Thursday, May 13, 2010

The Latest Wintergrasp Revision



Above are the stats for Wintergrasp battles on my server, Hyjal US. Each side must by definition possess the same number of captures plus or minus one, since the zone cannot fall into NPC control (i.e. you don't get to take it again until the enemy has first taken it from you). So, the only meaningful number is the number of times defenders are able to fight off captures. In our case, the numbers show a massive advantage to the Horde, which has held the keep in over seven times as many defensive battles.

In part iterations of Wintergrasp, the Alliance on my server often showed up in superior numbers, granting the Horde massive tenacity buffs. Today, it is not uncommon for a prime time battle to turn into a rout, in which my normally squishy mage is running around with 20 stacks of tenacity and 90K hit points, demolishing enemies in 2-3 hits. While this is strangely addictive (I've gotten 50-100 honor per kill in some of those situations, thanks to the tenacity honor buff), it is very unlikely result in capturing the keep. What happened to shift the balance?

The latest rules
Since the last time I addressed Wintergrasp, a year ago, Blizzard has completely redone the zone yet again. The current model requires players to either travel to the zone or two a battlemaster in major cities to queue up for the battle. This can be done no more than 15 minutes prior to the outbreak of hostilities, and was intended to reduce overcrowding. There is apparently an upper limit on how many people will be brought into the battle, and, in Blizzard's defense, I haven't seen much lag in the zone.

On the opposite side of the coin, though, the balancing of the factions is left purely to the tenacity buff. We can have a battle in which there are seven Alliance in a /who for the zone and a decent sized raid group of Horde. Unfortunately, Tenacity does not do enough to enhance the performance of vehicles - a 100K HP siege tank is actually pretty squishy compared to a 15-million HP raid boss. Without vehicles, the attackers cannot win the battle. You can stick around to farm honor points and watch insanely large crit numbers, but that will only stay entertaining for so long.

It's certainly possible that the population balance of the server has changed over the last year in ways that make the Horde suddenly outnumber the Alliance, where the situation was once reversed. The bigger issue, though, is the one that always hits games with non-instanced (or, in this case, non-size-balanced) PVP; the outnumbered side starts losing and becomes less fun to play, and even fewer people show up, starting a vicious cycle.

Consequences of the NEXT revamp
Blizzard's plan for the expansion (to be tested in Wintergrasp and finalized in the expansion's new version of Wintergrasp) is to limit both sides to relatively equal number of players (with a minimum cap to ensure that one side cannot deny the other victory by refusing to show up and leaving the cap at some number that's too low to complete the objectives).

Like the last half a dozen iterations of Wintergrasp, this one has some problems. Off the top of my head, the more popular side may quickly realize that they are less likely to get in off of the queue due to their numbers and level alts on the opposing faction to enter the battle just to raise the population cap for their real comrades. With Blizzard's new account-wide chat feature, they can even be relaying intel about enemy movements through in-game whispers. There's no stopping players from using third party chat to accomplish this, but it hasn't been conveniently and officially in game before now.

The bigger issue, though, will remain how to keep this kind of PVP - in which one side, and often the same side, will lose more often than not - interesting enough for the losers to choose to continue. This is where Warhammer fans have always claimed that the game went wrong by not emulating DAOC's three-faction model; you might be outnumbered, but there's always the chance of the two smaller teams joining forces against the big guys.

In the absence of changing the system to make sure that victory is always somehow in reach, Blizzard has attempted to use incentives to keep the losing side happy. In Wintergrasp's case losers can snag maybe 1-2K honor and a token (good in quantities of 25 or 40 for a second-tier PVP item, and only redeemable if your side owns the keep), with additional points for any of the weekly quests you are able to complete. Apparently, in an era where all the other forms of gear have also seen massive inflation, those rewards aren't cutting it.

Monday, May 10, 2010

Earning Gear Offline

Age of Conan recently made headlines with a change that offers players free levels simply for having an active subscription. Not to be outdone, Blizzard handed me four major gear upgrades, just for signing back into the game.

