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Month: February 2011

Looking For Dramatic Change

Posted on February 24, 2011 by Gazimoff

If you ever wanted a minute by minute reading of why tanks and healers feel special, you need look no further than the infamous Looking for Dungeon tool. It’s a bit radical to see tanks get insta-pop dungeons and healers have maybe five minutes while DPS are left to sit around for maybe an hour or more.

Ever wanted to feel third-class? Just roll a pure-class DPS and watch as the queue mocks you, again and again.

But why is this? Surely if we got more people to play tanks or healers then we’d all win from shorter queues? I’m not sure. We’ve had two major tanking changes, firstly to make non-Warrior tanks much more viable and secondly to introduce a whole new class to persuade people to tank. I’ll admit that the LFD tool was introduced after these changes, but still – that means that either nothing has got better or (shudder) things were actually worse than I remember.

Continue reading “Looking For Dramatic Change”

The Last MMO on the Street

Posted on February 19, 2011 by Gazimoff

It’s difficult to argue against the hype that a strong retail release can generate. Pictures of gamers lining up in the cold and the dark to be the first to get their hands on a new game make for great newspaper articles and TV features.

There’s also the social part of being one of these gatherings. There’s a feeling of being a band of brothers in arms, as if we’re all members of some secret club sharing knowing winks and inside jokes.

But is it, when all is said and done, actually needed?

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Comparing Mages: Warcraft Vs. Rift

Posted on February 13, 2011 by Gazimoff

There’s a common theme among fantasy MMOs. It doesn’t matter what game it is, you can expect to find the same three character classes. There’ll always be a plate wearing warrior type that’s ready to soak up the damage and a cleric or priest (or even minstrel) type that throws out healing.

Then there’s the spellcaster. Mage, warlock or elementalist, there’s always someone throwing around balls of some description. They also tend to have similar mechanics for casting spells and so on. How can a new MMO make itself feel any different?

Continue reading “Comparing Mages: Warcraft Vs. Rift”

Managing Limited Game Time

Posted on February 10, 2011 by Gazimoff

There are times when I miss my youth. Back when I was a student I’d be free to play the night away, blasting cyborgs in Quake 2 or bludgeoning head-crabs in Half-Life. I’d blitz through a game in four days straight, chomping through single player content like a man possessed.

The other thing was that back then I’d play through a lot of games. I’d consider buying a new title once or twice a month to give me something new to play. I’d adventure across a multitude of worlds, shooting my way to liberty, freedom or glory.

Warcraft has changed this. In the time I’ve been subscribing I’ve bought maybe a handful of other games for the PC. Gordon from We Fly Spitfires asked a great question recently about what the gaming landscape would be like without the game. For me and probably a fair few others we would never have entered the MMO genre.

Continue reading “Managing Limited Game Time”

The Incredible Shrinking Raidgroup

Posted on February 2, 2011 by Gazimoff

I wanted to focus on a particular experiment that Blizzard’s been working on over the years – that of the optimum raid size.  We’ve seen raid sizes start at 40 players in Vanilla, but slowly drop to 25 in Burning Crusade and then 10 players in Wrath. With the new lockout system in Cataclysm, 10-player raiding seems to be becoming the default.

Is smaller raiding the best result through? From a content standpoint Blizzard certainly seems to think so – more groups are running 10-player dungeons than ever before, defeating more bosses and getting more loot from it. Don’t trust me – Lissanna  from Restokin did an excellent analysis of the available stats. The stats might encourage Blizzard to go further down this route by either dropping 25-player raiding entirely or producing 10-player exclusive content. After all, it’s easier to balance for ten players than both ten and 25.

Hang on a minute though – weren’t we raiding dungeons with 8 or 15 people back in Vanilla? And didn’t we think back then that they were just dungeons but nothing special? Sure, they might take an evening to clear but that was the same 5 years ago.

Continue reading “The Incredible Shrinking Raidgroup”

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