Showing posts with label loot. Show all posts
Showing posts with label loot. Show all posts

The purpose of badges

| Friday, January 10, 2014
When I say badges I am referring to the ongoing system that began with badges of justice in Burning Crusade and now exists as justice and valor points. Honor and conquest points are a similar system, but I do not directly address them here. One could reasonably draw comparisons to the multi-class gear tokens of Ahn'Qiraj as well.

What is the purpose of this mechanic? That's the key question for everything in a game. Presumably a mechanic with no purpose at all would get thrown out. What if the answer isn't clear because it is meant to accomplish many things at once?

Clockwork may be the appropriate analogy here. A part that is used frequently will wear out faster than one that is used rarely. A constantly-spinning gear for a minute hand will wear out sooner than the track along which the cuckoo travels once an hour. Yet a part that is used constantly may also be simple and therefore easy to replace. Swap out the gears and it returns to operation. The clockmaker may have even anticipated this and designed the clock so that those parts that wear out soonest are also the most accessible. A part with multiple roles, that is pulled in many directions, will wear out faster. But with many duties, it is interconnected, and therefore harder to replace.

Consider mounts; they increase player speed and they serve as a conspicuous status symbol. These were once intertwined, when mounts were so expensive that simply having one at all was a status symbol. Blizzard eventually made the riding skill costly and basic mounts inexpensive. Fancier mounts are much more expensive or in some other way hard to acquire. The Mount part had been redesigned into two pieces: a simple Riding piece that just makes us go faster and a simple Show-Off piece that makes us look cool. These can now be easily changed as they wear out; Blizzard can produce an endless stream of expensive and exclusive mounts without needing to remake the entire mounting mechanic.

Then there are badges. What is their purpose?

In BC they started off as a way to fill in for missing gear; they helped insulate players from the cruelty of the RNG. At this, they failed. The badge gear was inferior. Worse, it created a cruel choice. Do you spend your badges to fill in for a missing slot, which may then be filled the very next raid? Which slot? The RNG could not only torment you by withholding loot, it could do the same by giving it and making the badge purchase seem foolish. Badge gear fell behind raid drops, so another tier of badge gear was released, without any restrictions. This meant that players could use it to gear past their raid experience. Were badges meant to be an RNG fixer, an alternative progression path, or a way for players to overgear in order to reach otherwise inaccessible content? Or all three at once? Doing multiple things with a single mechanic is dangerous, as any change creates that many more ripples.

Wrath of the Lich King seemed to carry on this system, until badges became necessary for buying tier tokens. They became a gating mechanism. Or a way to fill up heroic groups, by pushing high-end raiders into trivial content. They were used for five purposes (or more, I may have missed some), doing none of them well, and causing all manner of other social problems.

Now Blizzard has simplified things. Badges can give some early gear for a bit of a boost to get into LFR, because in contrast with Wrath and Cataclysm, running LFD is now apparently a terrifying thing that the developers want players to avoid. This badge-based gear skip is redundant now that the Timeless Isle exists, but that's not causing any problems.

Badges can be used for very expensive and very tiny gear upgrades. I find this terribly unexciting, and yet, brilliant. Your fruitless RNG attempts still yield the badges that can upgrade gear. As long as you have an item that isn't going to be instantly replaced by the RNG (surely you've gotten something) and it isn't maxed out (good thing the upgrades are so expensive), then you can keep getting something from those wasted kills. It isn't the loot you wanted, but it is some advancement, some sense that you're getting somewhere, however slowly.

Badges have been simplified, trimmed down to a nice, compact, extremely slow treadmill. What more could a developer want from an MMO mechanic?

Bottled Bad Luck

| Thursday, January 9, 2014
"Bottled Bad Luck - Don't drop it!"

Belghast brought up the idea of Bad Luck Tokens, patent pending, as a way to deal with long strings of bad loot luck. When a boss drops nothing for you, you get one. Save up enough of them, and you can mail them in for a cool prize, just like when you'd collect box tops from the cereal that didn't come with a toy, only to cruelly find at that those were "box tops for education", not "box tops for entertainment", which you didn't realize because you'd not yet sent in enough box tops to learn to read, and then everyone at the breakfast table laughs and laughs and you can't leave the table until you're excused and they won't excuse you because they're too busy laughing that you can't read and squandered your box tops on stupid things like notebooks.

