On world quests and rewards

In a recent post in his game design blog, Greg Street (aka Ghostcrawler) wrote a few words on the art and science of game rewards. It started me thinking about how Blizz has structured rewards in Legion. Overall, I would give Blizz a C+ on this aspect of the expansion. They have done some really innovative things, but on the other hand they have made much of the reward process needlessly frustrating and/or manipulative. I am not talking about difficult — I don’t mind working to achieve something I want in the game — I am talking about things that just seem to operate on the “gotcha” principle for no good reason, or mechanics Blizz thinly disguises as “content” but are in reality vehicles for forcing certain kinds of game play.

Today I want to focus on one part of the Legion reward system: world quests.

I liked the idea of world quests early in Legion, and I am still basically a fan, especially with the emissary twist. My main hunter does not need any of the gear or gold or class hall resources they offer, but I still usually crank out some of them for mats or AP (anything above 300k, more about this below). But I run as many as I can of them when I am focusing on one of my alts. Most of them are fairly quick (especially now that I can almost run them in my sleep), and frequently the rewards are useful to my alts.

I think the tying of faction rep to these quests was a good idea, and I don’t mind that vendor-purchase items are in turn tied to achieving faction rep. If I am interested in being able to buy things from a particular vendor, I am fine with working a bit to be allowed that privilege.

I make sure to run all the offered emissary quests on whichever alts I am working on  — if I can find the time — mainly for the chance of getting a legendary, but I am kind of conflicted about this aspect. It is a fact that you cannot play a character in Legion to any reasonable level of competency without two of the “good” legendaries — whatever they may be for that spec. So I chase them on my focused alts, mainly via emissary quests and LFR, but it makes me feel manipulated. It seems bad enough that every character must have a certain weapon and only that weapon for the entire expansion, without requiring certain other additional gear as well.

But the main reason I still run world quests is part of the minus side of them: artifact power. Blizz has had a stunning turnaround on the whole idea of AP.

Prior to 7.3, Ion Hazzikostas several times reminded us that once a player reached Convergence on their artifact weapon, the amount of AP required to advance it further was, BY DESIGN, ridiculously high in an almost logarithmic progression. This was because — so he told us — Blizz did not want players to feel like they had to continually grind AP, that the idea was that it would just be a somewhat small additional reward for doing normal game activities like emissary quests, random instances, mythic dungeons, etc. Additionally, so he said, the design was that players who played many hours each day would not have a significant artifact level advantage over players who might play only a few hours a week.

In other words, the whole artifact trait mechanism was designed to become less and less important once the 7.2 Convergence point was reached.

Then, in what seems to have been a sudden reversal of design policy, in 7.3 Blizz introduced a whole new artifact weapon leveling system in the form of relic traits and the crucible. They tied it to AP and Convergence levels, and to make the new levels possible to attain they re-introduced a form of artifact knowledge, except they removed player control of AK progression and just time-gated it with weekly increases. The net result was to make AP once again important to players and to make grinding it a productive activity again.

And a true grind it is. There are several reddit threads in which mathematically-inclined people have analyzed ratios of AK to AP and estimated time required to get to certain points. But the thing I have noticed for my hunter is this: In spite of both AK increasing every week and AP increasing with each new level, it still takes me about a week to gain a level. This will change after I reach level 75 and after AK rates stop increasing, but it strikes me that this a whole new way to gate character power. Blizz for some reason has opted for an incredibly complex method to do this — why didn’t they just set a limit on how much AP you can earn in a week, or how many levels you could increase your artifact level?

Even more interesting, why was there this complete 180 on AP design? Why did we go from the official “We don’t want you to chase AP” to “Here is a whole new reason to chase AP — ready, set, GO!” ?

One obvious reason: MAU. My guess is that they saw their MAU levels falling as the AP rewards from game activities became less and less relevant for main characters. Players just stopped doing the daily stuff that was offering what had become insignificant rewards. So the magic metrics fell, causing this part of the Blizz world to start to look shaky in corporate eyes. Swinging into action — and without any apparent trace of embarrassment — they reversed themselves on the AP design philosophy, because chasing AP is the one thing that would bring raiders back to daily hours in the game. And raiders are the group Blizz values these days — basically anyone who runs regular or above raid tiers and Mythic+ dungeons.

It is nice that I can increase my alt artifact weapon traits by 10-15 or even more levels a day just by running a few world quests, but it is demoralizing that I have to continue to run them on my main just to feel like I will not be letting my fellow raiders down. Especially after all the assurances from Mr. Game Director Hazzikostas that after reaching Convergence, size artifact power doesn’t really matter.

