A few days after my friend ran me through some of the MoP heroics, he asked what I thought about them. To be honest, I did not think about them much at all. They are much easier than Cataclysm heroics, of course, which should be a reason to like them as much as I did the Wrath heroics; I am solidly in the “random pug content should be easy” category. At the same time… something felt off about them. It was not until I queued for LFR that I realized what it was.
LFR is everything that LFD strives to be. It is the final evolution of the LFD process, if you will.
Like many people, I was annoyed to find out that Blizzard backslid on reputation gains with MoP, removing the two-expansion precedent of running heroics with tabards. On one level, their argument makes sense: daily quest hubs are one guaranteed way to get people back out into the world. And while Blizzard has a long way to go with their stubborn “strangers are competition” design – Guild Wars 2 fixed it so thoroughly that anything less feels archaic – the daily quests became a quasi-guild event for my group for at least two weeks.
But there is a longer con going on here, and Blizzard is being a bit more clever than I thought. Put simply: Blizzard is intentionally marginalizing heroic dungeon content. The decreased difficulty is irrelevant compared to the fact that there isn’t really ever a reason to run heroics anymore. When tabards gave reputation, you always had a reason to run X number of dungeons far beyond the possibility of upgrades. When (BoP) Chaos Orbs only dropped from bosses, crafters had a reason to run dungeons. When Valor was only easily capped from heroics, you had a reason to run them every day (or at least 7x/week). None of those things are true or relevant anymore.
Raid Finder as a solution to the endgame problem is goddamn genius. The biggest problem with the raid scene in WoW was with how low participation has been; no matter how awesome raids like Ulduar are, it gets hard to justify the expense when less than 25% of your players see the first boss. Solution: LFR. No matter how much they bribe tanks to queue for heroics, I do not think I have seen a DPS queue less than 40 minutes long. Solution: LFR. Seriously, I had an 8 minute DPS queue for LFR the other day to possibly get gear 20 ilevels higher than heroics. Random jerks that you can’t kick harshing your vibes in heroics? Solution: LFR. People Need-whoring your drops? Solution: LFR. If there was ever a clearer indication that LFR is in and LFD is out, it would be how LFR has the new looting system and LFD is stuck with “mage won the healer trinket.” Once they start letting you win off-spec gear in LFR, there won’t be a reason to do anything else.
Oh, and how many new 5-mans are coming out in 5.2? Exactly.
So if you are wondering what I think about the Raid Finder system, I think it is fantastic. LFR is not perfect by any means, but it is probably the biggest improvement in WoW’s endgame structure since LFD. It provides practice for the “real” raids; it provides complexity in a somewhat more forgiving environment; it provides something more substantial than endless heroic runs; there are/will be enough of them to take up a good chunk of your playtime if you wish it; better loot with less grinding; and, finally, LFR offers an elegant solution to DPS over-representation.
I sometimes question the decisions they make over in Blizzard HQ, but whoever designed the integration of LFR into the game proper deserves a raise.
I used the Raid Finder for the very first time on Monday night. It was an… instructive experience.
One thing that I learned about myself is the fact that I felt compelled to seek out raid videos/strategies even for LFR difficulty. It is not (just) about insulating myself from group embarrassment, it is about mitigating that awful feeling of not knowing what I am doing. I hate that feeling. At first I believed the feeling to be unique to multiplayer games, as I certainly do not hit up GameFAQs or Wikis the moment I get to a boss fight in a single-player game. Indeed, wouldn’t that be cheating? Or, at least, cheating myself from the actual game.
But you know what? I hate that feeling even in single-player games. If I am dying to a boss repeatedly and have no idea why, or there does not seem to be any clues as to different strategies I could try, I most certainly hit up Wikis. I enjoy logic puzzles as much as (or more than) the next guy, but I must feel certain that logic is applicable to the situation. With videogames, that is not always a given: quests that you cannot turn in because you didn’t trip a programming “flag” by walking down a certain alleyway or whatever. There was a Borderlands 2 quest that I simply looked up on Youtube because I’ll be damned if I walk across every inch of a cell-shaded junkyard for an “X” mark after already spending 10 minutes looking it over. Playing “Where’s Waldo” can be entertaining, but not when you have to hold the book sideways and upside down before Waldo spawns… assuming you are even looking at the right page.
Things got off to a nice start in LFR when the dog fight consisted of just tanking all three dogs in a cleave pile the entire time. The second boss seemed to have an inordinate amount of health, but he too dropped without doing much of note. I died twice to some insidious trash on the way to the troll boss; those bombs are simply stupid in a 25m setting, as I found it difficult to even see them among all the clashing colors and spell effects. Final boss dropped pretty quickly as well, although I almost died a few times towards the end once people stopped coming into the spirit world with me.
By the way, the queue for the 1st raid finder was 15 minutes for DPS. Might have been a “Monday before the reset” thing.
