This is only available before and at release.  Then you have the Standard Edition which would be all other copies of the installation material after release.  Yes there would be some POE and SE overlap for the first few weeks but that is not really a major problem, just make sure there is an extra sticker added to the box so that extra packaging does not need to be made.</p>
<p>The only tricky part would be to the timing of the pre-order of the CE so that all of the CEs can be produced.  Given what some people have paid for the CE off of Ebay, Blizzard would be doing right by their most avid fans by actually setting up such a system so that those that want to pay extra for the CE can get it at the price Blizzard intended and not be ripped off by scalpers.</p>
<p>Well that worked out to be a bit longer than I intended.</p>
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		<title>Rogues &#8211; Abilities, Specs and Weapons&#8230; WTF</title>
		<link>http://www.mmo-report.com/2009/09/rogues-abilities-specs-and-weapons-wtf/</link>
		<comments>http://www.mmo-report.com/2009/09/rogues-abilities-specs-and-weapons-wtf/#comments</comments>
		<pubDate>Mon, 28 Sep 2009 18:00:44 +0000</pubDate>
		<dc:creator>Malchome</dc:creator>
				<category><![CDATA[Cataclysm]]></category>
		<category><![CDATA[PvE]]></category>
		<category><![CDATA[PvP]]></category>

		<guid isPermaLink="false">http://www.mmo-report.com/?p=258</guid>
		<description><![CDATA[I was looking at MMO-Champion and in one of their posts where they collect Blue Posts I saw the following text.  It ties into some of what I want to say in this post so I thought I would include it for reference. Blue Posts from the Forums Here. Whenever we see comments like this, [...]]]></description>
			<content:encoded><![CDATA[<p>I was looking at <a href="http://www.mmo-champion.com/news-2/earth-wind-and-fire-video-blue-posts/" target="_blank">MMO-Champion</a> and in one of their posts where they collect Blue Posts I saw the following text.  It ties into some of what I want to say in this post so I thought I would include it for reference.</p>
<p><a href="http://blue.mmo-champion.com/28/19820517131-dead-tree--as-intended.html" target="_blank">Blue Posts</a> from the <a href="http://forums.worldofwarcraft.com/thread.html?sid=1&amp;topicId=19820517131&amp;pageNo=2&amp;ST=US-999437-dfF2Rpnmajuo5JJrWp0n2uWVFe5dOp6rcRe#28" target="_blank">Forums Here</a>.</p>
<blockquote><p><span style="color: #00ccff;">Whenever we see comments like this, we immediately assume that you have a different vision for class / spec / whatever than we do. If that is the case, you are likely to find yourself frustrated and scratching your head a lot when our changes never make the design converge on what you think it should be.</span></p>
<p><span style="color: #00ccff;">Now, we do want Subtlety to be more attractive. All of the pure dps classes have a spec that isn&#8217;t as popular as the others. Mages may be the closest because at least Frost has a viable PvP use, but there are also plenty of mages who want to be able to use Frost in end-game PvE too.</span></p>
<p><span style="color: #00ccff;">Subtlety (and Frost for that matter) are specs focused around utility. The problem is that players understandably nearly always choose damage over utility for raiding and often choose utility over damage for PvP, unless the damage is really high or the utility just doesn&#8217;t cut it for some reason.</span></p>
<p><span style="color: #00ccff;">What we are talking about doing is sharing more of the utility among other specs, or the core class, so that there aren&#8217;t &#8220;utility trees.&#8221; To do that though, we have to make the way the different specs do damage different enough so that players might choose a play-style preference over highest damage. This is particularly challenging for rogues, who have a history of giving up a preferred spec or play style for one with a sub 1% dps increase.</span></p>
<p><span style="color: #00ccff;">I think we are closest with the Arcane vs. Fire mage specs at the moment. They play a little differently, which goes beyond just the type of magic damage they do. While Fire might still do the highest damage overall, Arcane is close enough and plays different enough that even competitive players don&#8217;t feel stupid for playing that spec. There are a lot more Arcane mages out there than I think a lot of players assume.</span></p>
<p><span style="color: #00ccff;">That is harder with rogues. &#8220;I&#8217;m the sneaky one&#8221; doesn&#8217;t translate into sustained raid dps. Assassination feels like it emphasizes poisons more and Combat feels like it emphasizes weapons more, so we&#8217;re a little closer there. Subtelty needs a stronger yet damage-oriented niche.</span></p>
<p><span style="color: #00ccff;">HaT, sadly, is not a niche. HaT has scaling problems. It&#8217;s appropriate for a 5-player group, but gets too in larger groups with all of their raid buffs. We don&#8217;t want HaT to be the one talent that pushes players into Subtlety.</span></p></blockquote>
<p><span style="text-decoration: underline;"><strong>Now my Opinions of Rogue Gameplay</strong></span></p>