If the all-important MAU numbers were falling, why could Blizz not have taken a different approach? For example, they could have significantly increased the non-AP rewards for emissary and world quests, and for early world bosses, or they could have added more cool mounts or pets as rewards for the non-Argus quests. They could have implemented some sort of catchup gear currency to be earned outside of Argus. They could have instituted a mechanism for alts whereby for the first two legendaries you win you get to pick which ones you want. They could have made Blood of Sargeras account bound, giving mains a reason to go out and get it, and giving alts reasonable-level gear with which to go and run their profession instances or to join regular raid groups or even just to compete on Argus without serial dying.

All of these things likely would have kept the MAU numbers up a bit. But Blizz does not design for players like this, they design for raiders, so the only idea they had was to re-institute the AP grind. Not the kind of creativity we are used to from Blizz.

So yeah — Legion reward system has some real A+ moments. Unfortunately it also has a lot of fail moments. Overall grade C+.

The problem with designing for the squeaky wheels

This blog is not exceptionally popular. On any given day I probably have less than 200 readers, small potatoes in the blogosphere. Of those, maybe less than 10% ever post comments, but I am nearly always impressed with how thoughtful and well-expressed those comments are, even when someone takes great issue with something I have written. I have rarely had to deal with trolls or rage-filled screeds. So I feel a tiny bit of pride that I seem to have attracted something akin to the top echelon of WoW blog readers.

I don’t reply to every comment, but I read every one of them, and even when I do not reply, I do think about every point made in them or sometimes just appreciate the humor of a well-expressed smartass retort. Every once in a while, though, a reader makes a comment that puts my brain into overdrive. This happened with a comment on my last post, from Marathal, a fellow blogger.

You can go back and check it out for yourself, but basically Marathal made the point that Blizz adjusts their game at least in part to remedy shortcomings expressed by players who have left the game, rather than by trying to figure out why people who have not left are still playing. This may seem like a subtle distinction, but the more I thought about it, the more profound I thought it was.

WoW has millions of customers, and with that many there will always be a pretty significant turnover — people leave the game, new people take it up. But Blizz sits up and take notice if many more are leaving than are joining. We do not know if this is happening lately, because they stopped publishing subscription numbers after the great exodus during the first few months of Warlords of Draenor. But we are still feeling the effects of game design changes Blizz made in response to that exodus.

The big public complaint about WoD was that there was a lack of “content”. People left the game, so Blizz tells us, because they felt that once they had leveled up their characters, there was nothing to do. Thus, in Legion, Blizz went berserk overcompensating for this perceived shortfall. We have world quests (basically just a lot of dailies, renamed), an artifact weapon designed to be endlessly upgraded, flying  gated both by time and long-grind achievements, lottery-drop super gear in the form of RNG legendaries (lots of them, so once you get one you do not quit trying), a renamed WoD garrison with continuing quest lines, professions that can only be maxed out by participating in activities that require high level gear and good luck, quality of life items gated behind tedious rep grinds, Mythic+ dungeons designed to keep players running the same instances over and over indefinitely, classes/specs that only perform adequately with certain levels of gear with certain secondary stats— well, you get the idea.

Basically, Legion is a response to all the players who quit in WoD. It is Blizz saying, “You want content? I got yer content right here, whiners!”

Did it work to bring these players back? We don’t know for sure, absent subscription numbers, but certainly it brought some back. There is anecdotal evidence that many of the same players who left in WoD and came back for Legion, though, continue to take significant breaks from the game as soon as they have plowed through whatever the current patch is, waiting for another flurry of game activity with the next patch, then leaving again, etc. I would love to see the weekly-fluctuating MAU numbers over the course of an entire Legion patch.

Meanwhile, what about the players who did not leave during WoD? Why did they stay, in the face of the gigantic “No content!” outcry? Clearly, this was not a good enough reason for them to quit the game. I can only speak for myself, but I stayed because I think the game is big enough for me to always find my own content, and for something more complex: I like the feeling of maxing out my character for the expansion and then having total freedom to do whatever the hell I want to when I log on. It is my favorite part of every expansion. I usually set some loose game goals at the start — max out professions, be a contributing member of a heroic-level raid team, enjoy most of the expansion’s perks, have the leisure to develop all my alts, etc. — and when I reach that point I feel a real sense of accomplishment.

I feel like Legion has taken that away from me. In their zeal to appease the players who demand to have their game goals set for them, Blizz has designed an expansion that never lets me achieve mine.

One quick example: Our raid leader — a terrific generally laid-back guy — recently said that he expects all raiders for the next tier (due in about 3 weeks) to have achieved level 75 on their main artifact. Given that I am currently only at level 69 and that each new level requires billions and billions of AP, my life for the next 3 weeks will pretty much consist of me grinding out every AP-reward world quest every day, because I want to keep raiding in the next tier. It will also require me to run some M+ dungeons (which I am not a fan of) to get the huge weekly AP bonus from running a +10 or higher. In short, a year into Legion, my game time will not really be my own.