Getting the item you wanted sounds nice, in theory. But in terms of the actual player experience it is a terrible waste. You want the item the first few attempts. Getting it is just fine. But eventually it's not about the item. It's about revenge. Simply getting the item is like when the villain releases the hostages and escapes justice. Or worse, they're caught and sent to prison and you never get to punch them in the face even once, while they gloat at you and get out for good behavior and Dexter isn't a real person.

I propose that, rather than a simple campaign of mailing in the tokens for the item, you instead get the item directly. Using a Bottled Bad Luck causes the targeted boss to shrink to player size, deal no damage, and die in only a few hits. And respawn instantly until you leave. Now you're free to kill it until the item drops, or all the items, without a week of it taunting you. Or just kill it until you're bored. Or don't kill it and leave it attacking you, fruitlessly, while you type mean emotes.

On the first kill the boss would drop normal loot, gold, and reputation. After that it would only drops items. Any particular item can only show up once and it is lootable only by the player who used the bottled bad luck. Bottled bad luck would only be usable on bosses that have been killed at least four times in any mode.

After the player is done killing the boss an NPC shows up and asks, "Was that justice?" You may answer either "Yes" or "No, it was vengeance". Either answer triggers a cinematic in which your character throws aside their lit cigarette into a line of gasoline that ignites the boss's corpse, and then walks away with a grim look (the line of gasoline, not your character).

Unlimited equipment slots: A wizard did it

| Thursday, December 19, 2013
Oblivion had staff as weapons, so you could have a spell and a staff. Skyrim uses them as spells, so you can have a staff or a spell, or two staffs, despite the fact that the only guy who uses two staffs is Saruman. On the plus side, you could have two spells equipped, which allowed for more flexibility and creativity.

And then I realized that it was all nonsense. I can equip telekinesis. Therefore I can equip anything, and with training, everything. Who has not struggled through the mishmash of disconnected plots to reach the end of Knights of the Old Republic 2 to see Kreia fight with four lightsabers using only her mind? Why can we not do the same? But with swords? And if with swords, why not hold armor as well.

We already carry unreasonable large amounts of armor in our bags. Why not carry them with our minds? Layer them, one over the next, levitate ourselves so we can carry the boots. No longer will the mage be a glass cannon, but instead he will be a magical robot, surrounded by shining shells of levitated armor, with a whirling corona of swords. Bring on your pitiful warriors, let them bounce off my armored shell of invincibility. If one item breaks, I will tear replacements from the corpses of my foes and with every one that falls I grow bigger and stronger.

Bow before me, mortals, bow before your doom!

OOM.

Oops.

We are no longer being warned about BoP

| Friday, March 8, 2013
At least not when soloing Molten Core.  You're welcome.

Let's see, next on the list:
It's time to allow paladins to fly during Avenging Wrath.

If I can kill the rare myself, why would I invite you?

| Wednesday, February 13, 2013
Maybe other people have run into this.  You're fighting a rare spawn, such as the honor-dropping ones in Krasarang Wilds.  You're doing just fine.  Maybe you even have it very low, 5% or less.  Someone flies back and does an invite.

I'm not sure whether to laugh at this or be insulted.

Do they think that I somehow need help?  If I did, I'd get a group.
Do they think I'm stupid enough to let them roll against me when I don't need them?
Do they hope I'll just absent-mindedly click accept?

Whatever it is, they should fuck off.  At the least they shouldn't sigh at me when I refuse the invite.  What's next, demanding half the ore when I get to a node first?

It's time to stop warning us about BoP

| Friday, January 18, 2013
This warning does not protect us from anything.  Once upon a time it helped loot get to the right people, preventing accidental pickups.  Because of the two hour trading timer that protection is no longer needed.  When soloing this warning is without purpose.

In the meantime, the BoP warning only harms us.  It takes time.  It distracts.  It can cause you to lose items.

"This item will bind when picked up" was once a useful piece of information.  No longer.

How not to lead a raid

| Wednesday, January 16, 2013
To start, clearly state that there are no reserves in your trade ad.  On the first boss, turn on master looter during the fight.  Don't ninja anything, since that might at least offer some reason for the action, but instead very slowly link items and demand rolls.  Tell people to chill or get lives if they request group loot.  Ignore any claims that people can't ninja thanks to the "able to use" need system.

Be sure use raid warning for normal communication, rather than limiting it to when you need full, immediate attention.

Above all, make sure you treat a 90-filled transmog run of a level 70 raid as if it were extremely serious.

