Monday, December 05, 2005

World of Warcraft - Warriors, Taunt, PvP

Originally, I slated this article to be a review of nearly all of the Warrior skills, talents, and the rage system. However, it was definitely apparent that the Warrior class is a sum of its parts and that debating the power of each part was an ineffective way to present my view on the balance of Warriors in WoW PvP.

Warriors are the tanks of World of Warcraft. They are the best damage absorption class in game. To the delight of most warriors, they are also quite capable of producing large amounts of damage. Offensively built and equipped warriors are a force to be reckoned with, and while defensive warriors will not achieve stellar damage numbers, they make up for it in sheer hit points, defense, and the melee advantage in regards to stats.

What is the melee advantage of stats? Basically, it is the simple fact that WoW melee classes benefit much more from each stat point when compared to the caster/hybrid classes. Casters essentially only gain benefits from one stat: intelligence. Melee classes derive an excess of benefits from every stat other than intelligence. Since stats in WoW are determined via gear, it makes sense that the essential melee class, the warrior, would derive the greatest benefit for gear. In essence, a warrior is more about the gear they wear than the skills, abilities, and talents they use.

Warriors are the melee class in World of Warcraft and are completely dependent on the gear they wear. When it is removed, their class skills do not pick up where their gear leaves off. The power of their skills, abilities, and talents are directly defined by the warriors’ gear. Almost every other class in WoW receives enhancements in their skills from the gear they wear, but are not dependent on it.

You take away the gear from a rogue, mage, or priest, and they are not completely destroyed. A warrior is not so fortunate. This concept is hard to grasp, but fortunately there has been a great video made that demonstrates the point. It focuses on the Rogue class, but it shows very well the concept of how classes other than warriors are carried by their skills and not their gear. The gear enhances these classes, truly making them better, but the foundation of the class is not the gear.

This is a departure from what I feel is good balance. Warriors that strive towards better gear are becoming terrors on the battlefield. Their skills scale upwards with their gear in a fashion that is greater than the rest of WoW classes. Over time, gear is only going to get better, and in essence, balance is at stake.

Warriors would have fared better if their PvP prowess was defined from their skills. I will use a clear example of what was missed for warriors. The taunt skill allows warriors to direct targets towards themselves to hopefully save fellow group members. However, in PvP it does nothing. This is a key skill that could have helped define warriors in PvP. However, it does not, and warriors are left chasing towards more power and damage through gear.

I will even go a step further and say that taunt would have defined warriors in PvP, if it worked to clear an enemy’s target box. A simple delay of 3-5 seconds before the enemy could re-acquire the removed target would have given warriors a defined roll in PvP. This in no way would of pigeon-holed all warriors into being taunt machines in PvP and nothing else. Warriors would still have the same choices they have now, but they would have had a much more obvious role in PvP, outside of being the person with the most hit points, armor, and damage.

Sadly, due to the lack of a defining role in PvP, warriors are delegated into just doing more damage and charging head-first into the enemy. While this is what many warriors may wish to do, there is a piece of that tank title that is lost when warriors are unable to get targets off of their support classes. Blizzard seems more than content to simply increase the power of gear with each and every patch/expansion, therefore further propelling warriors into a *must do more damage* mold. There were opportunities missed to make warriors less gear-dependent and offer the ability for every warrior to have a more clear and concise role in PvP.

Update: 6 Nov, 2006 - Removed post, but this will be kept as a placeholder for historical value.
This post originally linked to a Gamergod.com (now defunct) article that I wrote about World of Warcraft warriors and their effects on PvP. Unfortunately no copies of the article were saved.
Update: 9 Feb, 2007 - Article has been saved from an old post on WarcraftRealms.com. I will edit it sometime in the future.

Sunday, December 04, 2005

My Chrismas list!

Books -

The Eyes of the Dragon by Stephen King
The Wheel of Time - The Fires of Heaven by Robert Jordan
The Wheel of Time - Lord of Chaos by Robert Jordan

iPod Nano

Stainless steel frying pan
New slippers

No video games... I hate games as presents! I always make it clear that I will do all my game purchasing on my OWN!

Whats on your list?

Friday, December 02, 2005

Naked man jumps to death... recieves parking ticket!

I don't stray from gaming too often... err well I don't try anyways, but its 5 AM in the morning and this just cracked me up. Partly because I've had friends that visited DC and got in a good bit of trouble over parking tickets. This story from the Washington Post is just odd.

Cut and pasted for your enjoyment.
"A naked man darted from a sport-utility vehicle into a downtown Washington office building at lunchtime yesterday and then jumped to his death from the eighth floor, officials said.

The man double-parked in the 1000 block of 15th Street NW about noon, bolted from his still-running gray Jeep Cherokee, dashed past a crowd on the street and ran into the lobby of an office building, witnesses said.