Sure, I brought this on myself by wanting to be part of a raid team. But my point is, Blizz designed our main piece of Legion gear to be not only indispensable, but also a never-ending grind. Our RL is merely doing his job requiring us to keep up with the grind, because that will actually make a difference in our next-tier progression rate. This may be the first time in WoW history when merely having the previous tier’s gear will probably be insufficient to tackle the next raid tier — we will need to have a separate progression on our weapon, one not connected directly with tier.

Blizz designed the artifact weapon — and nearly all of Legion — to appease the short-attention-span people who left the game in WoD, not to appeal to the people who did not leave.

There is an obvious danger in this design approach. Blizz runs the risk of not being able to keep up with the demands of the easily-bored, and in the process of trying, of making the game ultimately abhorrent to the steady, patient, loyal group of players that are still the game’s core, no matter how much Blizz may wish to deny it. Each of us has our own point of no return, our own final straw. We may not be able to articulate what that is, but we will recognize it when it happens. For me personally, I feel a loss every time Blizz removes game play options, every time they force me into a certain track in order to achieve one of my goals. With Legion, I have seen that trend accelerating. What happens in the next expansion may well determine how much longer I stay in the game.

I wish Blizz would see what they are doing to their most loyal players, and I wish they would realize that they cannot sustain a game entirely with the hard-core pros. (It’s not the elite top 10% who pay the bulk of the monthly subscriptions, after all.) WoW won its preeminent place in the gaming world because it was available to nearly everyone, because it offered as much to the casual player as it did to the hard core types. It really was a game for the masses, and I am saddened that apparently Blizz believes that was a bad thing. For it now to become accessible almost exclusively to the pros, to those who have the desire and luxury of devoting hours to it every day, is in my opinion a betrayal of the very roots of the game.

So, yeah, a shout out to Marathal for really making me think. And thanks to my few but loyal readers — you are tops in my book.

Thinking is thirsty work, though, and and thus it is time for me to grab a beer and start a weekend. 😉 You all enjoy yours, too.

Petty but constant annoyances

This is another post you can easily skip and miss nothing!

There are incredibly minor aspects of this game that — not to put too fine a point on it — just bug the sh*t out of me. They mean less than zero when viewed in the context of the enormity and complexity of the game, but they are like little gnats continually buzzing in my face. It being the end of the week, and there being little else that occurs to me to write about, here are some examples:

  • Quests being forced upon you.
    • A couple of years ago, Blizz instituted a terrific feature that allowed you to ignore a quest you did not wish to do and also did not wish to have staring you in the face every time you logged on or looked at a map. For some reason, they took away that very nice quality of life feature. Why? Well, it turns out that Nanny Blizz was saving us from ourselves again. This is the closest I could find for a semi-official reason, a green post in a forum from earlier this year:

      I can only suspect it’s because of the amount of players who have used it on important quest lines like artifact quests not realizing it hides it, and they open tickets. There have been so many forum posts on the support forum where players have done it.

      Honestly I didnt even realize it was gone, but I avoid using it so I can do it later without having to remember which quest I ignored.

      Yeah, that’s right — apparently some of us were too stupid to know how to use the feature, and our tickets about it were annoying poor overworked Blizz GMs, so in a pique of spite they just removed it.