There may still be items that you really want, but for some reason did not reserve.  If these drop and you do not win them, do the following.  First, ask somewhat nicely, but with little punctuation.  When the person opens trade, feel a sense of urgency.  Know this: they are trying to scam you.  For example, if they put the wrong item in, cancel trade and begin to yell at them.  Ignore their absurd claims of "full bags" or "mistakes", because that's just what a bitch would say.  Speaking of which, be sure to call the person a bitch.  Maybe add in other profanity, such as stating that you can't stand this shit or how it is all bullshit.  For the sake of clarity, call them a ninja.

Of course you can't be all talk.  At some point the player with the item you want may finally find it in their bags.  Before that happens you should swear some more and drop the raid.

Finally, be sure to tell them that you're opening a ticket to report them for ninjaing.  Be sure to have screenshots of your earlier conversations, so that the GMs know that you're serious.

Be a useful jerk

| Thursday, October 4, 2012
My friends are playing Pandarenland (I clearly have terrible taste in friends).  They recently ran into a ret paladin who didn't seem to be clear on the concept of "ret doesn't use spirit".  They politely explained the general concepts of stats, such as how he shouldn't ever use spirit as ret and should use strength instead.  Some strength/stamina shoulders dropped and he rolled greed.  My friends asked about why he didn't need them and offered to trade the shoulders to him.  This was his response (with some cleaning up for easy of reading):










I used to, but always got [lulz friend uses profanity filter] at by people in the group, so I started to greed.

My guess is that he'd been rolling need on everything in sight, without a clue.  And then got yelled at and kicked.  I can't fault the groups that did so, but for one thing: They weren't useful.

When kicking people, say why you are, not just in the vote kick message, but in chat as well.  Don't just say ninja, but say why it is ninjaing.  Say that spirit is not a ret stat.  Say that needing on items you don't need is bad.  Maybe the person is a jerk, but maybe they're just clueless.

Have you ever yelled at your dog when you got home and found a mess?  It probably looked terrified and ashamed.  Maybe it peed on the floor and you yelled at it for that too.  That was stupid of you.  The dog has no clue what you're yelling at it about.  Now it's just confused, wondering why the person it looks up to and relies on is mad at it, and attempting to display submission.  It isn't going to eat the newspaper any less; there is no link between newspaper chewing and you being angry.

The ret paladin isn't so different.  Vague scolding with no clear information does no one any good.

RDKP: Refined

| Monday, June 25, 2012
Last week I proposed adding a currency, called RDKP, to groups which would be spent when winning need rolls.  It was meant to reduce two problems: perceived unfairness and ninjaing.  Since the first one is a perception problem, it is going to be tricky to convince anyone that there is a problem and even then, that there is any solution or even a way to reduce the problem.  Ninjaing, while seemingly so easy to define: taking unneeded items from those who need it, is not so easy, in fact.  There are many grey areas: relative upgrades, sidegrades, offspecs, and so on, and it is unlikely that we'll see developers implement a feature which perfectly blocks ninjaing.  After a great number of helpful comments I think I've gotten a better grasp on how the system should work.

While it is implied, I want to clarify that if I say  "roll need" or "win a need roll" or anything like that and mention spending RDKP, what I mean is the following.  Picking "need" has no cost.  Winning an item has no cost.  Picking need and winning the need roll costs a set amount of RDKP (or none if the player has none)

All characters start with enough RDKP to roll need on two items.  The exact number isn't something I'm tied to, it's just meant to be enough to get the system moving.  Because it's zero-sum and players cannot go into debt, there needs to be some initial amount.

In the previous post I noted that if someone has insufficient RDKP they can still roll need, but will automatically lose to someone who spends RDKP.  This still stands, however,  RDKP would only be gained if people roll need and spent RDKP.

The amount of RDKP gained is based on the ratio of spending to group members.  The goal is that the income matches the spending.  For example, in a typical 5-man group, if two items drop and both are needed on, then each group member will get the following: (10 RDKP x2)/5 or 4 RDKP, so that altogether, there are 20 RDKP spent and 20 RDKP gained.  In implementation, it is likely that all RDKP values would be increased tenfold, in order to avoid decimals and to make it seem more lucrative.  If this sounds complex, it can be thought of like this: winning a need roll causes the winner to automatically split some RDKP with group members.  This equalizes spending and earning and also explains the situation when the winner has no RDKP.  You might have noticed that I divide the RDKP among five people despite one of those five being the one who won the need roll: it's just accounting and could be done just dividing among the four, with a corresponding reduction in the RDKP cost of rolling.