I joined a guild healer for the 2nd raid finder immediately afterwards, although the average wait time of 43 seconds was a bit off. Was killed by a combination of friendly fire and damage reflection during the first boss, but he otherwise went down quickly. I managed to avoid falling to my death during Elegon (thanks Icy-Veins!), but was killed by an add the 2nd tank never picked up; that will teach me to do something other than tunnel the boss. The third boss… made little sense. I spent a lot of time killing adds, as I could not quite understand what was up with the Devastating Combo thing other than I must have been doing it wrong. Eons later, the bosses died.
It is becoming somewhat of a running joke for my guildies since coming back on how much random loot I pull in. The prior week I got ~8 drops from my first 5 random dungeons, for example. This time around I got three epics from my first two LFR forays, all three of which came from the bonus rolls. I was not around for the Cata LFR days, but suffice it to say, I would not have likely came away with that much loot in a more traditional PuG.
Overall, LFR was a pleasant experience. While I can certainly empathize with the criticism of LFR – it was pretty ridiculously easy – I can definitely see the logic behind Blizzard’s moves here. Some raid is better than no raid, low-pop realms like Auchindoun-US wouldn’t support a robust raid PuG community, and to an extent even the “nothing ever drops!” LFR sentiment encourages organized guild raiding in a roundabout manner. Whether this remains satisfying in any sort of long-term manner remains to be seen, but honestly, it is better than the alternative of… what else, exactly? Running dungeons ad infinitum?
Yeah… I’m not sure about this whole WoW thing anymore. Again.
I have not really bothered logging in since the last time I wrote about it, which means I am less than 10 quests into the expansion on any character. On Tuesday, I had an extra long length of time available to play, so I buckled down for the long-haul. Before heading out of Stormwind again though, I decided to continue feeding Auctionator some additional data and perhaps looking into pimping my 85s a bit with some blue gear. Or, hey! I have alts with professions that need leveled, so why not kill half a dozen birds with some AH stones in the form of buying some crafting mats?
Let’s see here… wait a minute…
I thought Auctionator was bugging out on me when it completed the AH scan in literally two seconds, while also stating there are 52 epic items scanned. “That can’t possibly be correct… can it?” Yes, in fact, it can. A generic search for epic items in all categories reveals a total of 137 auctions (presumably 52 unique items). Now, it is certainly possible that I have missed a major announcement when it comes to scaling back BoE epic items, and Wowhead is telling me there are are only 134 epic non-BoP, non-heroic raid items in this expansion.
But what is being presented to me here is truly ridiculous. Aunchindoun-US was always a low-pop server, but as my early posts under PVsAH demonstrated, there was at least a functioning marketplace where you could be a big fish in a little pond. What I am seeing is not a little pond, it is moist patch of earth. Checking even the expansion staples like Ghost Iron and Green Tea Leaves only confirmed my suspicions. My faction’s AH officially qualifies as a failed state.
This discovery completely killed the mood, and I logged off. It is obviously possible to level up and even raid without a functioning economy, but why would you? I have mentioned before that I want to play games I can invest in, or at least feel the simulation of investment. Knowing the economy is dead, knowing the server is dead, and knowing that Blizzard isn’t ever going to bite the goddamn bullet and put realms like Auchindoun out of its misery means my incentive to push forward is dead. Server transfer, I hear you ask? Literally $250. Otherwise, if I have to abandon all my alts with all their professions (and pay $25 on top of it all) just for opportunity to have fun playing your game on one character… well, I politely decline.
For the past three expansions, Blizzard has been solving all the problem elements of low-pop servers except the one that matters: the server itself. Play BGs with everyone else, run dungeons with everyone else, raid with everyone else, and now even quest with everyone else. Isn’t it about time you let us be with everyone else?
While providing a very similar experience, what Rift has going for it is a smaller community.
At first, I could not help but laugh. There is context for the quote, sure, but it struck me as funny regardless to take what would normally be a negative quality (few people are playing your game) and spin it as a positive. Especially when it is an MMO one is talking about, where the whole idea is the “a lot of people” part.
It is undoubtedly true that an MMO “community,” such as it is, has an impact on one’s enjoyment of a game. I read threads like these on the Guild Wars 2 forums, and the sort of hyper-competitiveness inherent to the dungeon-running culture presented there makes me not want to bother at all. The people running these dungeons are getting them done in 20 minutes, whereas it will take me hours to get a similar level of competency all while I slow them down (assuming I am not kicked to begin with).
Incidentally, this is why you have LFD tools: there will always be abrasive social encounters when grouping with strangers, but at least with LFD you are not dependent on their goodwill to zone in at all. As long as you have reasonable expectations (i.e. not expect four strangers to wait while you soak up the atmosphere), you will be fine.
I believe that Keen is probably correct that Rift’s smaller community is a positive, assuming you are into that sort of thing. Fewer people means less of an audience for trolling, more reliance on social contacts to get things done, which probably all contributes to a Cheers-esque atmosphere. Or at least a “we’re in this foxhole together” atmosphere. So… yeah. The fewer people that like your MMO, the more you will like it. And the converse – the more popular your MMO gets, the less you enjoy it – is probably true for many as well.