<p>I find the rogue class in general to be somewhat schizophrenic in tree and abilities.  Before the rogue lovers lynch me on this one let me explain more fully.</p>
<p>The three trees are Assassination/Combat/Subtlety and at least when I want to think of archetypes for these I would select Assassin/Swashbuckler/Street Thug.  The problem with these archtypes which the lore and theme of the trees seem to suggest is that the skill and weapon implementation don&#8217;t match up.</p>
<p><strong><a href="http://www.mmo-report.com/wp-content/uploads/2009/09/32.jpg"><img class="size-full wp-image-289 alignright" title="Artemis Entreri" src="http://www.mmo-report.com/wp-content/uploads/2009/09/32.jpg" alt="Artemis Entreri" width="100" height="113" /></a>Assassin </strong>- Poisons, Bleeds with a nasty finisher are what this spec is suppose to bring to mind.  However when I am soloing or even in groups when playing assassination I end up putting my bleeds on to get <a href="http://www.wowhead.com/?spell=51662" target="_blank">Hunger for Blood </a>and then just go into a <a href="http://www.wowhead.com/?spell=48668">Eviscerate</a> and <a href="http://www.wowhead.com/?spell=48672#see-also-ability">Rupture</a> rotation of finishers to keep up <a href="http://www.wowhead.com/?spell=6774">Slice and Dice</a>.  Now I admit to not being the best rogue out there.  Hell I am lucky to be an average Rogue but , I seem to do acceptable damage for my gear, which is all I really strive for on any of my DPS classes.  The image to the right is of the miniature of Artemis Entreri from the Forgotten Realms setting of Dungeons and Dragons.</p>
<p><strong><a href="http://www.mmo-report.com/wp-content/uploads/2009/09/inigo4.jpg"><img class="alignleft size-thumbnail wp-image-290" title="inigo4" src="http://www.mmo-report.com/wp-content/uploads/2009/09/inigo4-150x150.jpg" alt="inigo4" width="150" height="150" /></a>Combat </strong>- Swashbuckler so Swords and now Axes.  So essentially the dual wielding, one handed, melee monster.  The picture I selected for this is from the movie The Princess Bride, which I am sure most reading this post will be familiar with.  Now both the Dread Pirate and Inigo both really fit into the archetype for swashbuckler.  I will get into my issues with Rogue mechanics after highlighting the theme of each tree.</p>
<p><strong><a href="http://www.mmo-report.com/wp-content/uploads/2009/09/2m3sl5c.jpg"><img class="alignright size-full wp-image-291" title="Batman Logo" src="http://www.mmo-report.com/wp-content/uploads/2009/09/2m3sl5c.jpg" alt="Batman Logo" width="142" height="85" /></a>Subtlety </strong>- This tree is really about getting the drop on your target.  Which is why it is one of the harder trees to get a focus on for PvE.  It is really hard to get a drop on the boss, especially when they are pretty much immune to all of your lock down abilities.  Also given all the new amounts of AoE that bosses and their minions throw around being reliant on openers is a bit of a weak spot.  Now the image icon that I immediately think of when someone say stealthy and rogue one image comes to mind.  I don&#8217;t think I need to explain the image either.</p>
<p><span style="text-decoration: underline;"><strong>Issues with Gameplay</strong></span></p>
<p>My first and foremost complaint about Rogue mechanics from the perspective of actually playing one, not QQing about them on the forums after getting ganked by one, deals with the  their specs and abilities interact with the weapons they use or lack thereof.  To put it simply too many of their abilities are weapon specific or have multiple caveats based on weapon.</p>
<p>Lets look at the other melee classes.  This gives us Druids, Shaman, Paladins, Warriors and Deathknights, now I am going to ignore Druids in this exercise, sorry those coming from Restokin because Druid feral weapon mechanics make it a moot point.  The other 4 classes that use melee weapons with a very few exceptions do not have their specs and abilities drastically changing based on the weapon they have equipped.  For all intents and purposes an Axe = Sword = Mace = Dagger for one handed weapons and 2H-Sword = 2H-Mace = 2H-Axe = Pole-arm for calculating damage.  Now I know there are some weapon specializations in the Warrior Arms tree but in all of the other trees the specific type of weapon in irrelevant and only the broad category matters, 1H versus 2H.</p>
<p>After looking at some of the source code for Rawr, which is a very useful dps/tanking modeling program, from the equations these differences especially for the Rogue are because they use Average Weapon damage to calculate the damage value of special abilities.  This is why certain classes want a slow main hand weapon, because as damage output for such abilities increases as the time between swings increases.  This is because to maintain a consistent DPS for a tier of weapons if the swing timer goes up so must the average damage per swing.</p>
