Friday, 11 January 2013

Attunement is back

It's not called attunement any more, and it's not a hard requirement now, but attunement is back, in a new guise, and it's called Reputation. Let me come right out up front and tell you I welcome this.

I just finished the questline to earn my Sha-touched gem. It took me 108 raid boss kills to earn the requisite amount of sigils and the chimera of fear required for Wrathion to forge my Crystallized Horror (I could have done in in fewer kills, if I'd known what I was doing). Now he has me on two new quests: Earn 6000VP! and kill horde until I'm revered by him. Why would I do that? And why would I earn reputation with any of the other factions? the short answer is, for their rewards. Great weapons and armour are locked behind these reputation grinds. And why do we want these weapons and armour? Because we're stuck on a particular raid boss. Any edge we can get is worth the grind.

Now we can get into any raid instance without attuning to it. But getting far into the instance is another matter. If you're like me, you'll need to earn the reputation to get the gear. In fact in my case, because I'm raiding with another guild, I need the gear to keep my performance high enough to keep my raid spot!


Thursday, 10 January 2013

The True Master

I finally completed Wrathion's quest to forge the sha-touched gem from the power, wisdom and fear of my vanquished foes. Nothing bad can come of helping Deathwing's son, right? Where's his brother, these days?

Wednesday, 9 January 2013

Pay to Win

One common complaint about World of Tanks is that it's a pay-to-win game. Premium "gold" ammo (i.e. ammunition paid for with gold, the in-game currency that costs real money to buy) penetrates armour better than normal ammo, so people buying gold ammo have a better chance of killing you while your shots are bouncing off them. Gold tanks are already elite status (i.e. have already been fully upgraded, so you don't need to research better modules - such as new guns - for them), and allow you to 'skip' tiers. (you can buy a tier 5 elite tank without having to research your way through tiers 1-4).

I understand that the developers have to eat, so I don't mind them selling content, but selling wins is  little harder to stomach. In this case, developers make money from people buying gold, paying to win, on the understanding that we who play for free are there be blown up by paying customers to make them feel mighty. We who play for free are not players, we are NPC mobs. We are the content, as Gevlon says. At the low tiers, happily, there are not many pay-to-win customers.

I actually don't mind gold tanks, though I have no desire to buy one myself. It's a way of skipping tiers that you might not enjoy playing, to get to a tier you DO enjoy playing. Tobold, who covered this 18 months ago, also mentions another big advantage of gold tanks: their repairs costs are much lower at the highest tiers, so they can be used to build up silver credits to allow their non-gold tanks to pay for their repairs.

There are plenty of other uses for gold that I don't mind. Fore instance, expanding the garage and the barracks, so you can keep more tanks and more crew on call (just in case you haven't played World of Tanks, let me say that the only advantage this gives you is more variety. You can't actually take several tanks into battle at once). I did this in Star Trek Online, paying for another character slot in that excellent Free-To-Play game. As I say, I understand that developers need to make a living.

All the same, I've been most unhappy with the idea of gold ammo. This really is Pay-To-Win rather than pay-to-overcome-inconveniences. It's an intellectual/philosophical problem for me, not a day-to-day problem, because mostly at low levels people don't have gold ammo. It's really mostly in clan warfare that it's de rigeur (and there, everyone has it - so levelling the playing field).

So it was with pleasure that I read a small line in the Winter Resupply Special Offer news on the World of Tanks website:

Up to 50% discount on premium ammunition
With gold or credits, obtain better ammunition for less!

What's that? Premium ammo is now available with credits? - the currency you earn in-game through good play! It's pretty expensive: 800-6400 credits per shell normally. But at least it can now be had through in-game play. Tobold knew about this last October, but I only discovered it last Friday.

Not only is the high-penetration 'gold' ammo now available for credits, it was on sale for half-price over the weekend! I'd saved up nearly 500K credits to buy the STuG III and its upgrades, but I immediately spent half of that on gold ammo, buying a couple of hundred rounds for a range of my tanks. I even considered spending some more on shells for the STuG III, even though I don't own it, yet.

The gold shells have particularly made a difference for the Hetzer. As I mentioned last time, when fighting tier 6 tanks, my shots just bounce off, and they usually one-shot me. Now I carry two gold shells into every battle, and if I have a shot at a tier 6 tank from the front (i.e. driving straight towards me), I reload with a gold shell, and hope he doesn't hit me before it's loaded. Once it loads, it has a good chance of penetrating and killing my opponent, and I live to fight another day. I still have to hang back and try to identify targets of opportunity at long range; but with 2 gold shells, I can often escape what would otherwise have been certain death.