Police were still trying to identify the man yesterday and to determine why he jumped. Witnesses also were trying to sort out what happened. The man had no apparent connection to the building, according to people who work there.

"He didn't even have shoes on," said James Crouch, who was working as a temporary security guard at the building. Sitting behind the security desk, Crouch first saw the man from the waist up and thought "maybe he was a rather strange jogger. But then I stood up and saw the rest of him."

The man told Crouch that he was "handicapped," asked him for 50 cents to make a phone call and then spoke incoherently, mumbling something about his father, Crouch said.

Then the man ran to an elevator. Minutes later, he emerged from a stairwell on the eighth floor. The fire alarm had been set off, presumably by the man, and the office doors on that floor were open as people began to file out, witnesses said.

The man pushed his way into one of the offices, where he said "excuse me" several times while charging toward a window, witnesses said. He smashed the glass and jumped through the window, falling onto a parapet between two buildings. Some downtown workers saw him fall.

D.C. firefighters and emergency medical service personnel arrived at the scene, and police quickly cordoned off the block.

Workers in the eighth-floor office said they had not seen the man before and did not believe that he had ties to the offices there. They didn't hear anything he said other than "excuse me," a witness said.

Before it became apparent what was taking place, the city's parking enforcers reacted to the abandoned SUV, which had leather seats, Maryland plates and no sign of clothing inside. They slapped a ticket on the windshield."

Thursday, December 01, 2005

Pepsi Online

Good read over at Virgin Worlds.

Best part is the picture! No game, other than World of Warcraft, could illustrate the point better!

Monday, November 28, 2005

How To : The key to the World of Warcraft Auction House

This is a cut'n'paste of my response on Tobold's MMORPG blog about the World of Warcraft auction house. Find the article here.

Controlling the market is key. I have the items I watch and I will buyout and low sellers and undercutters. Then I will repost at my price. I usually can bully out the undercutters because they are usually aren't dedicated AH watchers. They got some cash and that's all they cared about.

My keys to AH riches while still playing the game are as follows...

1. Pick your poison and stick with it. Don't switch back and forth between multiple items unless you really want to waste hours in the AH. If you are a disenchanter... stick with it. If you are a miner... stick with it.

2. Own the market every login. Take the few minutes to buyout every undercutter. This is tough at first because you probably will take losses on some purchases, but you are ensuring your future market.

Don't be afraid the mail people if they constantly undercut you. Don't be mad at them! Explain to them that you would like to purchase at a set price and see if they will stop using the AH. It is MORE profitable for them to sell lower to you because they are NOT losing money on AH fees.

3. Don't flood the market.
You have bank space... SO USE IT! If you find the market empty and a demand for your goods you will have the "stock" in the bank to fill up the market... and usually you can charge a bit extra.

30 minutes a day can make you 100 gold a week easily and I've proven it time and again. Just the question of what to buy/sell... I'll let you figure that part out.

Sunday, November 27, 2005

After T-day update!

I am back home from Texas and all my T-day happenings and here is the update of what happened while I was gone. Lets begin:

What sort of gaming did I get done in Texas? Not much that is for sure. The CZee, AT&T gaming/net cafe, was poorly managed and I will write up; Mouthing Off 5 - Piss poor net cafes

Whats in my gaming future?

1. Battlefield 2 : Special Forces - Initial impressions are good, but I'll have to dig into the expansion, so expect a better impressions post on this $30 expansion to an already good game.

2. Call of Duty 2 - I was getting good before I left for Texas and I hope to return to prominence. Sadly, I can't dedicate the time I wish I could. I also plan to knock out some more of the single-player campaign.

3. Counter Strike : Source - Renewed interest to get some CSS in, but not too much.

4. The Hidden - A half life 2 MOD that my boys at MWHQ.net are playing, so we shall play and we shall gank some newbs.

5. Day of Defeat : Source - Not only Call of Duty 2, but DoD : Source! I paid for it so mine as well get at least 50 hours of gaming out of it.

Update: 12 May, 2009 - Edited post, removed broken links, and applied labels.

Tuesday, November 15, 2005

Texas

I'm in the big state of Texas from the 14th until the 24th and I just so happen to have found some internet access.

During my down time away from training I am reading the book Smartbomb, a very good read for any gamer, and I'll have a review when I get back to normalville.

Update: 10 Nov, 2006 - Edited post and applied labels.

Friday, November 11, 2005

Poll shows Star Wars Galaxies NGE plans not popular

Star Wars Galaxies NGE seems to be taking a beating not only on the message boards, but in random internet polls. Discount the validity of such polls and pass it off as just "whiners who haven't tried it yet", but there is a lot of people talking.

