Diablo 3.5 Release Date is… Released
In what undoubtedly was an amazing case of pure coincidence, Diablo 3’s groundbreaking 1.0.4 patch is coming out “the fourth week of August.” Hmm. What day do Blizzard patches come out on? Tuesdays, I think? What is the Tuesday in the last week of August? The… 28th. August 28th. Good thing I have nothing else planned to do that day.
Kidding aside, patch 1.0.4 may as well be called Diablo 3.5 for the sheer scope of the sweeping changes to endgame. Let’s look at them a bit closer:
Co-Op Buffs
Gold/Magic Find will no longer be averaged between party members. While Blizzard admits that they were originally worried about leechers jumping into multiplayer with pure Magic Find gear and thereby not likely pulling their weight, the complete lack of foresight displayed was astonishing. If I am capable of farming Act 1 Inferno by myself with 228% MF, why in god’s name would I join with a random stranger who not only increases monster HP (getting nerfed this patch too, by the way) but likely reduces my level of MF by his/her mere presence?
The other guy gets my bonus, and I get his… what? Pleasurable company?
Pro Design Tip: don’t build your co-op or multiplayer system around Russian Roulette, e.g. you are no better off when you win, but when you lose, you lose big.
Severe, Sweeping Elite Pack Nerfs
And I mean severe. Any one of these changes would be huge on its own, but Blizzard is throwing the whole goddamn pot of spaghetti against the wall to see what sticks. Look at it:
- Elite HP reduced by 10-25%.
- Regular mob HP increased by 5-10%, but 4x more likely to drop magic items.
- Specific nerfs to Fire Chains and Shielding affixes; Invulnerable Minions getting removed.
- Removal of Enrage Timers for Elites (!!!).
- Removal of HP regeneration for Elites after player death (!!!).
Those last two items would have been more than enough to fix most of my issues with Inferno by themselves. The current system is binary: you can either kill the pack (or one member thereof) or you cannot. While removing Enrage Timers and HP regeneration can/will lead to Graveyard Rushes, I never understood how exactly that was a bad thing. Just because I can die six times in a row to finally take out an obstinate foe does not mean I don’t care about those six deaths. Dying in a game is penalty enough because I already wanted to survive; extra penalties are generally superfluous unless death serves some other gameplay function.
Sweeping Item Buffs
Although the buffs appear only targeted for weapons right now, this is nevertheless a big deal:
Weapon damage is the most important stat on a weapon. It can be disheartening to get a lot of weapon drops and you know before even looking at them that they have no chance of being good. To help give weapons a fighting chance, the raw damage value on all level 61 and 62 weapons will be able to roll damage that extends all the way to the top end of level 63.
While we will still see awesome +800 Life per Hit-esque stats on ilevel 62 weapons with unusably low DPS, the mere chance that it could be a better drop instead is a great move forward. Of course, it will lead to rampant stat inflation and subsequent hollowing out of the AH economy, but at this point, who cares? Hell, if we can get to a place where I can get a goddamn upgrade off the ground instead of praying for good drops to sell for gold to buy upgrades from other people, I will gladly throw the entire AH under the bus.
Also, I guess Legendaries are getting buffed? Since the average player is only ever going to see the buffed Legendaries in the AH, I never understood why Blizzard talked much about them at all; it is not as though they are farmable items.
Ridiculous (but Needed) Class Changes
I do not really know anything about the class changes yet, but I am going to go ahead and declare them ridiculous. They would have to be, assuming Blizzard follows through on this:
- Does the skill fill a similar role as an extremely popular skill? If so, buff the skill to be competitive with the popular skill. For example, Bola Shot could be a solid skill, but simply doesn’t have the raw damage when compared to Hungering Arrow, so we’re buffing Bola Shot to be competitive.
- Does a skill have a dominant rune? If so, can we buff the underused runes to be more competitive? A good example here is the Wizard Hydra skill. The Venom Hydra is by far the most popular rune, and for good reason, so we are buffing the other runes to make them more competitive with Venom Hydra.
What could possibly compete with the monk’s Fists of Thunder (Thunderclap rune) or Deadly Reach (Keen Eye rune), for example? Or, god help us all, the One With Everything passive?