Another place where gold shells have made a difference: tier 2 American T18 tank destroyers are almost impervious to shells from tier 2 tanks from the front (in fact, I'm thinking of getting a T18, myself) They're the only tier 2 vehicle I fear on the battlefield. But they too are susceptible to gold shells. Against most other tier 2/tier 3 tanks, the gold shells are mostly a waste of money. Normal armour-piercing shells are sufficient.

Obviously, you can't use only gold shells (unless you are buying them with gold). Each shell costs roughly half the prospective earnings from the battle, so in-game winnings aren't sufficient to pay for a full complement of them. But it's good knowing you have a couple tucked away in the magazine.


Monday, 7 January 2013

Hetzer heroics

I'd a nice time over the Winterveil festival. Not a lot of guildies around, so no guild events. Same story with my raid team: we've basically taken 3 weeks off raiding. That suited me well. I spent a lot of time relaxing and unwinding with my family in Earth Online, where the Christmas holidays were a lot of good, chillout fun. All the same, the weather was a bit miserable. We'd go out for walks and come home wet and cold (can you believe it? On Earth, rain and snow make you cold, which is a stacking health debuff that can actually kill you if you have it for long enough. Anyone who spent their time in Northrend wearing the Black Mageweave set knows how unrealistic that is). So as well as the usual eating and drinking and being merry, I spent a fair bit of time in the World of Tanks. The new physics engine is great! There are no invisible walls, tanks can drown themselves in lakes or fall down cliffs (and sometimes even survive the fall)!

My sweetest moment was when scouting in Province underneath the winding path above our base (at J7). From here, I can shoot at enemies going up the other winding path, above their base (they rarely seem to notice where the shots are coming from). Even better, it enables our snipers camping on the opposite hill to see enemy tanks above me, so they take a lot of fire without even seeing who's shooting at them; and it annoys the hell out of the enemy tanks above me, who can see me on the map, but can't shoot at me. Some of them get so annoyed that they try leaning over the path to try to get a shot; but I'm always tucked in tight, and generally ignore them for our snipers to take out, while I shoot up the opposite windy path. After one such duel with an enemy who spotted that I was shooting at him, I finally managed to kill him and looked up from my gun-sight, to find an enemy tank directly behind me, dead, vertical with his gun barrel in the ground and his rear in the air. A self-kill.

I've been playing World of Tanks very casually for quite a while, deliberately sticking to tier 2 tanks. This is great fun in light tanks, because you're usually fighting against other tanks in tiers 1 and 2, with only occasionally a tier 3 tank in your battlefield (tier 3 tanks are hard for tier 2s to damage, unless you do a lot of manoeuvring to bring yourself up behind them, or at least shooting into their side. Shots hitting their frontal armour usually bounce).

I've got pretty good at tier 2 tanking, and even when my side loses (which is 50% of the time), I'm usually near the top of the table for experience earned.

My style of play is not suited to scouting (rushing forward to detect enemy units for your team-mates to blow up, relying on great speed to avoid being hit). I prefer more static play. I can find a hidden spot from which I can snipe at targets our scouts light up, put on my camouflage netting, get out my binoculars and wait to kill tanks that can't even see who's shooting at them. So I thought I'd probably enjoy artillery; but it turns out that artillery play is a different game altogether from sniping. So I next tried tank destroyers. I chose the German line, beginning with the Panzerjäger I. This suited my playstyle well, but there are two problems with it.

Firstly, the problem with tier 2 tank destroyers is they are in a different battle tier to other tier 2 tanks. The World of Tanks matchmaking is a complicated affair that picks teams based on a battle tier. Tanks from different vehicle tiers can end up in the same battle tier. There's a simple-looking (in fact over-simplistic) chart on their wiki that covers it. But what is hidden in this chart is what decides what battle tier you go into. From the chart, you can see that a (vehicle) tier 2 tank destroyer can end up in battle tier 2 or 3, the same as any other tier 2 tank. Well, it aint so. My Panzerjäger nearly always seemed to end up in tier 3 battles, specifically Prokhorovka and Ensk, fighting tier 3 tanks.

The second problem with the Panzerjäger is that it has no turret, and it's gun has a firing arc of -10°/+10° That, combined with its so-so rate of fire, means that by the time you've fired and reloaded, your target has moved out of your sights (if he has any sense), and you have to resight him by turning the vehicle itself.