People are sick of changing with no promise that when and if things get better in Star Wars Galaxies that they won't just up and change it again. No amount of bribing or promising from the Star Wars Galaxies development team can sell this vocal crowd.

It is human nature to despise change and Broken Toys has a good discussion why.

Wednesday, November 09, 2005

Smedley spins the Star Wars Galaxies NGE

Next Gen has an article/interview up with SOE head honcho, John Smedley. (bad link, removed)
" 'We got a lot of feedback about what was wrong and what wasn't. We saw early on that people weren't satisfied with the combat, so we decided to try something pretty radical.' "
Hold on here... the MULTIPLE complaints from BETA TESTERS didn't give you a clue before you launched the game? Chalk one up for not caring about the feedback from beta testers. Another reason professional beta testers should be used to initially test an MMO. If you are paying them I would sure as hell hope you were listening to them.
"The original design of the game was very much influenced by the Richard Garriot (Ultima Online) and Brad McQuaid (early EverQuest) schools of MMOG design. That is to say that the very best experiences in the game would come from massive time investment, trial and error and endurance of hardship. The rewards that come from that are significant but highly exclusive."
I was around on day one and early on they were staying as far away from the EQ model as possible and stealing only the skill idea from UO. Massive time investment, trial and error and endurance of hardship... three keys to avoiding making EQ2 (oops).
"Along those lines, it was incredibly difficult to become a Jedi. In fact, the mechanism for which it is accomplished (which was secret for a long time) is that a character has to master five specific professions (out of more than 20), and those professions were selected for that character secretly by the game at the moment of creation. The player never knew which specific five would unlock the Jedi path. It was an incredible time sink, to say the least."
Bad decision to have Jedi in the game as playable in the first place. You don't decide to place the game in the "old" movie timeline and then destroy the immersion with a thousand Jedi running around. Jedi should of always been NPC only... or even better... special event characters. The new "force sensitive" class is going to be overplayed... welcome to Star Wars Jedi Online!
" 'It's mixed. It's very positive [feedback] from the people who are actually playing it. And we also have the expected push back from the people who haven't actually logged in to try it," says Smedley. "Once people get in there, it's overwhelmingly positive. It's the "the sky is falling" crowd on the forums that's still going to take some converting. I understand that. These are big changes.' "
Maybe... just maybe... people are sick of you redesigning the game they've invested so much time into. Not to say these changes aren't needed, but not understanding why that vocal minority is RIGHTFULLY pissed is a sure shot to alienate even more players.
"There's a quote about the original design of Galaxies that says it was too much like living the life of Uncle Owen (the moisture farmer) and not enough like the life of Luke or Han Solo. We want to deliver more of the heroic Star Wars experience."
Actually early on Star Wars Galaxies was all about being Stormtrooper #245 or a moisture farmer. Not everyone wanted to be a hero... they wanted to live among heros. Sadly most players want to "change the world" when they are playing an MMO. Unfortunately this is not possible and making classes that stand out in the movies detracts from the immersion factor. Not everyone in Star Wars is a bounty hunter or Jedi, but in Star Wars Galaxies NGE it will be quite the opposite.

My suggestion for Digg

Digg.com is a great tool. It takes control of the news and puts it in the hands of the users. Everything on the site is controlled by the users. Submissions only make the front page through the repeated "digging" of the user base. Comments on storues are moderated and sorted by the voting of other users.

The problem is that many features of Digg are lost on the new Digg users. Many only use the site for quick links to news articles or spam the submission queue with every story they find. This is fine because of the very nature of Digg, but so much can be done to educate the many new users and make it a better site!

My suggestion comes from and is inspired by countless video games. The idea of a "newbie tutorial" that must be completed before a users sign up is complete and their account is activated.

The tutorial would walk the new user through the following...
  • What items to look for in a story before submitting it. Is the story recent? Is the story related to the category it is being submitted under? Is the link direct to the source or is it through another website? Many other questions could be asked of course.
  • Next it would walk users through the actual "digging" for stories. It would need to explain how to look past the front page and get into the many submissions and explain how stories get to the front page.
  • Finally the tutorial would walk the new user through how to moderate and rate comments. This is by far the most overlooked area of Digg currently. The tutorial would provide examples of good and bad comments and the user would have the chance to rate each comment in order to receive an activated account.
This tutorial could also be available for anyone that has signed up within the last 6 months; which has been Digg's greatest period of growth. I understand that not every Digg user comments, submits, or even "diggs". A lot probably come just for the quick links, but an account is not required to do this. If they sign up for an account they should understand how to use the site. Lack of knowledge or lack of initiative... a tutorial would help.

Update: 6 Nov, 2006 - Updated post and applied labels.