_________
I cannot say I have any particular faith that Blizzard will fix everything broken with Diablo 3, but even given this very preliminary information I can confidentially state that I will log back on once 1.0.4 goes live. It may only be long enough to finish out Inferno Act 3 & Act 4 before uninstalling for good, but hey. If there is a chance to relieve blue balls, you go for it.
Q&D Guide to Dead Island
Don’t ask me why I choose to write the guides for the games I do, because I wouldn’t be able to tell you anyway. A year-old game down to $20 on Steam? Here, have a ~4800 word guide about it.
In any case, the Quick & Dirty Guide to Dead Island is now keeping my previous Q&D Guide to Mass Effect 3 Multiplayer company over on the Design tab. If you are curious about the text-only formatting, it is basically for easy GameFAQS.com porting.
Now whether or not it will get accepted…
Review: Dead Island
Game: Dead Island
Recommended price: $10
Metacritic Score: 80
Completion Time: ~35 hours
Buy If You Like: A melee-focused Borderlands, killing zombies
My initial expectations for Dead Island were low. All that I knew beforehand was that it had one of the best videogame trailers of all time, and that the game itself had nothing at all to do with said trailer. Somehow, hearing that the trailer was misleading was enough for me to imagine the game itself would be bad, since “misleading = bad.” Plus, I heard someone somewhere mention the 4-player co-op had traditional RPG roles like tank, rogues, ranged, and thought “Eh?”
What I was not expecting was for Dead Island to be one of the most interesting games I have played this year.
A “melee Borderlands” really is the best way to describe how Dead Island plays. You start out as one of four character classes whom all have three-branch talent trees, you pick up random weapons with random stat spreads, and you smash zombie face in an almost entirely open-world environment. While it is all done in first-person, all the traditional trappings of action RPGs are there: life bars, damage stats, gaining XP, picking up and completing side-quests from other survivors, and gaining levels. Much like Borderlands (again), the experience feels incongruent at first (“Headshots aren’t instant kills?!”), especially when the default weapon in most every other zombie game is a gun, not a police baton you modified with nails or a machete heated to 200° with laptop batteries, wires, and duct tape.
But after a while? I was hooked. Want to explore the beach? Explore the beach. Want to drive back and forth in a truck, running down zombies and trying to navigate the the debris-strewn roads? Do that. Loading screens are few and far between, zombies are everywhere, and randomized loot ensures that even if there isn’t some kind of specific secret hidden in that forgotten corner of landscape, your time wasn’t exactly wasted. All enemies level with you, with the end result being that you can (and will) die to 2-3 standard zombies as easy at level 1 as at the level cap, if you aren’t careful.
There are really only two major negatives to Dead Island, or just one depending on how much of a curve you grade zombie games. If you are looking for a zombie game that really shakes up the narrative conventions for the genre, A) you will be disappointed here, and B) really? Stop me if you have heard this before: zombie outbreak occurs, you are inexplicably immune, your travels take you to a hidden bio-corporation working on unethical research (may or may not have involved creating zombie plague), race against time to stop/avoid entire site being nuked from orbit. Cliches aside, and excusing the sort of unresolved micro-stories various quests represent (bitten guy wants you to bring insulin to trapped brother, who you never see again anyway), it was unquestionably refreshing to have gone from that special form of insipid RPG questing to doing things that actually make sense. Collecting three crates of food might be superficially similar to collecting 10 bear asses, but at least the former makes sense.
The second negative is not as easy to handwave away. You see, the entire first half of the game consists of exploring the beautiful, open-world resort and city areas doing things that make sense to do in a zombie apocalypse. Inexplicably, the developers decided to switch gears and start feeding you through the cramped, repetitive hallways of sewers, a City Hall built by M.C. Escher, prisons, and abandoned hospital wings. Could we please, like, stay outside? You know, leverage the one feature that sets Dead Island apart from nearly every FPS zombie game ever made? The indoor zones are not bad – aside from the piss-poor decision to not include maps for these areas – but it definitely starts feeling like “more of the same” and “Resident Evil did this better in 1996” after a while.