Putting these two problems together meant the Panzerjäger wasn't the greatest fun on earth. I could lie in wait for enemy tanks, but when I shot at one, I was unlikely to kill it outright, unless it was already damaged. In fact at long range my carefully-aimed shots were likely to bounce right off their armour. Meantime, if they've spotted me, they can one-shot me, since I'm in an open-topped tin-can. If they miss, they've plenty of time to move off, forcing me to rotate using my tracks, which knocks out the aiming for a couple of seconds and undoes the camouflage cover of the netting and whatever bushes I'm in. So the actual rate of fire is far less than the quoted rate, and survival time once spotted is on the low side.

Meantime in my lumbering French tier 2 Hotchkiss H35, I'm fighting tier 1 and 2 tanks. I can play the tank destroyer in them, and while I can't one-shot enemies, I can still snipe at them from camouflaged cover, rotate my turret to follow them if they try to run for cover, and if they get close, I can stand toe-to-toe with them in a firefight.

Rather than abandon tank destroyers altogether, I moved up to the next tier beyond the Panzerjäger, the Marder. This was a huge improvement, once fully kitted out. It's PaK26 gun can penetrate anything it might find itself up against, and deliver reasonable damage, its range is excellent, and best of all, it's firing arc is -32°/+25, so there's a good chance of hitting a target twice without having to move the tracks. This is more like it. But it's still an open-topped tin-can. Hey, if the next tier up was so much more fun to play, let's try again, with the Hetzer. That looks awesome. How many times have my shells bounced off that sleek beast? So I moved up to the next tier again, to the tier 4 Hetzer.

Each time you buy a new tank, it's initially a bit of a step backward. You've to learn its strengths and weaknesses, and upgrade its modules (the modules it comes with are always poor), so when at first the Hetzer seemed like a step down from the Marder, I expected it. The sloped armour is great, deflecting all but the highest penetration shells from the front. I read up about the gun upgrades available. The 10.5cm StuH gun (the derp gun) delivers a heap of damage but not great penetration and accuracy compared with the 7.5cm PaK 39 gun. The 7.5 seemed like the sniper's gun. So I researched and bought it, and got my Hetzer fully kitted out. But I still wasn't having great fun. The Hetzer just isn't great as a sniper, due to the poor gun arc, which I didn't think of when I moved up from the Marder. Plus, the 7.5 can't deliver much damage at range

I thought about moving back to the Marder, but first I tried out the derp gun. What a revelation! It has completely changed my style of play. I'm not a sniper any more. The 10.5cm StuH 42 is more like a bazooka than a sniper's rifle. Less accurate, slower to fire, but if you're hit, you're dead. This beast of a gun just blows away anything it penetrates. Since it's not great at penetrating thick armour at range, the best tactic is to use it as a blitz support tank, just behind the first wave of tanks, so that you can take on enemy tanks at close quarters and perhaps from the side or rear. This big gun usually sends anything it penetrates clean into orbit.

The downside of the Hetzer is that I can now face tier 6 tanks such as the KV-1S and M6. With their thick armour and heavy guns, they can easily swat me away. When I have one of these in my sights, the likelihood is that I'll be dead within the next ten seconds if he sees who's shooting at him.

But that's okay! The Hetzer is still storming fun to play. It gets into 2 types of battles, essentially: those in which it cuts through the enemy ranks like hot lead through butter (it's not hard to rack up 3-4 kills, 5-6 kills is not unusual even if the battle is eventually lost); and those where it's gunned down within the first two minutes by a tier 6 tank, and you skip on to the next battle in another tank. Plus it brings in loads of cash. I'm definitely not giving this one up!

Wouldn't this be great, though: imagine that in the 30 seconds before battle, after you've seen your enemies, you could change the modules on your vehicle to suit the fight you're about to go into.

I do want to go back to the Marder, though, which I think I should have played for a bit longer before moving to on. Despite its poor armour, I enjoyed the sniper style. I have a British Medium 1 in the garage that's not yet got a good crew, and doesn't really play any differently from the Hotchkiss I mentioned earlier. I think I'll dump it for the Marder.

Also, though, I want to get the next tank destroyer after the Hetzer. Only great things are said about the Sturmgeschütz. I fear another of my tier 2 tanks will have to be scrapped to make way for it.

Wednesday, 5 December 2012

Looks like I picked a bad week to quit Arcane


I'm a regular PuG invitee to another guild's raiding team.  I'll only keep my place as long as their guild is short of raiders, and as long as I'm doing great damage to our enemies, so of course I'm keen to make every improvement I can. Last Wednesday I was looking on wowprogress.com to see what mages were ahead of me, when I noticed something I should have noticed a long time ago. The top mages are all fire spec.