Because the system is close to zero-sum, it is not necessary to worry much about inflation.  Someone running an instance for no loot with other people who need no loot will not gain any RDKP, so farming is not an issue.  If players are running when they don't need loot, the amount they gain still does not exceed the amount spent, so even farming cannot cause inflation.

Because inflation is not an issue, RDKP can be safely traded without creating adverse incentives because it cannot be farmed except by joining groups that spend it, so that instance running transfers RDKP without creating it, just as player-to-player trade would.  The rule exception is that a character must be at least level 60 before they can trade, to ensure that players do not make new characters just to trade the free initial RDKP.  Again, the exact level isn't something I think is important, just so that it is high enough that no sane person would spam characters just to farm RDKP.

The benefit to having a trading system is that it would allow for market flows to even out the irregularities of distribution which would likely be created by instances.  Some classes and roles are likely to get more from instances than others, so they will need more RDKP while others need less.  A trading system allows this imbalance to be corrected.  This could also provide some useful information to developers: if they notice that a particular class or role is buying or selling a high amount of RDKP, it would indicate that they are too dependent on instances for gearing, relative to other classes, or are finding little useful loot in instances

The downside to a trading system is that it could create the impression that players are getting loot because they bought RDKP, despite the amount of RDKP a player has not influencing rolls.  It is irrational, but given that one of my goals for this system was to reduce a potentially irrational sense of unfairness, creating a different sense of unfairness is not productive.

For consistency, RDKP would be used in all non-raid instances (though it could be extended to raids).  This includes pre-made groups and partially pre-made.  Due to the ability to trade RDKP, friends can undo any redistribution the system causes.  By making RDKP a constant feature, there is no ambiguity or confusion when forming partial groups.

As before, comments and suggestions are greatly appreciated.

DKP for Random Groups

| Friday, June 22, 2012
This is a modification to the standard need-greed-pass loot system which would reduce the frequency of ninjaing in randomly formed groups and increase the perceived fairness of loot distribution.  It does this by adding a currency from killing bosses which is then spent when rolling need.  The exact mechanics would need working out, but I think the general framework would be beneficial without adding much complexity.

All players in a group when a boss dies gain  Random Dragon Kill Points or RDKP.  There would only be one kind of RDKP, though higher level and higher difficulty instances would grant increased amounts.

When items drop, players can then spend RDKP in order to roll need on items.  The amount would not be set by the players, but would instead be presented to them as a set charge for picking need.  They would not lose RDKP unless they won the item.  Players with no RDKP would be able to pick need but would be subordinate to those without enough.  This is so that early on, when players may have no RDKP or are frequently finding upgrades, that they are not stuck rolling greed (that would negate the perceived fairness and effectively cause unintentional ninjaing).

Players could not have negative RDKP.  RDKP could not be traded.

The Benefits
The first goal is to increase the sense of fairness.  An earlier post related to whether players should roll on items when they were only present for the final boss, with some pointing out that it seemed unfair that they didn't have to help the group through the rest of the instance and some taking the position that can, may, and should are perfect synonyms.  By having an RDKP system, players would still have a sense that someone was only helping them for one boss", but would also get an indicator that they had helped other groups over other bosses, and on average, we'll have joined at last bosses as often as we've missed last bosses.  In effect, this creates a social accounting, so that even if two individuals have not helped each other in an instance, they will have helped someone who helped someone, and given the size of the pool, let's say fifty steps, and finally Kevin Bacon will have won the item you wanted, but it will be slightly less annoying because by spending RDKP, he's showing that he's not just some lucky guy who perpetually hops into groups on the last boss and runs away cackling with all your loot.

Or in short form: even if they haven't helped you, they have helped others, and others have helped you, so it all loops back around to be fair.

The second goal is to reduce ninjaing.  By putting some cost on items, a ninja roll is at the cost of a later, legitimate roll, so the ninja may be setting themselves up to lose on an item that they wanted.

Technical stuff that would need muddled through but shouldn't impact the two main purposes
The amount of RDKP overall, per player, from kills, and per roll, would need to be managed.

Clearly there are more details to work out.  With that in mind, I want to make a request regarding comments.  I'd love to hear suggestions for improvements and for filling in missing details.  However, criticizing details is utterly pointless because there are none (beside the half-thoughts at the end), so stick to pointing out that the overall idea is terrible rather than the specifics.  That is, unless someone brings up a specific, then you can say it is stupid (or great).