    • Even more annoying to me lately are the Broken Shores invasion scenarios. Not only can you not ignore them and not be bothered by them, but you cannot even decline the quest (the one that says “Do 4 of these invasion world quests”). If you even fly through the zone, you must accept the quest, or it will hang forever (well, until the invasion is over) in your quest tracker. Why is that? Why can we not say, “No” to these invasions?
  • Nomi. Yeah, OK, there is almost nothing not annoying about this NPC, but specifically:
    • You have to close and reopen the chat window with him every time you change the mats you give him. The window does not permit, say, checking off 2 work orders with Mossgill Perch, 3 with Fatty Bearsteaks, and the rest with all those damn eggs you seem to collect. Oh no, you must close the window and start over again for every mat you want to use.
    • Those stupid cooking pages (forget what they are called now) that you collect 10 of in order to upgrade a recipe. It turns out that once you have upgraded all your recipes, you still collect them. But you can’t turn them in anywhere (if you attempt to “use” 10, you get a notice that says you have nothing to upgrade), you can’t vendor them or send them to an alt, and you can’t collect more than 10. Which means you cannot even clear your Nomi table if there is one of the pages sitting there. You can only throw them away.
  • Kirin Tor rep awards are still soulbound. ???? Why, when nearly every other special rep token is BoA? Makes zero sense.
  • Spawn rates. Specifically, they are often either way too slow or way too fast. For the most part, I will admit, Blizz has gotten better at adjusting the rates, but there are still areas where they are maddening.
    • There are still a ton of places on Argus where large numbers of mobs spawn faster than you can even pick up your loot, where they spawn so fast you do not have a chance to mount up even after you have killed dozens of them in the same area. Few things are more annoying to me than completing a quest and then not being able to leave an area until I kill vast numbers more of the same mobs I had to kill vast numbers of just to get into the place or do the quest.
    • And in a somewhat related vein, why is that my entire hunter posse — bodyguard, main pet, Hati, and leftover dire beasts, all seem to congregate exactly on top of corpses to be looted, causing me to do a little positioning dance every time I want to target something for looting (whether by me or using the Fetch mechanic)? Often I have to actually time my mouse selection to fit between dire beast wingbeats. This, of course, slows even more my ability to loot stuff and get out of the area before millions of trash respawn.
    • On the opposite side of the spectrum, there are still quests where objects are not tag-shared, and those objects are so scarce there are 5-10 players all vying for the same one. Also, not for nothin’, but this is the kind of scenario that does not exactly encourage anyone to behave politely — we all become greedy me-first types. I really don’t understand why Blizz continues to use these kinds of single-tag objects in the game. They clearly have the technology to make them shared, at last by 4-5 non-grouped players, so why do they not always use that mechanic?
    • And in a related gripe, why is there still the artificial Alliance-Horde tagging restriction in shared areas? It does not apply to world bosses or even to world quest elites, so why is it still a thing for gathered mats and trash mobs?
  • Tome of the Tranquil Mind. Worst mechanic ever.
    • It is nothing more than an annoyance, and a major one at that. It does not make major money for inscriptionists, and it really discriminates against certain specs that Blizz has designed to almost have to switch talents depending on the fight.
    • In raids, unless you holler out to everyone to STOP so you can switch talents, there is an excellent chance your tome will be wasted, since almost certainly the raid will be in combat before you get a chance to switch. By the time they are out of combat, the tome will have expired.
    • People who do not carry tomes have to stop the entire raid so they can go back to Dal or someplace to switch, then make their way back to the raid or get summoned if the raid has a warlock.
    • There is almost never a situation where more than one player needs to switch talents at the same time, thus the raid-wide version of the tome is even more useless.
    • This really does seem to be designed merely to annoy players — I have never heard any kind of satisfactory explanation for its existence, other than the “poor scribes need to make some coppers” one.
    • Recall, actually, that it was — in theory — implemented as a “compromise” back in the Legion Beta phase. There was a huge flap over the Beta mechanic that charged ever-increasing amounts of gold every time a player changed specs. In short order (a little too short, in my opinion, as if possibly the entire flap had been a diversion from the original plan), Blizz offered a “compromise” in which changing specs would be free but you would have to use the tome to change talents in a non-rest area.
      • This seriously made zero sense, since it did not even address the same purported issue.
      • Blizz rapidly switched explanations from “compromise” to “scribes gotta make gold, too”.

OK, that is it for petty annoyances. I am sure if I really thought about it, I could come up with more, but it is Friday and the weekend is upon us. I am starting mine, and I hope you get to start yours soon, too.

Childhood and journey

I remember when I rolled my very first WoW character and lost myself in the game. It was my night elf hunter, back when hunters didn’t get their first pet until level 10, and by the way level 10 took a lot longer than the twenty minutes it now does. I remember those early quests in Teldrassil, figuring out how to move around, getting the concept of “targeting” something, coordinating that with a standard key bind to “shoot” the mob. I remember the surprise I got when eventually the target mobs actually attacked me if I got too close, rather than stand passively and wait for me to kill them. I remember getting almost hopelessly lost in my first cave quest, and to be honest I have disliked caves ever since.

When I made my way to Darkshore as a level 7, I got in a bit over my head and learned the tried and true technique of dying, getting back to my corpse, resurrecting at the absolute edge of where it was possible, and running like hell for about 5 seconds before dying again, then repeating the process until I made it to a safe area. It was harrowing.

I had been blow away when I discovered Darnassas — surely it was the game’s largest, most beautiful city? (I remember those ?level 60? NPCs majestically patrolling the road to the city on their gorgeous white tiger mounts, and I was in awe of such a high level. I could never aspire to that!) But then I accidentally got on a ship that took me to Stormwind, and an entirely new continent, and that was my first glimmer that the game was vastly larger and more complex than I had ever imagined.

Still, I was not intimidated by it. I loved that it was virtually infinite, that there was always something new to discover, something new to learn about the game, another level you could progress to.

I remember when I learned about groups. There was a Looking-for-Group chat channel, as I recall — some sort of very primitive precursor to the LFG mechanism we have now. I subscribed to it for weeks before I got up enough nerve to actually join a group for an instance. I think I was about level 20, but I am not sure — it was such a horrible experience that I have blotted it from my memory. I had no concept of group roles, so I immediately shot at anything that moved until some kind soul said something in chat like, “Hunter making it tough for the tank,” a hint that I was — thankfully — smart enough to take.