Technically, the upgrades in question were more of a correct bet on the pace of gear inflation than a literal handout. Due to my Wintergrasp habit, I wrapped up the patch 3.2 era with 90 marks and 67K honor. Rather than spend them on items that offered minor upgrades, I opted to save them for the following arena season. Now I have cashed in these currencies for the ilvl 264 PVP bracers, ilvl 251 shoulders, and ilvl 245 neck and cloak - I had ilvl 200 or 213 items in these slots previously, so even the PVE->PVP swaps were major upgrades. The hardest part of this transaction was waiting for the apparently dispirited Hyjal Alliance to capture Wintergrasp for access to the vendor.

The irony is that I was actually willing to run a few dungeons for some gear. Prior to my shopping spree, there were a relatively large number of items in the ICC 5-mans that represented substantial upgrades. Also, the gear threshold on Heroic Halls of Reflection appears to have been increased since I beat it twice in random pugs on the week it came out - my gear was suddenly no longer good enough to guarantee an easy clear of the place until I cashed in those upgrades, and I otherwise might have had to grind out some upgrades to regain access to the game's toughest 5-man.

Looking ahead
Strangely, the previews for Cataclysm say that Blizzard is keeping this old system, in which players will be allowed to bank currencies that will be usable to purchase better items in subsequent "seasons". Moreover, the system is expanding from PVP (where it makes some sense - your opponents may be wearing the good stuff) to PVE content. The Wrath era has seen several rounds of emblem quality inflation for the same 5-man dungeons (which have gotten comparatively easier as players become more and more overgeared), but those changes have never been retroactive to currency earned in the PREVIOUS season in the way that PVP honor points are.

At the end of the day, I suppose the moral of the story is that players should do whatever they enjoy most and rest increasingly assured that Blizzard will somehow manage to award them with raid quality loot for doing it. Perhaps banking currency for the future is even necessary as a way to encourage players not to call it quits as the end of a season approaches if they don't have anything left to purchase. Even so, it just seems odd that, in this timesink heavy genre, the trend would move towards allowing players to skip a timesink by banking currencies for future tiers.

Friday, May 7, 2010

A Quick Solution To WoW Goldselling?

Random thought of the afternoon:

What portion of WoW gold selling would be eliminated if Blizzard changed the character transfer service to strip your character of everything but the clothes on their back, and returned the balance of your inventory after 24-48 hours? Gold sellers depend on server transfers to move goods from compromised accounts to servers where potential customers are waiting. Most accounts that are worth stealing are worth it because they log in often enough that a character transfer would be noticed within a day or so.

Obviously, not having cash or consumables would be an inconvenience for players who legitimately want to transfer their characters to a new home (though really, routine questing does not require consumables, and I guess you could provide a 100G stipend for repairs and reagents). Then again, if you're moving to join friends or a new guild, someone can probably loan you the stuff you'll need for a day or two until your stuff arrives. Moreover, how many players would this really affect? How does that number of players compare to the number that are affected by the illicit gold trade? To the numbers who have had their guild banks looted, or had to wait for weeks for character restorations?

Don't get me wrong, I don't think that the gold selling problem can be solved entirely by impeding the transfer of assets. In this particular case, though, I'm wondering if the effect on legitimate players isn't so minimal that there is no real downside. Can someone point out the stupid detail I'm missing that argues why Blizzard shouldn't do this tomorrow?

Thursday, May 6, 2010

Privacy Implications of Real ID

Consider the following two statements on a guild application:

- To facilitate contacting players as needed, all raiders are require to add the raid leader as a friend on their real world Facebook account.
- To facilitate contacting players as needed, all raiders are required to add the raid leader as a RealID friend on battle.net.

The former statement would probably raise some red flags with most people, though Uncle Ferrel's stories from his days as an elite EQ1 raider suggest that they're not unprecedented in MMORPG history. By incorporating the functionality into the default UI using the Battle.net RealID friend system, along with newly announced Facebook integration, Blizzard has legitimized the latter (which effectively leads to the former).