Values and Rules

| Wednesday, June 20, 2012
Syl's at it again, stealing ideas before I could even think of them.  Pretty awful, right?  Now she's talking about loot rules and how people have different perspectives on when it is okay to roll or not.

I'm of the general opinion that laws should be based on values.  These values may be general, such as valuing human life, resulting in specific laws regarding murder, pollution, and healthcare.  I suspect people share my opinion on this (laws based on values), though the particular values will not be the same.  This is why we have voting, compromise, and geographic and other separations of jurisdictions.  The idea there is that I live under the laws I want and you under the laws you want and if there is overlap, we have to work things out somehow so that the resulting laws are not in excessive conflict with either of our values.

This is why we have legislatures which get voted in and out, petitions and protests, and at times, even have direct democracy, with the public voting on particular rules.

Games tend to have none of these.  Instead, there is just a set of rules.  In the case of this subject, loot rules.  The developers say "These are the rules for action and beside a few anti-scamming rules, if you can roll on it you may roll on it."  The result is that people of widely different values are playing under the same rules.  This is inevitably going to result in disappointment.

What's to be done about it?  Some would say that there is nothing wrong, but denying the existence of a problem doesn't actually solve it.  Given that the problem in this case is a matter of individual perspective, of what is a fair loot system, the perception of a problem is the problem, though obviously it is a bigger or smaller problem depending on how many people care and to what extent.

I suggest a "create your own rules" system.  Developers would create a set of rules which could be set on or off and given thresholds and groups could then create a rule set which works for them, and people wishing to join the group would accept or reject the rules.  For example, there could be a "minimum bosses killed before current" rule, which Syl might want to set to 2, so that if a player has not killed at least 2 bosses with the group before the final, they will be ineligible to roll.  Players who dislike carrying others might set a minimum percentage of damage done.  Players queuing up for groups would then have the option to toggle whether they'd automatically accept certain rules, reject others, and manually accept or reject particular sets.

It's complex, of course.  That's what happens when trying to create rules that more closely match the values of those playing under them.  The question whether the complexity is worth it.

One little change to loot rules

| Friday, April 13, 2012
People who leave the group automatically pass, even if they have selected something else already.  Dropping group during loot rolls overwrites everything else.

In a rush? Pass on loot!

| Wednesday, March 28, 2012
"Looting this item will bind it too you."
WASTING TIME!

You're a person on the go. You can't wait around for loot rolls. You kill the boss and drop the group. So why waste time clicking twice when you could just click once? That's right, if you hit pass, you're done! Since you dropped group the instant you hit greed, you weren't getting the loot anyway.

There is, of course, one downside. If you take the tenth of a second to hit greed before you drop group, you lose out on the 20% chance to screw someone out of a bit of gold for no actual gain to yourself. And that is definitely worth the time for someone like you.

Levels are an abstraction, but the layer they cover is real-ish

| Sunday, March 4, 2012
Apparently Cynwise has a blog. Go figure. Anyone, the meercat makes this ridiculous statement.
What is to stop a young Tauren brave from wearing the mighty gear of his elders? Get your head out of WoW for a moment – what is to stop him from putting on the physical garb which conveys these great bonuses? What prevents him, exactly, from picking up an epic mace dropped by Deathwing himself and smashing opponents around him? Okay, let’s say the mace isn’t from Deathwing. Why not a level 60 mace? Or a level 35? How does that work, exactly?

Because a level one character has not yet developed the mental of physical strength to bear such items. These examples aren't just higher quality. They are magical. Magic does weird things. We know this. Magic can tear a person apart. It can drive them insane. It can unmake existence itself, on varying scales. Keep that in mind when you ask why a level one cannot wear a level 60 helm.

On one level, it may be a game mechanic, not a "lollevelupnub" mechanic, but a "we're not going to let you equip gear which will make your character instantly die" mechanic. There used to be an item that did that. It was an item for a fedex quest, but, but it could be equipped. It killed you if you were unworthy. You were unworthy. The item can no longer be equipped. On a side note, I think it would be great if players could equip higher level gear, with ever-increasing chances to cause serious harm to themselves.

Going deeper, we could see how it would be physically impossible to equip the item. A 'good' item might not let you equip it to protect you. Or to protect itself, because it's not generally a good idea to give powerful magical artifacts to people who don't have the ability to wield them, let along protect them from evil. Alternatively, a 'evil' item might not let you equip it because you're weak and unworthy. You are beneath it and may only ruin its evil plans.