<p>Now when I first started looking into this I went to WoWhead and copied the names of about 30 1 handed and 2 handed weapons.  I then looked at the min damage and max damage that each weapon would do before taking anything else into consideration.  The really cool thing was that on average over all any weapon&#8217;s min and max damage when compared to the average of the 2 values is +/- 30%.  The gambit of values were between at 28.9 &#8211; 31.1 so a quick eye balling of the numbers tells you it hovers around 30%.  So what this means is that if we want all special abilities to scale equally based on the DPS of the weapon.  Then we just need to take the DPS * (.7 &#8211; 1.3) + all other modifiers.  This then removes the weapon speed component from the formula directly as it is an intrinsic part of the DPS.</p>
<p>If we were to base special ability damage off of DPS and not weapon damage.  Then this means that Back-stab, Mutilate and any other abilities that may have a limit placed on them because of previous weapon speed dependency  can have it removed.</p>
<p>This was very annoying when leveling Assassination because there were so few Dagger upgrades while leveling.  Ya there are a good amount at 80 but you can get a good pair late 60s/early 70s and then one more set at 76 then nothing until you get the crafted epic or run dungeons at 80.  If you go combat then you loose several of your abilities because they are dagger restricted.  Also as a side note it is really stupid conceptually to have Dagger Main hand and  something else much larger off hand.  When ever I have been fencing with 2 weapons you almost always put the heavier weapon in your main/stronger hand.  Now you may lead with the dagger based on stance and positioning but saying you can&#8217;t backstab because your dagger is in your &#8220;off&#8221; hand is kinda dumb.   It should be as long as a dagger is equipped you can backstab.  The code just checks for first available Dagger.  If you are dual wielding daggers it goes from the main hand otherwise it uses the off hand.</p>
<p>Now the one thing this modification would not affect would be the benefit of a fast off hand for rogues when it comes to energy regen.  I really don&#8217;t have a problem with this, however I would say for modeling and balancing purposes that ability should go to a Procs per Minute system.  Similar to the HaT and or the Feral Druid leader of the pack restriction.</p>
<p>All I can say is that I hope that in the 4.0 changes Rogues get an overhaul so that each tree is focused on a couple of weapons each.  The close quarters combat daggers should be merged into the assassination tree because you almost always would go deep in Assassination then go into combat for those first 15-18 talents.  This is where with the new talent allocation screen where you see all 3 trees at once you could start putting interesting talents in the first few tiers of each tree that require talents in 2 trees.  Keep them on the edge with the associated tree.  Assume that to the left of Assassination was Subtlety and the opposite for Subtlety.</p>
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		<title>Crafting to mini-game or not to mini-game.</title>
		<link>http://www.mmo-report.com/2009/09/crafting-to-mini-game-or-not-to-mini-game/</link>
		<comments>http://www.mmo-report.com/2009/09/crafting-to-mini-game-or-not-to-mini-game/#comments</comments>
		<pubDate>Fri, 25 Sep 2009 14:22:20 +0000</pubDate>
		<dc:creator>Malchome</dc:creator>
				<category><![CDATA[Cataclysm]]></category>
		<category><![CDATA[Crafting]]></category>

		<guid isPermaLink="false">http://www.mmo-report.com/?p=305</guid>
		<description><![CDATA[So I was planning on releasing my next post as one on Rogues that I have been working on but after seeing a few things in my blog reader I changed my mind. Ok so I read Tobold&#8217;s post about Design principles for crafting and economic systems.  In general he has a nice summary of [...]]]></description>
			<content:encoded><![CDATA[<p>So I was planning on releasing my next post as one on Rogues that I have been working on but after seeing a few things in my blog reader I changed my mind.</p>
<p>Ok so I read Tobold&#8217;s post about <a href="http://tobolds.blogspot.com/2009/09/design-principles-for-crafting-and.html" target="_blank">Design principles for crafting and economic systems</a>.  In general he has a nice summary of some of the things that need to be considered when designing a crafting and economic system in a game.  I have thought about the subject at length over the years that I have been playing WoW.  In Tobold&#8217;s post he mentions another<a href="http://www.ixobelle.com/2008/10/crafting-interfaces.html" target="_blank"> blogger&#8217;s post about crafting interfaces</a>.  Now I looked around Ixobelle&#8217;s site a bit and read most of the post that Tobold mentions.  I say most because as soon as I got about half way through I immediately wanted to post here about the subject.</p>