I would be remiss if I did not briefly talk about the co-op. While I only actually ever played with one specific friend for 2-3 hours, I can definitely see the appeal. It simply feels good to be surrounded by zombies, knowing that you are severing limbs and curb-stomping back-to-back. And for what it is worth, the developers definitely want this to be the way you play Dead Island. You will frequently get little notices that “ThugLife4Life is Nearby” which means that jumping into his/her game is a single button-press (J) away; dropping out is just as easy and non-disruptive, and you keep all the goodies you might have gotten. Plus, as I alluded to at the beginning, a lot of the various talents Skills you can pick benefit your fellow players too – from buff auras, to higher Medpac healing, to straight-up MMOish Threat mechanics (Sam B has +30% Threat via Decoy, Xian Mei has -15% Threat via Spectre and can get bonus damage from backstabs).
Ultimately, I found Dead Island to be a perfectly good and oddly refreshing FPS zombie experience, with friends or by oneself as I did for the last 32 hours of gameplay. The visuals are drop-dead (ouch) gorgeous, the loot system way more satisfying than Diablo 3, the melee-focused combat surprisingly satisfying (1-2 seconds of slow-mo when a zombie head is liberated from its zombie neck never gets old), the constant threat of death kept me on my toes, and I had a good time overall. While there is not much in the way of replayability beyond a New Game+ mode, the four characters do end up playing quite differently if one is looking for an excuse to run around Banoi again.
And, hey, it looks like Techland is working on a sequel titled Dead Island: Riptide. So maybe sometime soon we won’t even need an excuse.
WoW Loses Another Million+ Subs
That is right, kiddos, WoW is down to 9.1 million. It hasn’t been this low since January 2008.
In what must only be completely unrelated news, WoW has shattered all previous records for “longest time without a new content patch.” No, seriously. Dragon Soul was released November 29th, 2011. It is now eight months later. When I relayed this to my friend, he didn’t believe me. The gap between ICC and Cataclysm felt like more than a year. Well, I said, let’s look at the timeline:
- December 8th, 2009 – ICC released.
- February 2nd, 2010 – final wing of ICC opened.
- June 30th, 2010 – Ruby Sanctum released.
- September 7th, 2010 – the gnome/troll world events start.
- October 7th, 2010 – WoW hits 12 million players (!).
- October 12th, 2010 – Patch 4.0.1, with all the new talents/class changes.
- November 23rd, 2010 – The Shattering, all new 1-60 experience.
- December 7th, 2010 – Cataclysm launch.
So, yes, in a strictly literal sense it was a whole year between ICC release and Cataclysm launch. Looking at that list though, shit happened. There was a filler raid, there were world events, and I always have a blast when we get to toy around with the next expansion’s talent changes early. In between TBC and the Wrath launch, I remember soloing most of heroic Underbog on my Ret paladin to cap out my Sporeggar reputation, for example.
Now look at Cataclysm:
- November 29th, 2011 – Dragon Soul released.
- …
- …
- August 3rd, 2012 – I wrote a blog post.
I mean, come on. A $300 million MMO was released, floundered, and went F2P in that same timeframe!
Only Blizzard gets away with this shit. Good lord.
Slow News Day
Man. If only there was, like, something interesting going on the world of gaming. You know, some tidbit of under-reported MMO news or some noteworthy announcement that happened in the last 24 hours or so. If it could demonstrate my somewhat embarrassing lack of forecasting abilities, that would be great too.
So, yeah, SWTOR going F2P.
Less than 1 million subs now, but totally “well over” 500k, aka the event horizon of the money hole. There is not much else to say that has not been said in a dozen other blogs in your RSS, although I am inclined to point to Green Armadillo’s analysis over at Player Vs Developer for one-stop shopping; I agree with basically everything the dasypodidae said. Especially the confusion as to how a F2P model is supposed to work when the stuff being pay-gated is probably what the vast majority of players don’t care about, e.g. endgame.
My contribution to the discussion, such as it is, will be the following:
In other news, I finished Dead Island over the weekend, and just completed Orcs Must Die 2 mere hours ago, having played the entire Story-mode in co-op. Official reviews of both and others will be forthcoming. Then again… maybe not. The recent Steam Summer Sale haul included the following:
- Crusader Kings 2
- The Walking Dead
- Prince of Persia Complete Pack
- The Longest Journey + Dreamfall
- Arma 2 (aka DayZ)
- 2K Collection (aka Spec Ops: the Line, Civ5, Darkness 2)
- …and a truly embarrassing amount of indie games
I almost pre-purchased Borderlands 2 since it was $40 via Dealzon, before I realized that I am addicted to the thought of getting deals on videogames more than the actual playing thereof. At least, that is the only possible conclusion looking at my (digital) library. I was feeling kinda bummed out at letting the Borderlands 2 deal slip away though – while it was never supposed to be a sort of Day 1 purchase to me, I was definitely looking forward to it sooner rather than later – until my friend said “Steam Winter Sale.” God dammit.