Sadly, WoW never bothers to explain this to players. No NPCs, no quests, no cutscenes, or books are there to tell us that trying to use items that we cannot can have dire consequences. Oh sure, there are some hints here and there. The red text suggests danger. The reactions of group members when your hunter rolls need on everything are a sort of community warning. Yep, we're not angry at the hunter, we're worried for him, like when an infant finds your rusty nail collection. While you are upset that they might damage your precious collection, you're more worried about them harming themselves. Babies are such noobs.

It's about time Blizzard fixed this oversight. I don't expect a detailed explanation of exactly how magical items can kill us, I'm not a nerd or anything, but just explain a little why the item text is red.

Level 70 gear is not intended for level 70 players

| Friday, February 24, 2012
Anyone remember when you could run heroics in Burning Crusade, and given some time, get some cool pieces of badge gear? I loved the axe I got, even if it did appear to be a hunter weapon.

Apparently, not working as intended! You might think that at level 70 killing a boss in a BC heroic would give justice points, the replacement for badges. You'd be wrong! Instead, they don't. Thankfully, you can run random dungeons, which wowhead says do give justice points. At level 70 you cannot queue for the normals and are instead limited to the heroics, which supposedly are seven times weekly. There are also the daily dungeon quests for 10 each, bringing the total to 20 points per day. Bosses should give 5 each, but if anyone in the group is above 70, which thanks to the dungeon finder they often are, no points. That means either a very, very slow process of manually forming groups for rarely-run content or a lot of voting to kick people who have done nothing wrong.

The net result is that any gear is absurdly expensive and slow to acquire. At level 70. But hit 85 and run all the randoms you want with bosses dropping the proper points and the tool giving even more, and then go back and buy it all. Because that makes sense. Would it have been so difficult to leave badges of justice alone? Had Blizzard done exactly nothing, there would be no problem. New content would use the justice/valor system and BC would use its old badge system. No overlap, no potential for exploitation, no bugs to worry about. If level 85 players suddenly decide they want level 70 gear for transmogrification, then add a one-way justice->badge vendor, similar to honor. As for the LK heroics, screwing up LK content is entirely consistent with Blizzard's past actions, so there's nothing to worry about.

Cataclysm heroics should have dropped legendaries

| Friday, February 17, 2012
In vanilla we ran around in greens and some blues. Purples were a strange thing to see.

In Burning Crusade we were certain to get our blues and as the expansion moved along, we got our purples from heroics and Karazhan.

Wrath of the Lich King purples were standard attire. A blue was a filthy, awful thing. A purple was really just barely getting by anymore.

Cataclysm came and did it give us a new color to yearn for? Alas, no. It gave us blues! Blues! Filthy rotten poisonous blues, rather than yummy delicious purples, yes, we wants we do. Our... precious. Purples. But did we gets them? No! They takeses them.

*ahem*

As expectations progress, it is important to either keep up with the expectations or to change the change in expectations (derive the derivative's derivative!). Cataclysm failed to do this. Wrath of the Lich King was an effective teacher and it taught us that purples were something to have, not something to get. Perhaps Cataclysm could have successfully transitioned back to blues, but it did not. I blame some of this on the lack of sets; none except for PvP and a few crafted; neither of which are instance loot. I've said it before, that sets are special, telling players that they are allowed to stay in this gear for a while while they gather the rest of the set, that they aren't expected to get this item and drop it an hour later.

In conclusion: The title:
Cataclysm heroics should have dropped legendaries.

How to buy iLevel 378 Epics off the AH for only a few thousand gold

| Friday, February 10, 2012
Step one: Buy gear off the AH.
Step two: Enchant the gear.
Step three: Run an instance, watch upgrades rain down upon you.

Unbreakable Guardian -> Gavel of Peroth'arn

Drape of Inimitable Fate -> Cloak of the Royal Protector

Witch-Hunter's Harvester -> Pit Lord's Destroyer

That doesn't count the chest I'd bought off the AH last winter and also upgraded, but maybe it should, since in all technicality, it was an AH item that was replaced after only a few runs. There were also ret shoulders and various healing items, which almost made me consider trying holy, until I remembered that healing is the hardest role in the game.

So sadly, I am no longer wielding a scythe. And my reforging is all wrong now. But I can finally get into LFR! Should I bother to read up on any fights?