About halfway through (I think the instance was Gnomeregen, but as I said I have tried to block it all out) I ran out of arrows and was reduced to melee weapon and fists. Yeah, that was when hunters had to carry arrows in their bag in order to use their bow. If you ran out, shame on you. That was also when you could actually level your fists as weapons — you did this by unequipping all your weapons (hunters had both ranged and melee back then) and killing mobs until your fist proficiency level matched your character level.

Back to the group, there was some sort of mechanism where we had to jump from a machine to a specific spot, and of course I missed and died. I was told to run back, and I got so lost that I never did find the group again. I just ran around periodically aggroing mobs and dying and running back again. And again. And again. Sometimes it took me forever just to find my corpse. Eventually they kicked me, I guess, because I was no longer part of the group. I am surprised they had such patience, really. Not one of my best moments in the game…

It was even later when I learned about gear. By this time I had joined a guild, and I was invited to quest with some of the guildies. One of them noticed that I was wearing very low level vendor gear and was horrified. He opened trade and gave me a bunch of green gear closer to my character level. I honestly had never even considered that gear made a difference. I was perfectly happy with buying a bow or whatever from a vendor. I had no clue there was a difference between the stuff labeled in gray and the stuff labeled in white or green. (I had never seen anything blue or higher, so that was not even a question for me.) The notion that green gear could help you kill stuff faster was truly a revelation to me.

I won’t even discuss my epiphany when I realized that cloth or leather gear was worse for a hunter than mail. Or that eventually you had to repair gear or you couldn’t use it. Yes, I really was that clueless.

I am not sure I have much of a point here, but it strikes me that that kind of innocent discovery and leisurely exploration are really no longer part of the game. The days of it being all about the journey, not the goal, seem over. As vast and complex as I thought the game was then, it is immeasurably more vast and complex now. It is also more fast paced, players as a group seem to have little tolerance for anyone who exhibits ignorance of the game’s traditions and mechanics, and Blizz seems to design now mainly for the end game, not for the process of discovery.

Think about it, when is the last time you saw a guild advertising itself as a “leveling guild”? For that matter, when is the last time you actually ran across a low level player who was experiencing the game for the first time, without a RL friend to help and guide them?

Like Thomas Wolfe said, you really can’t go home again — the bygone days of youth, whether real or virtual, are — well — gone by. I know I can’t recapture the innocent wonder and joy of my early days in WoW, I know too much about end games and Wowhead and how to develop professions and how to use heirlooms and what to expect at every level of a character. I have chosen to raid on my main, and so I am now completely steeped in the endgame gear chase, in getting to the next gear goal as fast as possible. I no longer take the time to discover, I just look it up on Wowhead or some place and get it done, then move on to the next thing.

So yeah, I have done this to myself, I admit it. But I also think Blizz has encouraged me, along with a lot of other players, in this mindset. They are fixated on the end game, on an endlessly-expanding artifact weapon, on accumulating legendaries and tier gear and battle pets and mounts. They seem to promote a sense that leveling a character is only a means to the end game, and they — and we — have lost the joy of the journey itself. I can’t shake the feeling that WoW, while never a “sandbox” game, was once a game of process and discovery, but that it has morphed into a Type A personality kind of game, where getting to the end is the sole definition of “winning”.

To quote that noted American philosopher, Louis L’Amour, “The trail is the thing, not the end of the trail.”

And try to remember to stock up on arrows before you go.

My night job

Yesterday, it being a lazy Sunday, I decided it would be a good time to bring a couple of my alts into Argus, mainly to update their professions but also to be able to get some of the gear and AP benefits of the place. I played for about six hours, and here is what I was able to do:

1. Catch up my 3 waiting emissary quests on my main and knock out the few Argus and non-emissary quests that awarded AP.

2. Do 3 emissary quests on my JC alt. (I need the whatchamacallit tokens still to upgrade my lousy crafted legendary, and I need to open as many boxes as possible in order to accumulate the required secret Blizz currency that eventually awards another legendary. I need the stats from a second legendary just to be able to efficiently mine ore on Argus, so that I can prospect to get the gems.)

3. Catch up my 3 emissary quests on my alt druid and do the Week 3 Argus quest line. (No time for any Argus world quests.)

That’s it. Six hours for that.

And here’s the thing: All the characters I worked on yesterday had already done at least the first two weeks of Argus unlocks. It took me six hours just to do “maintenance” quests on them, leaving exactly zero time to advance any other alts. I admit I may have done more of the week 3 quest line than necessary on my druid, because I had already unlocked the crucible on my main, but how the hell do you know which quests in that long chain are for the crucible and which ones are just to unlock Mac’Aree and the specified new world quest areas?

It almost seems like Blizz is throwing a little tantrum over our reaction to WoD’s lack of content, saying in effect, “You wanted content? I got yer content right here, so much that we are gonna make you beg for less! We dare you to bitch about lack of content again!”