I've written before about real world privacy consequences of linking your gaming to your real life identity. This new push - all character alts in all Blizzard games will be included - adds in consequences for your virtual life as well. Spinks observes that we may be seeing the end of the virtual identity.

For some players, this type of functionality might be a good thing. I would be happy with allowing the raid leader in my WoW guild to contact me on my WoW alts in the event that there's a vacant slot in a raid that needs any warm body (the only circumstance under which I would potentially be worth bringing along). However, this would expose my real name to all of his realID friends, which I would be less thrilled about. And, as with any social networking oversharing, the consequences of making the "wrong" decision may not be immediately obvious at the time the player makes them, and may be hard to correct in any discreet fashion.

The unfortunate part is that there is nowhere for players to hide. Every game out there has its own web portal these day, and we can expect sites like Sony's Station, Turbine's my.game.com (my.ddo and my.lotro), and Bioware's version (used in Dragon Age and presumably SWTOR) to include Blizzard's new features ASAP in a push to gather more marketing data. If the genre is changing for the worse, players have no alternative other than to give up gaming and go take up books (until someone starts releasing iPad and Kindle-only books that require Facebook integration, which may not be that far off either).

Tuesday, May 4, 2010

Should Item Store Purchases Be Tradeable?

The current episode of DDOCast discussed whether there could be ways for players to gift or trade Turbine Points in the future. Could such a system be implemented? Perhaps, but it’s not quite so simple in practice.

The role of free players in a game with item shop trading
There are games out there that allow players to gift or trade items that are obtained via real currency. For example, Eve Online allows players to purchase in-game time-cards that can be sold to other players for in-game currency, allowing them to finance their subscriptions with the proceeds of their gaming efforts. In another example, Kingdom of Loathing allows players to sell or trade anything out of the game’s item shop.

These approaches have a major advantage – they allow the developers to monetize players who can’t or won’t pay directly. Players who have money to spare pay the developers for items that they can then sell off, purchases that they would not have made if the items were not tradeable. These players can then get their hands on in-game resources that they would not have wanted to farm or grind for on their own. Finally, cash shop items make their way into the hands of non-payers, who in turn are valuable to the developers because their presence in the economy drives sales by creating a secondary market for cash shop items.

Undercutters, Farmers, Botters and Fraudsters
Unfortunately, this type of plan does not work very well with free samples and sales. If Turbine points were tradeable players could potentially stock up during a sale and undercut Turbine’s own prices when things return to their normal price. In that case, money that would have gone to Turbine from players who were willing to pay instead winds up in the hands of resellers (who might also turn out to be fraudsters who pocket players’ money, as we’ve seen in WoW).

Another issue is with free samples. Each new Turbine account can pretty easily obtain almost 1000 Turbine Points ($10 at the most favorable non-sale exchange rate) just by making new characters on each server and advancing to level 4 or so. I’ve been doing just that recently, because I would have tried out those alts anyway, but the cost benefit in my view drops off very quickly once you’ve obtained those low-hanging fruit.

Even so, there are guilds right now that speed level additional characters to 100 favor for the 25 Turbine points (which can be repeated indefinitely). You’re talking about maybe $0.50/hour under ideal conditions, which is less than I value my time at, but that apparently does not go for everyone. Those numbers would only increase if the points could be resold, and, given the history of MMORPG’s, a large number of those farmers would probably be botting.

Finally, there’s a major account security issue in allowing players to trade their Turbine points in a system where credit cards are associated with your store account. If Turbine opens the door to point transfers, there’s be a major incentive for hackers to target DDO accounts and run up a balance on the account’s credit card.

This type of fraud apparently ended Runes of Magic's currency sales, which had been permitted via the in-game auction house until people started buying gold with which to buy item shop currency.