Free Epics Are The Logical Thing

| Saturday, February 4, 2012
An unwanted trip is always too long while a longed-for journey is always too short.

What is the point of randomly formed cross-server groups? They cannot possibly be to meet people, because well, they're useful for seeing people, but not for actually meeting them. Are they for the fun of running content? Maybe... sorta. But they would be more fun with friends, something which is directly contradictory to the random element. Aha, gear! They are clearly a way for us to get gear, in a quick and regulated manner, so that we gear up at a steady pace without needing to raid. Well they're pretty bad at that too.

I'm not suggesting that these random runs have not gained me any gear. They have. But so far, much of what I've gained has been from the instance quests, not the random tool rewards, meaning that the tool, at best, helped form a group, but did not directly contribute to my gear in that aspect. I did manage to get two pieces of justice point gear, gloves and a chest, with pants coming next, which were nice, but aren't going to get me into any raids on their own. But the thing that strikes me as odd is that the weekly valor point cap is lower than the cost of all but the relics and ranged weapons (no guns). It's a contradiction: We want you to use these randoms to get gear quickly... but not too quickly!

Now what is the point of that? If we're meant to quickly gear up, then why not let people quickly gear up? If we're not meant to quickly gear up, then why not remove the random element, encourage players to pick where they go, and run the instances they are most likely to enjoy?

Similarly for heirlooms, and even worse, the screwed up leveling curve, why speed up the process enough to ruin the journey, but not enough to actually fix the problem? If someone wants to be level 85 and be completely overwhelmed with a hundred class abilities, why not let them? It's not as if the trivialized leveling process is teaching much. It just doles out the abilities more slowly, without ever checking if we know what they do or why we have them.

Maybe getting instant level 85s with raid-ready epics isn't the best way to go about things, but it at least seems more honest, and more consistent, than wrecking any enjoyment from the process of leveling and gearing, without removing the now-undesirable process.

Virtual Materialism

| Friday, January 13, 2012
If I can buy it, it's worthless.

I had too far to walk, so I did my usual thing, thinking too much. Along the way I wandered back to WoW and my abandoned banks and bags. Filled. With what? Gold? Certainly some. Herbs and ores and badge loot? Some as well. Generic things. Commodities.

I started thinking of my own material situation, or of hypothetical situations. What if I had a million dollars? I'm not sure what I'd buy. Certainly I'd buy an end table and some pictures for my sparse walls, not to suggest that the end table is for the walls. I'd buy a very nice computer. Maybe even a TV. Maybe not the TV, seems pointless. And then what?

Maybe I could consume. Not buy, but consume, like real Americans do. I could buy shoes to not wear and cars to sit in traffic. For what?

Symbolism. These things are not all that great, but they symbolize wealth. I guess that's nice for some people. For me, I think a bank balance makes a good symbol of wealth. But then why is my long-lost paladin decked out in Judgement and wielding a Thunderfury and who knows what silly other items?

They are not wealth! They symbolize something different. They symbolize experiences. Thunderfury is time in Molten Core and Blackwing Lair, a reminder of times I enjoyed. The armor as well. Somewhere a scepter is waiting as the last step to opening Ahn'Qiraj, a useless item these days, but a reminder of the quest chain, one of the longest ever. A reminder of time and experience.

No badges can buy that. And similarly, what can money buy? I cannot think of what money would buy to remind me of anything. It would have none of me in it. I suppose we could draw on Marx and his thoughts on how workers have become separated from the product of their labor. I work one job and buy something else; entirely disconnected. Or I farm randoms for badges, like an assembly line putting in a rivet all day every day, and I get back something in which I had no part in the creation. None of what I have is unique, but it is mine, by my creation, by my action, so it is bound to me. It gives a new meaning to items being soulbound.

Maybe someday I will build my own house, or at least remodel it. I've done that a lot, but almost never where I live. So there are dozens of houses with me in them. My brother's house as well; wood I stained and a very nice ceiling design that I installed. I was relieved when they decided not to move just yet, because they could not have bought that house.

There's a new way to look at the evolution of WoW, from the cottage industry of little loot tables to the factory of badges. I suppose I'm just a Luddite.

