I’m looking for YOUR suggestions!

On what?

Oh yeah, so excited I forgot to tell you.

I’m making something funny. And I suddenly realized… why have all the fun on my own, when I can make it a community project?

What I started doing is making a bingo card.

“BBB’s Bad Tank Bingo”.

That’s right, you already know where I’m going with this.

A bingo card with spaces describing the classic warning signs that this pug is being run by a BAD TANK.

Now, hold your horses. Don’t get all fired up just yet.

That idea alone would be enough content for MOST blogs, but this here is the Big Bear Butt. There’s more.

What I’d like fer you folks to do, is go ahead and hit me with your favorite indicator that you’ve got a bad tank.

But I want you to put it in a special format.

No, not PDF or Xcel or any of that crap.

No, I want you to give me your best Jeff Foxworthy impression.

“If you spend more time talking about being a leet raider on your alt then you do holding aggro… then you MIGHT be a Bad Tank”

That’s right, ladies and gentlebears, I want you to hit me with your best one liner, and not only will I pull my favorites to make the bingo card, but you’ll get to have fun reading the funny in the comments that YOU come up with.

Now, let’s take a moment to pretend there is a high minded purpose behind this, instead of mocking people who suck as tanks.

[ahem]

“This project is being started in the hopes that, by using humor to highlight the most common behaviors displayed by tanks with little skill or experience, we will help to educate players about what to watch out for before they get started.”

Nope, we’re not making fun of sucky tanks in any way. Nope. Nosireebillyjoebob. Totally trying to be helpful here.

Ayup.

C’mon! Hit me with your favorites! And don’t spare the sarcasm, bitterness or misery! They made you run in that group and deal with it… now vent!

Comments 58 Comments »

I feel like I’ve dropped off the grid lately.

I haven’t logged into any of my Horde characters in over a week. I haven’t done much of anything.

When I have logged into the game, it’s been to continue single-mindedly completing my Rogue’s goals.

Not exactly blog worthy fodder, eh?

Cassie and I jointly finished the entire quest chain for Dungeon Set 2… she has all the pieces for her Paladin set, but I’m still missing the Hat and Chest for my turn in.

Since I was still only level 73 when we finished that quest chain, I’m spending my free time leveling. Once I hit 80 and get a little geared, I’ll go back in and farm Scholo and UBRS solo until the two things drop.

And then? The Rogue gets retired as a bank alt in Darkmantle.

It’s been an interesting exercise, but I’ll be honest; the Rogue is a very annoying class to play solo in old school content compared to the melee classes I’m used to, the Retribution Paladin and the Feral Druid.

Mostly, I feel squishy fighting groups of mobs, even level 60 instance groups. Part of that, of course, is that I’m wearing Leather as a melee DPS.

You know, I’m really not complaining about the class itself. I’m not even level 80; I only dinged 75 last night. I don’t know how it plays in groups beyond the groups I do in regular instances.

What I’m annoyed by is something that is an ‘unofficial’ playstyle; soling old school content. And the only reason I’m annoyed is because of how spoiled I am by playing other classes.

I have a Feral Druid, I have a Retribution Paladin, and I even have an up and coming Protection Warrior.

Each of those three classes is a melee class, the same as the Rogue.

The difference is, each of those other three classes is a hybrid; each is designed to be capable of tanking in normal situations as well as of dealing DPS.

Each also benefits from the modern design of easy group aggro generation; each class has plenty of AoE capability.

The Rogue is not designed to be a tank, although while it’s up, Evasion is great. Since Rogues aren’t meant to be tanks, Evasion is on reasonably long cooldown. It’s not an “I’m the tank” ability, it’s an “Oh shit the tank is asleep” ability.

Likewise, Rogues are not designed to establish or hold aggro on large groups, so Rogues only have two abilities that affect groups of mobs; Fan of Knives at level 80 (which I don’t have, but as it costs 50 Energy to use, I don’t see it being a spam button when soloing) and Blade Flurry, which lets your attacks also hit a second target for a very short period of time. A very short period of time. And it has an annoyingly long cooldown.

Rogues are not exactly ”AoE monsters”.

So, I’m spoiled. I’m cool with stealthing in and assassinating bosses in old school content, it’s fun. But there are lots of encounters where you have to deal with waves of trash to get a door open, or something, and then it’s a pain in the butt.

Laziness. It’s my anti-Rogue.

Seriously though, the longer I play my Rogue and have the opportunity to compare playstyles with the Paladin, Druid and Warrior, the more the Rogue feels like it got a rock.