All of which means you can never say bad things about hipsters ever again.
I usually do not participate in theme weeks, but Stubborn’s recent Individualist vs Collectivist post struck a chord. A discordant one.
But first, as always, we have to define the terms of the debate. Throughout Stubborn’s post, for example, he seems to be using “grouping” as interchangeable with Collectivism. While grouping is certainly something Collectivists do, that is like calling me a Landscape Artist when I mow the lawn. The intention matters.
But rather than get too philosophical about it, I have an easy quiz you can take to determine whether you are a Collectivist, or at least have Collectivist tendencies. Have you ever felt:
- Shame, or
- Guilt, or
- A sense of obligation
…to do or refrain from doing some action in an MMO? If you answered “yes,” congratulations comrade, you are a Collectivist!
I knew the precise moment my WoW days became numbered: six weeks after having killed the Lich King in ICC. There I was, logging on at 9pm sharp, trying to drum up support for yet another ICC run that I did not want participate in, let alone tank and raid lead. So why did I do it? Because I knew that 4-5 of my guild mates wanted to do it, that if I did not personally pull the group together the raid would not form, and that each raid which failed to form would drive said guild mates further and further away (into other guilds, or simply away period). Collectivism is about putting the needs of the Collective ahead of your own. You sacrifice your own enjoyment for the benefit of the whole, because the guild/group/corp/etc is intrinsically linked to your own enjoyment.
Contrast the above with Stubborn’s assertion that Diablo 3 ranks highly on the (arbitrary) Collectivist scale:
D3 gets the most collectivist score because it has no add-ons, heavily emphasizes grouping at harder difficulties, and has individual loot. I’d give it a 5, but I have hopes for more collectivist MMOs to come around, and besides, it stinks.
Do you care about the other people you group with in Diablo 3 beyond their potential function as loot efficiency creators? Do you feel guilt for leaving such a group, or a sense of obligation to stay, or shame when you “fail” them? Probably not.
But… maybe you do. In which case, this debate becomes even more abstract as we are awkwardly forced into quantifying how much a game may or may not encourage Collectivist tendencies in players. Is the game anti-Collectivist, or are the players simply pro-Individualists (read: rational entertainment consumers)?
Here is how I see it: Collectivism is something you bring into the game from the outside.
A game can force you to group with other people in order to play, but whether you identify with that group is 100% up to you. Everyone readily agrees that WoW’s random LFD groups are five individuals looking for loot, but Trade Chat groups were not the opposite by default. Did I have a higher tolerance for failure back in TBC? Yes… because if I did not carry that terrible player through heroic Shadow Labs, it meant I was playing zero dungeons tonight. Walking that player through detailed text explanations of each boss encounter was necessary like wearing a shield and pressing Consecration was necessary - in both cases I was simply pressing buttons, not connecting to another human being.
Perhaps I should just quote Samus, who needs nominated for Best Metaphor of the Year:
Any social element is IN SPITE OF the design of these games. You are sitting in a room with all the chairs facing the wall, praising the room for the great conversation you still managed to have.
Having said all that, I can still agree with Syl vis-a-vis being glad that MMOs like Guild Wars 2 are moving towards “bonus instead of malus” incentives for grouping. If I wanted to be social (the most important step!), many MMOs would make being social difficult; simple things like penalizing group XP, throwing quest barriers up, and placing people in awkward Mineral Rights scenarios (“You take the Copper node.” “No, you!”). These days, I would also include general looting rights, even in raiding. While loot system is traditionally the backbone of a raiding guild’s identity – Loot Council vs DKP vs Main spec > Off spec rolls, etc – it can also be divisive. I might like playing with Bob, but if he is in a guild with Loot Council… well, we can no longer
be friends raid together.
Ironically, in a certain light, relaxing these grouping barriers actually seems to make games more Individualistic. And it does. Everyone says LFD is the most Individualistic, community-destroying feature ever… and then praise GW2′s auto-grouping, auto-scaling, individual looting, no-words-necessary Dynamic Events in the same breath¹. And the multiple guilds thing, which is great, but sort of undermines the whole guild loyalty/identity thing though, right? Maybe, maybe not.
I feel like this is one of those rare situations in which the otherwise terrible relationship cliche of “set the bird free, and if it comes back, it was meant to be” is applicable. After all, even a sociopath can fake relationships long enough to get the loot, so to speak. A Collectivist cares about the Collective, and will return even if they are not penalized for leaving. A closet Individualist on the other hand… well, they need the handcuffs in spite of themselves.
Of course, the thoroughly legitimate fear is that there ain’t that many Collectivists after all. And I am inclined to agree. So it is simply up to you to decide whether or not the chance of fake becoming real via going through the motions is worth all the cognitive dissonance and hand-waving.
I say open up that cage and let’s see what happens.
¹ LFD might be worse for basically never grouping the same people together again, but simply seeing the same few dudes in Events multiple times is not all that more social by itself. It is the difference between paying for gas at the pump and paying the cashier inside.