I have written several times before about the whole idea of “content” and whether or not recycling quests and zones and forcing AP grind really qualifies as that. I think where I come down on the question is that for me content is a range of options for players. That is, when you log in on a character, true content means that you can decide for yourself what you want to do for the session, especially in the end game. But in Legion Blizz has drastically constrained end game activity. In order to participate in any end game activity, you must have a certain level of gear, you must unlock certain areas, etc. And to gear up or unlock areas there is pretty much one and only one path permitted.

You cannot, for example, elect to level up an alt’s profession unless you run dungeons up to and including mythic level. In some cases you must actually raid, even if it is only LFR. And to do these things, you must have a certain level of gear, even if you are at max level on your character. You cannot even gather current materials unless you are geared enough to survive and unlock the various areas of Argus.

To get the gear, you are pretty much forced into grinding out world quests nearly every day, so as to improve your artifact weapon, get some higher level gear, and accumulate the secret currency to get at least a couple of legendaries.

If you are a raider, even a semi-casual one like I am, Patch 7.3 once again forces you into the AP grind, just to not fall behind — and thus let down — your teammates. In the same way that a responsible raider does not show up with unenchanted or ungemmed gear, that same raider needs to show a certain amount of progress now towards unlocking the various relic traits. Early in Legion, we all had to chase AP to maximize our artifact weapon, and it was a grind then. In 7.2, possibly recognizing the burden it placed on raiders, Blizz did everything they could to diminish the importance of AP, even going so far as to say it is not worth going after in any way but incidentally to daily activity. Then in 7.3, probably as a result of falling MAU metrics, they re-instituted the AP grind in a big way, whiplashing raiders once again back into doing world quests every day just to keep current.

And here — finally — is my central point: I like world quests, I think the basic idea is good, but I hate them when Blizz crams them down my throat as the only way to achieve any other endgame goal I may have. It turns them into a chore, almost a second job. Blizz has taken a great idea and managed to suck all the joy and fun out of it. 

This is why the entire relic redesign was, for players, possibly the worst design change Blizz has had for Legion. We had just gotten to the point where WQs were actually optional — especially for a main — and we could pick out the ones we wanted to do and ignore the others. Or skip a few days entirely. We could take a little vacation on our mains and play with some of our alts, or even not play at all a couple of nights a week. Even emissary quests became optional for our mains because chances are we already had all the legendaries we wanted, and any other emissary rewards were of little value to us.

I really think Blizz started to notice MAU numbers slipping because of the 7.2 decision they made to discourage AP grinding, and they had to do something to get those numbers back up. In what has sadly become their standard procedure, they simply re-purposed an existing structure. Instead of coming up with some creative new ideas, they just brought back the same old tired AP chase for weapon enhancement. They could have, for example, made a few world quests actually attractive to a highly-geared player to entice us back into doing them regularly — maybe award a way to gem an existing piece of gear, or increase the actual gear level of awards, or allow us to give awarded gear to an alt, or bring back valor as an end-of-expansion currency, or provide a way to trade legendaries we have for ones we actually can use, or award actual new profession recipes, or give a significant number of soulbound mats, or —

Well, the idea is that there are a lot of ways to bring players back to world quests that would make us feel like we had some fun options and decent rewards for doing them. Grinding AP — especially  when we thought we had finally progressed, yes progressed, beyond that, only to have to push that boulder back up the hill again — is not fun.

Argus – second week

I am going to reserve my final opinion on Patch 7.3 and the whole Argus zone until after next week, which will give us nearly all we are going to see with it, but I have to say so far I am pretty underwhelmed. Absent some hugely fun new thing next week, I cannot see myself spending much time there once my main has gotten the rep to be allowed to buy some of the quality of life gizmos which in my opinion we should have had from the start of the patch. I am mainly talking about:

  • Whistle. Blizz, in its most patronizing and stingy fashion, is allowing us to spend 500 gold to “upgrade” our Legion whistle so that it will work on Argus, but only after we have ground out revered with the Argussian Reach. And just to make sure we get a sufficient amount of misery, they have apparently gone to some pains to ensure it will take several weeks to gather that rep.

I am not at all trying to start another huge emotional player fight about flying versus no flying, but here’s the thing: It is hard to not get the impression that Blizz is doing everything they possibly can to stubbornly dig in their heels and force players into slogging about on the ground for as long as they can in as many places they can, through as many obstacles and mobs as they can manage.

It is as if, having let the flying toothpaste out of the tube years ago, they spend every resource possible trying to cram it back in. They clearly hate that players can fly in the game, and since their attempt to remove it from all future expansions died a horrible death back in WoD, they are in sullen teenager mode over it, kicking dirt and muttering and pouting every step of the way.

The fact of the matter is — no matter how Blizz may protest it is not the case — that designing zones for flying takes significantly more resources than designing them for ground travel. The WoW franchise is becoming less and less of a moneymaker for Blizz as well as for the larger corporate structure of Activision-Blizzard, and they are cutting more and more resources from it with every patch and expansion. I would honestly have more respect for them if they would just come out and admit this, rather than patronize us with the whole “immersion” excuse or the “we never have flying on an island” one.