Purple Pixel People

| Monday, November 14, 2011
On Friday masterlooter suggested
There are players that like to raid (read: defeat difficult encounters with many other players), and there are players that want purple pixels.
I'm sure he didn't mean it as a dichotomy for the overall population, but for the population that raids. In other words, some people raid to raid and some people raid for loot. Even then, it's a bit of a stark divide. I raided because I enjoyed it, but I definitely liked the loot as well. I know that my preferences are not universal, but I think that the particular trait, being able to enjoy both an activity and the reward from it, is universal, or fairly close. People can enjoy raiding and enjoy getting loot and may raid partially for loot and partially for the experience.

In fact, I think these are linked, and that's the root of the problem with easymode raids. Despite my absurd claim that loot has intrinsic value based on the number attached to it, it doesn't. Loot is relative. Relatively relative.

Gear rewards have two parts: the gear (tool) and reward (reward). Higher stats make me better able to play and are a useful tool when attempting to kill internet dragons. But the loot itself, regardless of the stats, has a reward aspect to it, which is derived from the experience. The loot is a symbol of the experience. For example, getting Thunderfury was effectively useless as a tool because by the time I got it it was a couple expansions behind and was more useful to a different class anyway. But as a symbolic reward, it was tied to many experiences. It drew from my early days in MC and the status of such a weapon back then. It symbolized the time I had spent farming MC in BC and LK. It symbolized a social effort to get the raid members I needed and to find the materials as well. Also it just looks awesome.

From that we can see that the gear reward is not a matter of the stats or power of the item, but of the meaning it carries for the player. Certain tier pieces in BC symbolized having struggling and succeeded to kill a tricky boss. These days the stats would be laughable, but the symbolic meaning is still there.

Over time this meaning has become ingrained in the item system. Higher level gear came from higher level raids which required more perseverance, more struggle, more skill (please don't argue this last one, it never gets anywhere). With this pattern firmly established, it would be easy to see how the connection could get reversed. Gear, carrying the symbolic meaning of some achievement, could substitute for the achievement. To a limited degree this can work, with badges giving that tier piece that never dropped or in my case, going back later to get the badass sword that shamans could not use. If an experience gave loot, then it is not unreasonable to think that the loot implies the experience. Loot can become fun.

That connection relies on the loot, the reward, being linked most strongly to the specific experience. There can be side links, such as the badge system, but the reward should primarily invoke the main experience, such as killing a particular boss.

That connection can be distorted or broken if the reward changes sources. If a chest piece started off coming from a very hard raid, we'd link it to that raid. If much easier content began to give that reward, then the link changes. This is not necessarily a bad thing. That easier content could be a lot of fun, in which case the reward switches the link from challenge to fun. For some that is better, for some it is worse, but objectively we can't say that the item is degraded. However, if the easier content is not fun, then the reward switches the link from challenge to drudgery. In that case, the item is degraded.

So to get back to the Purple Pixel People, there may be people who are attracted to purple or big numbers, but they are a minority. Most people are instead attracted to the symbolism of the items and how they evoke an experience, maybe fun, maybe challenging, maybe social. The reward is a means to an end, the end being the experience. This can happen directly, with the reward-as-tool allowing them to confront and overcome the challenge. It can happen indirectly, with the reward giving them the image of one who has overcome the challenge, like putting on a uniform to appear authoritative, or lacy underwear to appear pretty. Not that I am suggesting that I or any other raiders, former or present, do or have done that.

There is also status. Good gear confers, or is hoped by the player to confer, status. "Look at this gear and know that I am a badass." This works as long as the gear is primarily linked to something badass, such as killing something badass. If the gear is instead linked to spending ten hours a day watching My Little Pony (before the remake of it), then even if it could also be gotten from a world-first Sargeras kill, it wouldn't confer much status.

Maybe I haven't quite convinced you, so I'm going to make you an offer. I'm running an MMO and if you want, I can give you a full suit of Awesomeslayer Armor which has +tenbajillion^7 attack damage power. Do you want it? Let me assure you, this armor is way better than anything else out there. Do you want it? Better question: Do you even care? Probably not. The armor has no link to anything, no symbolic meaning and no clear usefulness, given that for all you know my MMO was made up on the spot to prove a point. What if I said that it has a particularly purple shade of purple text? No? Okay.

In conclusion, Purple Pixel People are an irrelevant minority that are not protected under anti-discrimination laws so I can safely say that. If people appear to want epics, it is because they want epic experiences. It is because they want content. That does not mean it is content that showers them with loot. In fact, a loot shower may be counter-productive, as well as dangerous if we were to imagine the literal scenario.
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