The Business Models for MMORPGs Must Evolve


Let’s review what we’ve seen in recent years.

In 2008, we witnessed the failure of 2 hugely-hyped titles: Warhammer Online and Age of Conan. Mythic cut 4 of the 6 capital cities and 4 of the 24 classes just before WAR’s launch, the class balance was poor, and the game client and server were unstable and couldn’t handle RVR. From what I heard about AoC, the Tortage experience from 1-20 was awesome, then the quality of content dropped off. Simply put, neither game was ready to launch.

In 2009, there was excitement for 2 polished games, Aion and Allods Online, coming from Asian and Eastern Europe. NCSoft didn’t localize Aion sufficiently for the western audience – the leveling experience was tediously grindy. AO was supposed to be F2P but just before launch a stacking death penalty mechanic was added to the game that essentially required players to buy a Cash Shop item to remove the debuff.

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Posted in Aion, Allods Online, Business Analysis, Game Design, Guild Wars 2, League of Legends, PVE, RIFT, SWTOR, Warhammer Online, World of Warcraft

SWTOR Has Repeated RIFT’s Mistakes in Endgame PVP


It’s been a few weeks since I last posted, as I’ve been busy with corporate work and leveling up my Gunslinger to 50.

I just played my 83rd warzone at level 50 on my Gunslinger, and I wanted to share my blunt thoughts on the state of SWTOR PVP at endgame, from the perspective of a new character.

Let me open by framing my preparation for making my Gunslinger as effective as he could be as a fresh 50 character. Prior to dinging level 50, I did the following:

  1. Reached the limits of 3500 RWZ (Ranked Warzone) commendations and 2000 WZ commendations, so that I could immediately purchase the War Hero mainhand blaster weapon at endgame
  2. Saved up the credits to purchase a full set of Recruit gear (aside from the War Hero mainhand weapon)
  3. Stockpiled Warzone Adrenals, so that I would not need to spend WZ commendations on them
  4. Leveled Biochem to 400 and crafted the reusable Rakata Medpac, so that I would not need to spend WZ commendations on Warzone Medpacs

I am probably in the very small minority of the population who undertook steps 1-3 above (especially step #1). So keep in mind that my experience was probably better than people who were not as prepared.

As I wrote over a month ago, Patch 1.2 had a very negative effect on the quality of PVP.

Some of the issues were addressed by BioWare:

  • Prices of warzone consumables was reset back to what they were pre-1.2
  • Rewards were improved for the losing side of a warzone match
  • Recently BioWare also changed the PVP daily quest to be based on warzone participation not wins, which was another positive change because it discouraged quitting mid-match

That being said, I was expecting 50 PVP with a new character to be a fairly rough experience. And it’s even worse than I expected.

Issue #1: PVP gear scales too much across tiers

Before stepping into a 50 warzone, I acquired the War Hero mainhand weapon and 13 pieces of Recruit gear. With the Trooper 5% HP buff, that put me at ~13.4k HP, but with a Recruit weapon that would have been ~13k HP.

The issue is that the Recruit gear doesn’t provide a sufficient amount of stats to enable a fresh 50 to be competitive with players decked out in some or mostly War Hero gear, because the latter have:

  • ~17k+ HP, or even 18k HP with augmented gear for non tanks. A 17k HP player has 30% more HP than a Recruit-geared player
  • Higher stats in every category: more Expertise (which affects damage done, damage taken, and healing), higher primary stats, and higher secondary stats. So they hit (or heal) harder, crit more often, have higher crit bonus damage, avoid more attacks, and have their attacks avoided less often

On top of the gear scaling, a compounding issue with SWTOR’s PVP itemization is that the type of stats on a given slot changes between tiers. The Gunslinger Force Tech’s Battlemaster gear is woefully under-budgeted for Surge, whereas the War Hero versions of Force Tech have a lot of Surge. Surge equals burst, and as the old adage goes, burst damage kills but steady damage is easily healed through. My understanding is that the lack of Surge on BM gear is not isolated to my class.