I could possibly buy into the “We never allow flying in a patch zone expansion, look at Timeless Isle for example” argument, but the fact is that ever since Mists, Blizz has made us jump through more and longer hoops to get flying for every expansion. (In Mists, as soon as you hit max level you got flying capability.) Part of that strategy is coming home to roost with them on Argus, since completion of the Legion flying quest line for many players came very close to coinciding with the release of 7.3, giving these players the impression that they just got flying only to have Blizz yank it away from them immediately, and causing them — with some justification — to howl in the forums.

Blizz was not required to implement flying in the game in the first place, but they did so in order to increase their player base and ultimately their bottom line. It was a business decision that they thought was appropriate at the time. Fine. But I recall that some devs, like Greg Street, warned there would be no going back once it was done, and that is absolutely the case. They are stuck with it, try though they might to throw a continuous tantrum over it and push its implementation further and further away with every expansion.

Argus is not Timeless Isle, nor is it Quel’Danas. (And for the record, the late patch zone in WoD, Tanaan, allowed flying, just sayin’.) In my opinion, Blizz should have designed it with some relatively short path to flying, if for no other reason than they were such dicks about the quest line for Legion flying. But they didn’t, and it will not happen now. But for crying out loud, do they have to also be mega-dicks about the lousy whistle?

  • Permanent augment rune. As was done in Tanaan, there is a permanent augment rune available for purchase once you become exalted with Army of the Light. The good news is, it is a lot easier to get rep with this faction than with the Argussian Reach. The bad news is, even after you become exalted, the damned rune costs 45,000 gold.

Yeah, I know there has been huge inflation in the game. (I won’t indelicately point out Blizz caused this themselves when they had to resort to massive gold giveaways in WoD just to bribe people into playing. Okay, I will. Yet another bad decision they cannot now undo and so are making players suffer as a result.)

But 45,000 gold for a rune? The current Defiled Augment Rune goes for about 150 gold on my server, and I suspect as more people shell out for the permanent rune the temp one will take a real nosedive in value. You can buy literally hundreds of temp runes for 45,000 gold. (300 at 150g, 450 at 100g, 900 if it goes down to 50g which is I think likely.) And as far as I know, LFR will keep awarding them, so I do not anticipate a shortage.

I have plenty of gold, but something in me balks at spending 45k for a damn rune that I will use only for raids. It just smacks of price gouging, and I do not like it, nor do I see why Blizz has priced it that way PLUS gated it behind rep. It is a mean-spirited “gotcha” that feels like someone is going “BWAAHAHA! Let’s make the little boogers work their asses off for it! My bonus goes up the higher we can force our MAU!”

Let’s see, what else am I underwhelmed about on Argus so far? Oh yeah, invasions. I honestly do not see myself doing very many of these. So far, the loot has been non-existent for me, and to be honest they are not really that fun. I really enjoyed the ones at the end of WoD, loved flying off to a place in old Azeroth to join in with dozens of other players, liked that even low level alts could do them and get really decent gear, liked that they had a set pattern of beginning, middle and end phases. I think a lot of people really enjoyed them.

So why, given a winning design, did Blizz feel compelled to “improve” on them, pretty much destroying much of the fun in the process?

The Argus invasions feel like just another daily or weekly quest, with worse loot potential. And getting an alt attuned to even get to Argus is no quick or easy thing. I put a new alt into the zone over the weekend — it had already been on Broken Shore, so I was not starting from zero. Even so, it took me well over 2 hours (closer to 3) to jump through all the Argus hoops to get to invasions, not to mention opening up Mac’Aree. And this process, I assume, will get even longer once the Week 3 requirements kick in. With WoD invasions, I could just hop on a (flying!) mount and jump into the fray with an alt. And once in the invasion scenario, I could fly madly from point to point, taking part in areas of the scenario I thought I could be most useful in. It was great fun. Argus is just not.

And I am not even talking about the Greater Invasions. I have done several of the Greater ones, either for myself or to help out guildies, and they are insipid and boring (the Greater invasions, not the guildies…). They have less complex phase structure than the WoD ones, they are not fun to gallivant around in, the bosses are only tedious not interesting, and the loot really stinks. On top of that, you have to participate in smaller ones every week just to be able to do them, and more often than not fight your way through mobs just to get to the portal.

Nope. I’ll do a few initially, I am sure, but there is absolutely nothing in these that makes me want to spend more time on Argus. I thought the demon invasions in Legion were a poor shadow of the fun of the WoD invasions, and I think the Argus ones are even worse.

So I am waiting until the reset Tuesday, hoping there will finally be something that makes Argus a desirable location for me. But I have not seen anything so far, and honestly I am not especially optimistic.