<p>Ixobelle has some very good ideas for a crafting system and an interface for crafting.  I just don&#8217;t think they would fit into WoW unless there were major and I mean major overhaul of all crafting and market systems.   While I see the possibility of large changes coming to crafting in Cataclysm I don&#8217;t think the changes will be that drastic.  I can also say with 100% certainty that if the crafting system was changed to something like Ixobelle suggests then I would not craft at all.  Not saying that the system would not be a good one, just that it would be a system that was so time and concentration intensive that I would not want to deal with it.</p>
<p>Now I now the question that some may ask is how do you know that you would not want to use such an involved crafting system.  The answer to that is simple, been there done that, thanks but no thanks.  Vanguard boasts about being able to level up as a crafter.  There are 3 facets to your character that can all have independent levels: Adventurer, Diplomat, Crafter.   The system and process that Ixobelle describes is much like Vanguard in the grind-fest that is the crafting process.</p>
<p><strong>The Marketplace</strong></p>
<p>Now one thing that I can agree with between the 2 posts is that WoW needs a new market system regardless of any crafting changes coming.  Also when it comes to the market place be it vendors and or the AH we need to get away from the stack concept.  What I mean by this is that items in the AH are no longer sold in stacks or as individual items.</p>
<ul>
<li>You list items as a total number of items sold of a given type buy a player at a given price.  No more of 3 pages of infinite dust in stacks of 1 sold by the same person.  Yes I have done it to make gold, it is a prickish move I hate everyone that does it even myself when I do it.</li>
<li>All AH actions should be queued and on a 1 minute basis all in game mail is sent at once.  This will allow the AH to bundle items into a single mail of up to 12 items or multiple emails 12 stacks at a time.</li>
<li>When you buy or sell items to set the number you want to buy.  You then buy that many from that user or as many as they have left.  Since someone may have been able to buy from them at the same time.</li>
<li>The auction house is no longer a system of only sell orders.  Users are able to put gold in escrow with the AH to auto buy X items at Y price if a user selects their buy orders.  See EVE-Online&#8217;s market.</li>
<li>All named static items are now statically listed in the AH whether there are any on the market or not.  Only thing not able to have Buy Orders placed in advance are for random generated items.  So all BoE world and Dungeon drops that are not random (of the bear) types are enumerated in the AH, additionally all crafted unbound reagents, materials, and crafted Items should also be enumerated.  Players are then able to set buy orders.</li>
<li>A buy order contains &#8211; Player A will buy N Number of Items X at Price Y for the next Z hours(days).</li>
</ul>
<p>This somewhat involved change would go a long way in improving WoW&#8217;s ingame economy.  Currently there is only a trend that over time will deflate prices into absurdity.  However with the buy side of the equation added there will also be inflationary forces in the market.  This will eventually act as a stablilizing force where the buy and sell order price will approach the same value.</p>
<p><strong>Crafting System minor upgrade</strong></p>
<p>Before WoW gets anything like a more involved crafting system it needs to have a bit of a general overhaul first.  The following things I would hope get considered before anything overly drastic is done with how we craft.</p>
<ul>
<li>Full itemization on what we craft.  All slots of a character&#8217;s gear should be assigned to a crafting profession.  Not a proposed system that will be implemented 2 expansions from now.  But all slots and item times allocated to one or more professions.</li>
<li><a href="http://playervsdeveloper.blogspot.com/2009/09/when-mining-goes-wrong.html" target="_blank">Renormalization of crafting materials required.</a> The items we need to craft with are the resources available at the levels we would normally be encountering them and the gear crafted is useful to characters that are actually leveling the profession.  I finally get enough Thorium to buy and craft the chest piece when I hit 60 not the level 52 that the item may be.  You would now level past the point of usefulness just by gathering the resources yourself.</li>
<li>Add an intermediate crafting material stage to all professions, similar to Engineering making parts first then crafting an item later.  Blacksmithing  could have Scales, Wire, Rings, Rivits, Hilts, Guards, ect that are crafted first and then combined with other raw and processed resources.</li>
</ul>
<p><strong>New Type of Pattern</strong></p>
<p>One of my pet ideas when it has come to crafting was the concept of Meta Patterns, given more recent terminology in WoW a Heirloom pattern.  It creates an item where the ILevel of the output is based on the ILevel of the input.</p>
<p>If we are going to approach a mini-game requirement added to crafting I would rather it be an intellectual exercise like a puzzle than an interactive grind-fest like Vanguard.</p>
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