I am looking forward to hitting up SWTOR once it goes F2P though, assuming GW2 plays out as I expect and I don’t do a full relapse with MoP. Throwing down $15 for the box a week or so from now is not asking much, but like I mentioned earlier, it is all about the dealz. And it is hard to argue with “free several months from now” when there is plenty to do in the midterm.
Can There Be Too Many Zombie Sandboxes?
Nope.
In fact, the default answer to any question of “Can there be too many X games” is No.
A game does not magically get worse because there are a lot of similar titles on the market; you might get tired of playing the same theme/setting multiple times in a row, but whose fault is that? I will take a thoroughly unoriginal knockoff game that is actually fun over the groundbreaking original snoozefest any day. The key is that each otherwise copycat game that comes after needs to be better than the one before. Do that, and you’re golden in my book.
I bring all this up because I just read Keen’s brief write-up of a zombie sandbox pseudo-MMO called The War Z. Not to be confused with World War Z, the bestselling 2006 book, of course. Or DayZ, the zombie sandbox mod that caused me to purchase ArmaII during the most recent Steam sale. Or The Dead Linger, the fairly recent zombie sandbox pseudo-MMO Kickstarter that I originally thought was what Keen was talking about. Or Dead Island, of which I have logged 30 hours playing in the last 10 days. Or Left 4 Dead 2. Or…
…well, there have been a lot of zombie games, eh? Technically even Minecraft.
But you know what? Zombies still have some life in them. If these upcoming games are actually fun, I say bring them on. I just signed up for The War Z’s beta, so we’ll see how that goes.





Where Are All the Bodies?
Aug 8
Posted by Azuriel
WoW subscriber losses since Q1 2011: 2,900,000.
SWTOR subscriber losses since Q1 2012: ~700,001.
Aion subscriber losses since 2011: ~600,000¹.
RIFT subscriber losses since 2011: 350,000¹.
LoTRO subscriber losses since 2011: 300,000¹.
EVE subscriber losses since Q2 2011: ~20,000¹.
Where are all the bodies?
Talk about fiscal cliffs…
It is seductively easy to imagine the MMO landscape as a zero-sum, closed universe. One developer’s bone-headed design mistake is another MMO’s gain. “Guild Wars 2 is going to nail the coffin shut on SWTOR/steal another million from WoW.” But it is fact that there are less people playing “traditional” MMOs today than there were in mid-2009. And there were fewer game options back then!
The graph up there is somewhat misleading in two ways. It does not represent the entire MMO market (browser-based games, etc), so it is entirely possible that in the journalistic sense the “MMO” market is doing perfectly fine. But it is misleading in the other direction too: do you really care how Second Life and Dofus and Asian MMOs are doing? There are a lot of games you will never play and/or people you cannot possibly play with that are propping up those numbers. The Truth™ is liable to paint a much bleaker picture.
I think we may need to start entertaining the notion that the entire genre – as we know it – has peaked. Not just the hot topic of F2P vs Subs, but the whole damn shebang. Classical arguments like “WoW lost subs because grinds/attunements/etc are good” become embarrassingly moot (if they were not already). Where are the bodies?
Whoever is leaving does not appear to be coming back for a second date, or even meeting new people; they have simply vanished back into the ether. Speculation on the whys seems moot as well, because there is zero indication the ex-pats transition anywhere else. Rather than go to the alternative MMOs that offer grinding/feature no grinding, they simply go away.
On a tangentially related subject, yesterday was my one-year WoW anti-anniversary:
A year ago yesterday I was doing Firelands dailies.
So… we have located at least one body. A body with an extra $179.88 in its pocket at that.
Where are the rest?
¹ Based on eyeballing this chart, which hasn’t been updated in a while.
Posted in Commentary, MMO
16 Comments
Tags: Anti-Anniversary, EVE, MMO, Subscription, SWTOR, Where Are All the Bodies?, WoW, Zero-Sum