How to fix it? I’m not going to make any suggestions about how to fix it. Cataclysm is coming, changes are already coming, and part of it seems to be building in nerfs to those other three classes’ ability to solo groups, so soon it might not only be the Rogue that has that ‘hang tough’ feeling.

I just wanted to throw it out there, that on the one hand, I know Rogues can really deal some smooth, slick damage in raiding environments on single targets, and bring some great utility with Tricks of the Trade, Disarm, Kidney Shot and such.

But on the other hand, for being this great evil stealthy soloing class… Rogues are one of the hardest melee classes I’ve played to solo with, just because of the weakness against unavoidable waves of mobs in scripted encounters.

Comments 19 Comments »

Look, have you SEEN the damn video trailer for DC Universe Online?

I honestly want to know, in looking at this trailer, in looking at the Starcraft II trailer from the last post, dear lord why can’t that insane level of quality actually make it into a real movie?

Why do we keep getting TV show mass produced cartoon crap released as actual movies? Why, lord?

I see that trailer above for DC Universe, and I think about the crap animation in the most recent DC animated movie I saw, Justice League: Crisis on Two Earths, and it makes me want to scream in frustration.

If you’re going to leave the half hour TV show episode realm and venture into the bright lights of movie making, for crap’s sake, BRING YOUR “A” GAME!!

Iron Man: Armored Adventures was a style I really, really enjoyed. I thought I could live with that as my new standard for enjoyable, smooth animation.

No. Hell no. If they want to make a movie costing millions that we’re going to pay our hard earned money to see (I know our family drops $35+ on a single movie going experience) how about stepping up and making something somewhere remotely close to the level of quality in the game trailer above?

Am I crazy? Did that 6 minutes of footage above really cost them so many millions that another 124 minutes would cripple the world’s economy?

Gaaaaaahhhhhh!!!!!!

Comments 19 Comments »

I promised you a book review, and by golly you’re gonna get it! In my own, inimitable BBB style.

Starcraft II: Heaven’s Devils by William C. Dietz is at it’s heart a military sci-fi tale that follows a very familiar style.

There is a familiar theme that keeps getting repeated in military novels. Naive young man goes off to war, enters boot camp, is exposed to the order and structure of training, feels prepared and confident, and then goes out into the harsh reality of the real world, where blood stains your stuff, people die even when they’re you’re friends, and chaos seems to reign. 

It’s a familiar theme because the coming of age tale is something to which we can all relate, and it helps draw us into the setting. Much like us, the new recruit doesn’t know what the future holds, and as things are explained to him along the way, we learn right along with him.

For those of us that have been there before ourselves in some way, we can also chuckle as we remember just how naive and stupid we really were back then.

This particular story is centered on Jim Raynor, a young man helping his family keep their farm alive on a dusty agrarian world, as the Guild Wars rage between the Confederation and the Kel-Morian guilds over who will control the future of Terran colonized space.

As the story progresses, we follow young Jim’s own coming of age tale as it unfolds, from his very beginning on the Confederation world of Shiloh, and all the way through until the end of his military career.

Along the way, we become acquainted with the ways of the Confederation military might, and bear witness to the birth of an elite force, the Heaven’s Devils.

The story is set in the Starcraft universe, and is faithful to the Starcraft lore that has come before. This is not a reboot, revamp or reconstruction for Starcraft II, it all fits nicely in the existing storyline. In fact, much like the recent book Arthas, the back of Starcraft II: Heaven’s Devils includes a detailed Starcraft timeline that lays out important events in sequence, and for each event lists the book(s) in which those events can be found. 

Yes, Starcraft II: Heaven’s Devils is a tale set solidly in the Starcraft universe, and yes it is faithful to the existing lore, but first and foremost this is a military sci-fi novel in keeping with the finest works of William C. Dietz. Anyone that is familiar with his work on Legion of the Damned will feel right at home here without having read anything else, or having played SC1.

For those of you who aren’t familiar with Legion of the Damned… Dietz infuses his military sci-fi with a stripped down quality; the story advances from event to event, and you’re expected to keep up and pay attention. He doesn’t spend much time describing the color of the grain in the fields of Shiloh, and he doesn’t bother you with details on what the major export crop of whatever town the characters happen to be in might be. His books also bear a cynical edge and black humor common to military sci-fi, a tone perfectly in keeping with the setting and subject matter of this book. 