This makes gear a primary determining factor in PVP performance, just as it was back in Vanilla WoW. This was the exact same problem with RIFT last year, where the gap between Rank 2 gear and Rank 4, and R4 and R6, and R6 and R8 actually increased the higher rank you reached. It created a faceroll advantage for R8 players in RIFT Patch 1.4 – even after Valor (the PVP stat) was normalized.

Unfortunately, BioWare has repeated RIFT’s mistake of having PVP gear scale too much across tiers.

It took months of iteration for Trion to sort out the gear scaling. As you may recall, RIFT went through the following progression:

  • Having ranks of gear with increasing overall stats (those related to HP / damage / healing) and an increasing PVP stat (called “Valor”, which provided mitigation only), to
  • Having ranks of gear with increasing overall stats but with the PVP stat normalized across all gear tiers (e.g. the Valor normalization that I was a huge proponent of), to
  • Having gear scale much more gradually, with more ranks than 8

Let me state that even the 2nd bullet point above was insufficient: R8 still had a faceroll advantage over R2. And such is the case when comparing WH-geared players to Recruit-geared players.

Is having gear such a big factor in PVP outcomes healthy for a game? My strong belief is no.

It’s a deterrent for new players to try PVP at endgame and enjoy it because they’ll get their ass kicked repeatedly until they can gear up (hundreds of warzones), and it’s a hurdle for existing players to gear up alts at endgame. This is not to say people won’t do it – the most hardcore PVP guilds on my server are full of FOTM re-rollers (notably Sentinel/Marauder, Shadow/Assassin 31-pt tank, and for healing Scoundrel/Operative).

Issue #2: Class Compositions Influence Outcomes

As I stated consistently before Patch 1.2, SWTOR had the best class balance of any MMORPG on the market.

This was not to say it was perfect – pre-1.2 Watchman Sentinel/Annihilation Marauders, Shadow/Assassin 31-pt tanks, and Assault Spec Vanguards/Pyrotech Powertechs were overpowered, and Scoundrel/Operative healers were underpowered.

I loved PVP in SWTOR pre-1.2 in both the 10-49 and 50 brackets. Raved about it consistently here and elsewhere. Why? Pre-1.2, we could run comps with a wide variety of classes/specs and do well in warzones. What mattered the most were the players behind the keyboard. That’s the way it should be.

But after 1.2, that is no longer the case – the class balance gaps are too significant to ignore from a mechanics standpoint. With the sweeping changes to classes in 1.2, PVP outcomes are now heavily influenced by which classes your group contains. The same healer playing a Sage/Sorc versus Operative/Scoundrel will heal much more effectively with the latter. I know this from talking to multiple players who re-rolled and from killing them.

The parallel between RIFT and SWTOR in terms of the progression of class balance is striking. RIFT was trending in the right direction in terms of class balance from 1.0->1.4, and then 1.5 and 1.6 went in the wrong direction. SWTOR PVP in terms of class balance was trending in the right direction from 1.0->1.1.5, but then 1.2 launched :(

Issue #3: The Grind

If there is one word I would use to describe the experience of playing Patch 1.2, it’s “grindy”.

With respect to PVP, to be competitive you not only need to grind many hundreds of warzones to get a full set of War Hero gear, but you also need to acquire augmented crafted War Hero gear, which requires purchasing crit-crafted gear and then paying to yank out the mods from the vendor War Hero gear so that you can insert them into the augmented gear. You also need to purchase augments, which as acknowledged by James Ohlen typically run for 75k+ credits each on the AH, roughly the same pricing I’ve seen on Ajunta Pall.

To give a concrete example of the grind, buying a WH mainhand weapon costs ~3.5k RWZ comms plus ~1.5k WZ comms, which equals 12k WZ comms ((3.5k x 3) + 1.5k). Assuming you earn 100 WZ comms per match, that’s 120 warzones to fill one of your weapon slots. Or 240 warzones to fill both weapon slots. Filling in the other 12 slots costs tens of thousands of additional WZ comms, which again is hundreds of more warzones.

Granted, WH gear should be easier to earn once the Ranked Warzones system goes live, but we haven’t received a date for that yet, so it is what it is until then.