The Value Of Trading Vs Samples
Ultimately, I’d argue that the operator of a free to play game has a choice. You can go with free samples and free points, to show potential customers what they’re missing, along with sales to encourage impulse purchases, which is how DDO runs their store. Alternately, you can open up the cash store items to trading, in the hopes that this will improve the value of the potentially large majority of players who opt not to pay.

Personally, I have a slight preference for the latter model, because it feels more democratic; the risk with an optional payment system is that the non-payers become a less valuable demographic, and that creates incentives for the developers not to care about a major segment of the playerbase. Either way you go, though, mixing the two seems like a difficult task indeed.

Monday, May 3, 2010

Three WoW Pets for $15

Right now, paying Blizzard $15 would allow me to increase my WoW minipet collection by 3. Well, technically only 2, but they claim that they're going to fix the bug with the third. How is this bargain - half the price of the $10 minipet store - possible?

It's Children's Week in Azeroth, which means that it's time to escort orphans around the world in exchange for minipets. There are three sightseeing tours currently, one for the old world, one for TBC, and one for Wrath. (The latter is bugged and has not reset since its introduction late last year - I wonder if there's something specific about world event quests that makes them so hard to code, because Blizzard repeats this particular mistake every single time new once per holiday content is added.) With a flying mount, the entire tour takes less than an hour.

The $15 in question is, of course, WoW's monthly fee, which I am not paying at the moment. Most players don't think of this as a microtransaction - the nigh trivial amount of time that it takes to obtain these items in-game is still somehow enough to say that these pets are earned through gameplay, rather than a reward for subscribing to the game on a specific week in May. Even so, it costs real money for subscriptions and expansion packs to obtain these pets, just as it costs real money to click the purchase button in the Blizzard store.

As the old quip goes, we have already established the nature of the transaction, now we're just arguing over price.

P.S. This is the type of scenario I was referring to when discussing the EQ2 $5/3 day pass - good deal for the player, but perhaps less good for the studio in question.

A Tale Of Two Dragon RPG's

Having spent more time in DDO, I'm finding that it's filling a role in my gaming schedule that I'd thought would be covered by Dragon Age - a good, no monthly fee change of pace from the more involved MMORPG's I spend most of my time with. The two games actually have some interesting structural similarities:
  • Both games use off-camera travel between points of interest - there is a broader world map, but players are just a loading screen away from skipping from one quest area to another.
  • Both games offer multiple difficulty settings and different character classes for replay value. Depending on how you've built your character, you might find very different solutions to problems. (Aside: Both games also suffer from the flaw of information overload for newbies trying to figure out what skills to take.)
  • Neither game has a mandatory monthly fee, but both offer paid downloads that offer additional content, gear, and features (storage is an option in both games).
  • Dragon Age offers NPC's for all your tanking, healing, DPS, and partially clothed sex scene needs. DDO uses content scaling and NPC hirelings to allow players better solo capacity, but players are required to find their own groups for cyborz.

So why have I barely touched Dragon Age? I can't really credit the multiplayer aspects of DDO (economy, optional grouping) since I don't really take advantage of either. (DDO's auction system is a mess, incidentally.)

I think part of the draw is that DDO is probably the most friendly game I've seen for short play sessions. If a quest is rated "long", even if I haven't done it before, I know that it'll be 30-40 minutes to complete. If I don't have that much time, I know to go do something else. Each quest ends with a reasonably good stopping point for a session, if you're looking for a place to call it a night. Dragon Age will let you save and quit just about anywhere, but the main quest arcs can run for six hours plus between spots where the narrative really pauses, so you're always left feeling like you paused something partway through.

The other thing is that I'm not always in the mood for the interactive movie approach to gaming. If I want to watch a movie, I can watch a movie. If I want to play a game, I'm not in a mood to sit through dialog that I can't skip for fear of ticking off party members, accidentally cutting off quests, etc. (Also, frankly, DDO's mechanics are deeper and more interesting than DA's limited choices, which are mostly about combat style preference.) It's relatively rare that I'm in the mood for precisely the mix of the two that Dragon Age provides.

Then again, maybe the real problem is that I just don't care enough about the animated nudity.