I enjoyed this book a great deal, but at the beginning, it was hard for me to get into. The “From boot camp to the front lines” theme has been done so many times, in so many ways, and let’s be honest… not all of them can be Full Metal Jacket. When you realise what the theme of this story will be, an experienced reader will start to worry… “Is this going to have some imagination, some new and interesting edge to it, or is this going to be some formulaic piece of derivative crap?”

Hey, I know that’s what I was worrying.

So yes, starting out, when I saw what direction the book was heading, I was worried. I dragged my feet a bit.

In the end, it goes off the rails in a very good way, and has a great “Oh crap” feel to it. It’s not a story you’re going anticipate, it does a good job of sucker punching your expectations. 

Still, in the early stages, I didn’t know that it was going to go off the rails.

What kept me going was the promise that this was Jim Raynor’s story.

I played Starcraft I, so I know who the hell Jim Raynor is. At the time Starcraft I begins, it’s been ten years since the end of the Guild Wars. We know that the Confederacy won the war and now rules unchallenged over Terran space. It’s all one big happy Confederation family. we als know that if you want any sense of freedom in the Confederacy, you go out to the rim of colonized space looking for some crap out of the way planet and find a hole to hide in.

Four days before the Starcraft I story begins, an alien fleet popped out of nowhere and laid waste to a colonized Terran Confederacy world. Panic among exposed colonial worlds ensues, and we enter from stage left as a Confederation assigned Magistrate abrubtly placed in command of the colony of Mar Sara.

As the Colonial Magistrate, we are tasked with protecting the colony from a feared alien invasion and chilling them out so they don’t panic at the idea of being Zerg chow.  On our very first Starcraft I mission (real mission, not the training mission) we encounter a very dusty, tired, and cynical James Raynor, the “local Marshall” of Mar Sara, and we enlist his aid in relocating refugees immediately in the wake of General Edmund Duke’s surprise announcement of a 48 hour lockdown and colonial quarantine.

From there, the Starcraft I story takes off running… and from there we got to know Jim Raynor very well. Jim, and Kerrigan.

But what was Marshall James Raynor’s story back before he ended up on Mar Sara?

Starcraft II: Heaven’s Devils did what I really wanted. It does tell Jim’s story, and along the way also tells the story of the elite unit he was a part of, and gives us one hell of an eyes wide open view at the reality of the Confederation Terran Marines.

Unfortunately, the book ends near the conclusion of the Guild Wars, and leaves us with a ten year gap to wonder what happened until we see him again in SC1.

Still, have you seen the trailor for the Starcraft II: Wings of Liberty game out this Tuesday?

God, I love that trailer.

I think it’s safe to say that if you want to know more about the man that comes to lead a Mercenary force in the new Starcraft II game, if that trailer makes you interested to know more about what kind of actual military background he had in the Confederacy, and why he wasn’t STILL a loyal little happy Confederate puppet, then Starcraft II: Heaven’s Devils will answer those questions admirably.

Oh, and yeah… I’ll be buying the game on Tuesday. What can I say? They had me at “Kerrigan”.

Bottom line – It was a good book. I had a good time. I’d like to see Dietz fill out those missing ten years.

Comments 6 Comments »

During this weeks downtime, good old Gnomeaggedon had a wonderful post, where he praised Blizzard’s communication skills. You know what the contraction for “good old” is, right? Go’ld!

He frequently has wonderful posts, he is pure go’ld, I’m just mentioning that one because it’s relevant to what I’m going to be talking about.

Oh, and Gnomer, you been threatening me with a rant against one of my PvP related posts for months now. Wassup? Bring it, shorty!

Ahem.

So yeah, Gnomer was very impressed with Blizzard’s communication skills during the recent downtime.

Since he was nice and considerate, that must mean I gotta be contrary and cranky, right?

Sure, Blizzard had some great communication. Well played.

But how about that communication the week before?

You know, the Twitter Developer Chat communication?

Yeah, THAT communication.

I’m very happy whenever Blizzard passes on information to us concerning their plans, and the intent behind them. Most companies restrict themselves to lawyer-approved press releases that are so sanitized you can’t see controversy in them unless you really twist your inner lens ALL out of focus.

Blizzard doesn’t do that. They talk to us. The developers as well as the community moderators. So please, keep in mind that when I do bitch, it’s with a healthy appreciation that at least we have some idea of what they’ve got going on.

I’d rather be told something I don’t like, and have it be the truth, than to be told nothing at all.

Moving on to the Twitter Developer Chat, the subject of class specific quests was brought up. Will Cataclysm have them?

The bare bones answer is, yes. There will be class quests at 20, and another at 50. Or something like that. This is good news, correct? There will be something for each class.