Some people claim that pre-1.2 was more grindy, but let me make a correction: for a long time, pre-1.2 PVP gearing was RNG-based, not grind-based because you were limited by your dailies, until they added a change where you could acquire BM bags with commendations.

Closing Thoughts

My server, Ajunta Pall, has been consistently top 10 in terms of active population according to torstatus.net since January. In recent weeks, we’ve gone from having a critical mass of players – typically 100-170 on the Republic Fleet during primetime – to 50 or less. The result has been increasingly long queue times – for much of the weekend I was waiting for 10+ minutes per pop.

SWTOR is losing players, and it’s not simply because other games have launched. As BioWare has previously stated, PVP has been (unexpectedly) very popular ever since launch. But the majority of players I’ve talked to agree that the quality of the PVP has tanked with 1.2.

There are some players who believe that the Ranked Warzone system is the silver bullet for keeping PVP players engaged. While it is a much-desired piece of content, the issues with SWTOR PVP are more fundamental: the emphasis on gear and increasing class imbalance need to be looked at. SWTOR 10-49 PVP is still very entertaining, but there needs to be sticky PVP content at endgame to retain players.

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Posted in Commando / Mercenary, Game Design, Guardian / Juggernaut, Gunslinger / Sniper, PVP, RIFT, Sage / Sorcerer, Scoundrel / Operative, Sentinel / Marauder, Shadow / Assassin, SWTOR, Vanguard / Powertech

First Look at Warrior PVP in Guild Wars 2


This video is my first look at the Warrior class in Structured PVP from the April 27-29 Beta Weekend Event.

I discuss Warrior mechanics with two weapon setups:

  • Axe/Axe and Rifle
  • Greatsword and Sword/Axe

Here are recommendations for abilities:

  • Of the 3 healing abilities, Mending seems to be the most useful, based on the short 20-sec cooldown. The passive regeneration from the Healing Signet (~180 every 3 seconds) does not offset the downside of the long 40-sec cooldown, and once you activate the Healing Signet you lose the passive regeneration
  • Of the 3 elite abilities, Signet of Rage seems to be the best choice due to the long 30-sec duration of the 3 buffs
  • Endure No Pain is a solid utility ability that is not heavy on defense/shield; the 5-sec invulnerability can buy time for your heal to come off cooldown or for you to finish an opponent
  • If your spec lacks a charge, consider picking up the utility ability Bull’s Charge, which provides a knockdown effect

Here are recommendations for traits for any spec:

  • Embrace the Pain trait (builds adrenaline when hit) rocks
  • Heightened Focus synergizes well with Embrace the Pain, since your crit % jumps up to 9% with a full adrenaline bar

Please share your feedback, questions, and tips.

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Posted in Guild Wars 2, PVP, Video, Warrior

First Look at Elementalist PVP in Guild Wars 2


My first look at the Elementalist class in Structured PVP from the April 27-29 Beta Weekend Event.

I discuss the core mechanics of the Elementalist class and play a build with a mix of DoT (Condition) damage, direct damage, and offhealing.

Condition (DoT) damage comes from multiple sources:

  1. Bleed effect from Earth spammable Stone Shards chain
  2. 60% chance on crit to proc a 5-sec bleed from the weapon sigil
  3. Burning effects from 2 Fire abilities: Ring of Fire and Flamestrike
  4. 20% chance when hit by a melee to apply burning effect
  5. 20% chance to cause burning on a crit

Healing is provided by:

  1. Signet of Restoration’s passive effect to heal when weapon abilities are used. For the Stone Shards chain, this can proc 3 x 170 (510) healing. Note that the Hurl ability, which is a follow-up to Rock Barrier, does not proc the healing probably because RB is considered the actual cast
  2. Signet of Restoration’s Active heal
  3. PBAoE heal Cleansing Wave in Water Attunement
  4. Ranged AoE heal Water Trident in Water Attunement
  5. PBAoE heal when attuning to Water from the 15-pt Healing Ripple trait
  6. HoT that ticks for 80 from the 5-pt Soothing Mist trait while attuned to Water
  7. Temporary PBAoE regeneration buff that ticks for 90 from Elemental Attunement

Errata

  • I incorrectly referred to my spec as a “Containment” spec, but I meant “Condition” spec
  • The 90-point heal ticks were from the optional trait Elemental Attunement, which provides an AOE regeneration buff when you attune to Water, not from Signet of Restoration

Thanks to my guildee Top for helping me ramp up on GW2 mechanics and the Elementalist class. As I blogged earlier, the learning curve for GW2 is rather steep!