Scattered bits

Nothing really big seems to be happening in WoW for me these days, so today’s post is just a collection of odd thoughts and observations.

Patch days. A couple of years ago, patch days almost certainly meant hours of frustration. Servers would go up and down every few minutes, your addons would render the game unplayable, people would be removed from LFR and groups at random or be locked out of instances, there would be huge server lags, the new stuff would have massive bugs — well, you get the idea.

That’s not really the case any more. Oh, sure, once in a while there are a couple of pretty obvious bugs that make you wonder if Blizz has hired Bozo the Clown as head of Quality Control, but in general patch days are very smooth. It seems like Blizz has figured it out. So I give them a shout out for that. And while I am at it, I will also give a shout out to the addon writers. At least for the addons I use — and I use quite a few — the authors seem to really be on top of patch changes. They might lag a day or two behind a new patch in terms of updates, but they catch up quickly. It has been over a year since I have had to go through the old “half and half” approach to finding a troublesome addon. (Turn off half of them, if the problem is still there, turn off half of the ones that are still on, etc., until you isolate the one that is the problem.)

Movement in Argus. Patch 7.3 is only a week old, and already I am fed up with movement on Argus. Every facet of it. I am annoyed at the setup of the Vindicaar and   how whatever you need to do on it is invariably at the other end of the ship, on a different level. At the very least, Blizz needs to give us an auto speed buff while on board — like they did for the Shrine in Mists — to help us get around faster.

And last night I kind of hit the wall with fighting through endless mobs just to get to or from a quest location. At one point, the mobs I was just trying to get past respawned almost simultaneously with me killing them. It was beyond frustrating. And I still want to know when Blizz changed their policy from roads being a safe place to roads being a terrific way to force feed everyone into more and more mobs….

This frustration is compounded by the fact that it probably will never get much better. We will never be able to fly on Argus, and the damn whistle equivalent Blizz has dangled in front of us depends on grinding for months to get the appropriate rep.

The movement frustration alone makes me want to spend as little time as possible on Argus.

Mac’Aree. Having unlocked this zone yesterday, I was pleased to see it was not another hellfire and brimstone kind of place. I haven’t done a lot of exploration there yet, but it struck me as very similar to Suramar. In spite of the yellow and orange grass and trees, it seems much more welcoming than the other two zones. I hope Blizz does not decide to make it scorched-earth ugly like they did for the Vale in Mists…

Still, the place has a closed-in feel to it, unlike the spaces in Azeroth, where you know you can keep going and eventually get to an ocean or another zone or some place of interest. You cannot do that on Argus — every zone is a small self-contained scenario-like composition. It just makes the game feel smaller to me.

Argus Invasions. I unlocked these yesterday and did one small one and one large one. It’s a little early to tell, but the small ones seem kind of like the invasions Blizz gave us at the end of WoD. That is, you go to the area and probably there will be other players already involved in them. I did not notice much of a progression to them, however, certainly not the structure we had in WoD. Also, the loot pretty much stinks.

I also did one “large” invasion. These are actual portals/scenarios you enter, and they do have more structure. You cannot really just wander into them on your own unless you want to die quickly, or unless you hope someone will see you and invite you to their group. I was in a group of 5, including a tank and a healer, and once we got to the final boss, it took us maybe 10 minutes to kill it. Not really sophisticated mechanics, mostly just pretty boring steady pew-pewing along with dodging one boss mechanic. I was unimpressed with the loot, not really sure why you would go out of your way to do one every week.

And not for nothin’, but it was again a pain in the ass to get to the portal location, you had to fight your way through mobs — of course — to get there.

Week 2 quest lines. I found these mildly interesting. They were not especially challenging, but then I don’t think they are meant to be. I was a little impatient with them, but that was because I was trying to do them all before raid time. I missed one chain initially because I did not see the starter quest in the middle of a field in Krokuun, but once I got it, I thought it was the most fun one. I will not spoil it if you have not done it, but suffice it to say that the place they take you for the final part is pretty cool.

Nice surprise. Using my stash of veiled argunite to buy a couple pieces of the 910 gear from the vendor on the Vindicaar, I got a 910 version of Bloodthirsty Instinct, the coveted trinket from Ursoc in Emerald Nightmare. This was kind of sweet for me, as the trinket was BiS for quite a while for hunters. Our raid team generously ran Ursoc H and M for several weeks until all our hunters but me got the thing, but then they lost interest, so I pretty much just lost out. The Mythic version was ilevel 880, though (unless you got some fantastic luck with titanforging), so finally getting a 910 version was definitely nice. It still sims as the best trinket for me (at 910).

Now if I could just get a 910+ version of Unstable Arcanocrystal

That’s it for this Wednesday. Any of you in the path of Hurricane Irma, please stay safe, and listen to your local authorities. I need all the readers I can get! 😉