However, the value-added answer was that there will not be, and by implication never be, extensive class-specific quests because it is too expensive for the developers to program into the game.

Why is it considered too expensive? Let’s think about it for a moment.

The amount of time spent on quests for that one class could be better spent on quests that all classes could complete. The decision has to be made, create content all classes will see, or content only one class will see, using a certain finite amount of resources.

Or, to try and clarify Blizzard’s position for us, plucking numbers from thin air, if a programmer costs $30 an hour, it takes 1 hour to design a quest and implement the programming, and 100 hours of programming time ($3000) is budgeted for new quest content, then which is a more valuable use of that $3000? 100 quests for everyone, or 10 quests for each class?

That’s the position Blizzard holds. That it is too expensive in terms of allocated resources to program content exclusively for one class that nobody else will see.

In terms of project management and budget resource allocation, it’s very convincing logic. Especially when budgeting the resources required to completely revamp the existing Azerothian world experience.

In terms of the game design of an MMO, however, especially for an MMO with an extremely aging demographic, I don’t think it’s solid foreward planning.

In fact, I think it’s damn shortsighted.

My biggest objection to that logic? The concept, at this stage in the game, that content designed for only one character class will only be seen by a small segment of the players.

Are there still any players of over two years experience in this game that have created one character, and stuck to it, never experiencing anything else?

No. Most players play one main character, and then they start a new one for a new experience in the same game.

Having made that point, let’s back up a little. 

As a developer, you have a decision to make.

Allocate resources to either attract new customers, or allocate them to retain existing customers.

Or both.

I think Cataclysm is a brilliant plan for accomplishing both.

Existing customers get brand new leveling experiences within a familiar setting. I personally think that there is a lot of evidence that people LOVE being surrounded by familiar settings with a fresh new little tweak.

Anyone else love long series of books, TV shows or movies, where the scenery may change, and the plot may be different, but the major characters and genre stay the same?

No, I didn’t think so. Oh no, once an episode or book comes out, there’s never a demand for a sequal.

For existing customers, Cataclysm lets us continue to play in a world with familiar rules, settings, and structure… but the rules are just a little different now, and the places are a little changed now, and the quests are a little different now, and even the locations where Herbs and Ore spawn will be a little different now. And you can fly!

Small adjustments, but overall a comfortable feeling of being at home. It’s just like having a new couch and loveseat, and a 44″ HDTV added to the experience.

For brand new customers, the advertising will entice them by saying, “You never tried WoW before, because you were worried that everyone else already knew everything, and you’d be the noob. But now’s your chance to get in at the beginning, and learn the World of Warcraft alongside everyone else. The rules are new, the world is fresh, and there are brand new races and starting areas to try. There has never been a better opportunity to explore World of Warcraft all over again… for the very first time.”

Okay, so Cataclysm brings something for both existing and new customers.

For the existing customers, though… we’ve all been here before. I for one feel like I can predict the future based on past experiences.

Right now I have every character slot filled. I have had for months.

If I want to experience the new leveling world, there are three possibilities for me;

  1. I delete existing characters I love.
  2. I start up fresh on a new server.
  3. Blizzard lets us have more character slots per server.

What if all my friends are on my server? Then if Blizzard doesn’t open up more character slots, somebody has to get the axe.

If the game was only a year old, or even two years old, that wouldn’t be such an unreasonable expectation. Right?

But as a long term customer of over four years, I don’t think I’m unusual in having almost every slot filled with a character I like, and in which I have invested my time to develop, train and bond with. .

Does that sound super geeky? Bonding with a character in a video game? Of course it does. Anyone that doesn’t share certain geeky video game role playing characteristics with me is even now firing up the comment page to scream “It’s just a video game, get a grip!”

That’s fine, you don’t get it, and perhaps that means you represent the sane point of view.

I can only say that when I look at my level 73 Shadow Priest with maxed Jewelcrafting and Tailoring, I know that I may not feel like playing the character because I don’t currently enjoy her playstyle, but I have too many memories tied up in playing that character with friends. Great times with Legatum Ignavis in Karazhan, uber time spent PvPing in Alterac Valley with my wife to get the awesome PvP epic gavel (which she still carries), even time spent training Jewelcrafting that I just don’t want to lose by deleting her, even though I don’t intend playing her any time soon.

To paraphrase Roy Batty, “All those moments would be lost in time… like tears in the rain.”