UPDATE (2012/07/15): due to the nerf in BWE2 to Signet of Restoration’s passive effect (now only 1 heal proc per cast, e.g. instead of 3 heal procs for Stone Shards) and the introduction of trait tiering, I switched from a Signet-heavy build to using more Glyphs, so that spec provides buffs along with heavy Condition damage and strong direct damage mitigation.

http://www.gw2build.com/builds/simulator.php#1.1.2.0.13.0.21.0.4.0.2.15.19.9.24.4.4.20.5.0.0.18.0.0.35.33.0.46.0.0.65.0.0.10.10.20.15.15

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Posted in Elementalist, Guild Wars 2, PVP, Video

Initials Impressions of PVP in Guild Wars 2


The Beta weekend event finished 24 hours ago, and I’ve never felt so mentally drained by playing a new game!

GW2 has the steepest learning curve of any PVP game that I’ve played. Some folks believe that the curve feels steep because you get to see endgame PVP immediately, but it goes beyond that.

Here are the driving factors for the complexity of GW2:

  1. There is an incredible range of specs / builds for a given class. You can customize the following:
    • Your weapon set(s), which determine your abilities on the 1-5 keys
    • Your healing ability on the 6 key (3-4 to choose from)
    • Your 3 utility abilities on the 7-9 keys (18 to choose from)
    • Your elite ability on the 0 (3 to choose from for PVP)
    • Your traits (70 points to invest in 5 trees, which means you’ll have 7 talents to choose from among 60)
    • Your amulet, which is a key lever for your desired stats
    • The socket in each of the 6 armor pieces (many dozens of “gems” to choose from)
    • The socket in each of the 5 jewelry pieces (about 10 gems to choose from)
    • The socket in each weapon (several dozen gems to choose from)
  2. Positioning and movement are critical. When attacking, you have to maintain the appropriate range and line-of-sight (and for some abilities character facing) to ensure that a given attack has the possibility of landing – otherwise you are simply wasting your cooldowns and the global cooldown. While there has been a lot of talk about the action combat system for TERA, which launched over the week, in my opinion GW2 has nailed action combat. The dodge-roll functionality makes combat feel very fluid – you evade attacks when you take evasive action.

The implications of the two points above are:

  1. Players and the community are going to spend countless hours researching and experimenting with various specs for each class
  2. The game has a very high learning curve
  3. The game has a very high skill cap

Aside from the above game mechanics, the PVP content was impressive.

The WvW 3-faction system rocked (as expected). It made me realize how much I’ve missed open world PVP with fortress fights, which I haven’t meaningfully experienced since Warhammer Online. GW2 WvW is Warhammer Online RVR on steroids. The 4-map design and scale are awesome. I streamed several hours of WvW action on Friday night, check out the replay.

I also enjoyed the design of the battleground maps for the Battle of Khylo and Forest of Niflhel – the terrain was very complex.

So my first impression: thumbs up.

The game takes a lot of time to get used to, which was frustrating at times. But the more you start to wrap your noodle around the combat mechanics and viable specs for a given class, the more enjoyable it becomes.

As I write this article, I’m uploading an Elementalist PVP video to YouTube. I’ll be working on a Warrior PVP video and other general videos to help players through the learning curve for GW2, so stay tuned. I played Guardian and a little bit of Thief this weekend, but I don’t have footage for those classes so that will have to wait until another Beta event.

I’d love to hear your thoughts on the game, so please share them!

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Posted in Guild Wars 2, PVP
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