Cut down to it,  if I want to hang with all my friends, and they don’t feel like server changing, then I have to kill a long time friend. Digital or not, it’s not cool. I’d much prefer to allow the character to remain, perhaps not logged in by me, but I can imagine at the loading screen that my Priest is out there in Azeroth, somewhere, sipping ale at the Pink Pigtail Inn and sharing stories of Mind Flaying some poor Rogue in Alterac Valley back in the day. Just waiting in pleasant retirement until the day her old friend wants to melt faces once again.

So, technically, limited replay value in the leveling experience, yes? Us oldtimers don’t have tons of empty slots to fill up.

But that’s okay, let’s move past that and assume that most people will eventually fire up a character on another server to experience the changed world. Or delete people. OR, perhaps they’ll take their max level characters and go questing the old world from scratch. Hopefully, all quests will be reset so you can do it all over again from the beginning.

So you do that on one character. Leveling or questing content from 1 to 60.

And then you do it a second time.

What have we learned from 5 years of playing?

Doing the same quests on different characters year after year gets damn old.

We play multiple characters in the hopes of experiencing something new.

And you tell us that content for one class is too expensive because it wouldn’t be seen by enough people? REALLY?

Sure, if all you’re looking at is the next three months, you might be right. Are we really planning on the game only lasting three more months?

Inevitably you want to see the experience from the other faction. Why? Is it because they’ve got better classes? Not anymore. Is it because they’ve got races you like better than the ones you first picked? Probably not, what races you went with first are the ones you liked best. Except for folks that like the brand new races, and none of the others on that faction.

So why?

It’s to see new quests. To take part in new storylines. To experience something new and fresh.

Well, if there are no class specific quests or content, I mean real class content different from the rest, then what you have is playing a different class through the same old thing you’ve already seen five, ten, fifteen times.

If each class had it’s own rich content at some point, or a little thread that wound it’s way through all the levels that had some good story to it, that would to me add something special for the long term player. Something new that playing that class brought besides a new way to trigger a ranged or melee attack.

I’m not thinking of the next year. I’m not even thinking of the next two years. I’m thinking of where we are now, and how short sighted it feels to hear a developer say that class specific content is too expensive for the return on investment.

When World of Warcraft was originally being developed, going headfirst against Everquest II, they invested in their plan. They couldn’t know how it would turn out, so they brought their ‘A’ game and did the best they could to anticipate what would really attract and retain customers long term.

None of the magazines or news agencies at the time considered WoW to be the big thing that would dominate the world. Everquest II was regularly reported to be the stronger contender for next gen MMO, simply because of the experience and popularity of EQ1.

During that initial development, clearly somebody over at Blizzard thought about differentiating the class gameplay experience in ways other than just stats and playstyle.

Somebody clearly thought that investing resources into making each class leveling experience have something special, something new. Some reason to draw you into the 1 to 60 game all over again, and extend your subscription that bit longer.

They invested at that time in class specific content. Special quest chains to unlock class defining abilities. Rogue quest areas and Ravenholdt. Warrior chains for kick ass weapons. Level 50 class quests for items out of Sunken Temple.

It really does feel like one person had that vision, but spent more time with one class than another. Different classes have content implemented at different levels. In some cases, all the class chains consist of are “go here and do this” to get an item that would have been a decent upgrade. Others have big epic feeling chains that bring special mounts. Even the Hunter class had the raiding gear chain that brought the bow and quiver of awesomeness.

It doesn’t feel like the attention to the classes was balanced, but more like one person had a vision… and then in mid stream had their attention shifted, or their resources pulled, and nobody left shares that same vision going forward.

It’s too bad. I know that, having done it already, I don’t personally look forward to questing through everything for the third time and saying, “What now?”, knowing that the plan is for all classes to get the same basic experience.

When it comes to investing resources in improving the replay value of World of Warcraft, a game meant to be a subscription based long-term gaming experience… I just don’t agree with the idea that class specific content is “too expensive”.

Really, when it comes right down to it, I’d rather they had the opposite opinion; that investing in long term replayability at all levels of content be something they make a high priority.

I know that Blizzard has done a fantastic job on the Cataclysm content. I’ve seen the screenshots, I’ve read a few of the beta reports, and by all indications, one thing you cannot accuse Blizzard of is being cheap on developing new content or redesigning the game.

I guess what it boils down to is my objection to the game design philosophy lurking behind such statements. If you’re going to be a subscription based game, you’ve got to be keeping your eye on things that will improve replayability, and keep your customers in it for the long term.

Saying class specific content is “too expensive” feels, to me, to be back-asswards to that concept.

Comments 16 Comments »

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