When I was levelling, I was levelling as a frost mage. It's great for solo levelling, because you have so many defensive moves. But one day, in the Borean Tundra, I grouped with an arcane mage to down a particularly truculent elite, and I was blown away by his damage output. I went arcane the very next day, and saw my own damage output increase by about a fifth. After that, I just couldn't get enough arcane magic. All through the Wrath of the Lich King, I raided as arcane and was always high on the damage meters. I loved the arcane spec. Then came the Cataclysm.

In Cata, I had a hard time reaching competitive DPS levels, and got replaced in my raid. This was about the same time that Larísa's performance was called into question by her raid leader. I tried out the fire spec, and it was certainly an improvement in DPS at the target dummies. On the strength of showing our raid leader what my numbers were on the target dummies, I was invited back. But I wasn't really happy in fire, and switched back to arcane once my stats rose enough for it to become more competitive again.

So last Wednesday after noticing that all the top mages on my realm were fire mages again, I tried out a fire spec once more, and was blown away by the awesome amount of damage I was able to do to the target dummies. At the weekend, I tried it out in earnest against moving targets, and well ... it was a severe disappointment. I just couldn't reproduce the damage I'd been doing  to the target dummies. I checked that my bombs were up, I checked my rotation, I checked my glyphs, I reforged my gear, but nothing helped.

And then I discovered that between my time on the target dummies and the weekend, Blizzard managed to fit in a massive nerf to the fire spec. Oh, well. Back to Arcane.

Tuesday, 20 November 2012

A Second Life


Syncaine is quite right when he says that the first rule of MMORPGs is that they're for the long term. If you don't keep playing, if you aren't forming connections with your fellow adventurers, then you aren't getting the best out of the game, and perhaps MMORPGs aren't for you.

However there is a second leg that Syncaine is missing, even in the title of his piece: RPG. An MMORPG is not just a team game where as a team you work to achieve a particular goal. It's also a simulation of a world. If you are not immersed in that simulation, then again you aren't getting the best out of the game, and perhaps MMORPGs aren't for you. If the game to you only involves learning the right sequence of keys to press in response to changes in graphics on your computer screen - if you aren't inhabiting that world - then perhaps you'd be better off playing Tetris.

As Nils says (in an article on randomness), "As long as the player is immersed in the simulation part of the game, everything's fine". At some level, you've got to believe you are a mage or a starship captain or a pirate or whatever. Once you start to bring into the foreground of your mind that you're just sitting in a small room pressing buttons, not casting spells or launching missiles, nothing's fine.

And one of the biggest breakers of immersion, for me, is other players (which might help explain to Tobold why some people prefer to adventure in quiet zones) .

RP means playing a role. It doesn't  mean you should start talking stiltedly as if you were in a bad play about Henry VIII, but it does mean you should assume the role of the character you are playing. This is something that sRPGs are very good at: in Skyrim it's easy to stay in character, because every other character you meet treats you as a character in that world. In MMORPGs, the biggest strength - the many players - can also be the biggest weakness, as other players constantly jolt you out of immersion.

Of course, the best of both worlds is to find a guild that you are comfortable with, whose members have a similar world view to you. I love that on many servers, alliance guilds outraged at the bombing of Theramore took it upon themselves to go to Orgrimmar and bring Garrosh to justice. If only we could make a permanent change to the world.

Tuesday, 13 November 2012

Good and bad angels

Note: I normally try to keep to one voice, in this blog - my own voice, Dàchéng the mage. Sometimes, when discussing matters relevant to Earth, such as the state of the euro, I might use the voice of my avatar in Earth Online. Usually it's clear from context who is 'me'.  In this piece, though, I find myself jumping between several voices like a schizophrenic. I leave it to you, dear reader, to figure out which voice is which.
Incredibly, it took me until this month to explore the turtle's back with my Pandaren, Paoquan. Sadly, I didn't find the Pandaren starting zone all that satisfying. Lack of immersion was the problem - all these wise old men telling Paoquan what a great fighter she is at level 5 or 10. It just reminds me of their insincerity. All these monks are relying on some dumb noob to fix their problems.

But the point I'm at now is one that I can't seem to progress beyond. Here's my dilemma. Paoquan has just learned that the turtle (Shen-zin Su) on whose back the Wandering Isle finds itself is in pain. The pain is coming from its starboard side, and there's a ship has crashed just there. Off to investigate, what's the first thing she meets? Taurens! They remind her of Yaungol. Oh, they are Yaungol! I, Dàchéng, know of course that the Pandaren are fighting Yaungol in Kun-Lai Summit, among other places. I'm not sure what Paoquan knows. Presumably she would have learnt about them in primary school. Anyway, the one thing Paoquan does know is that the turtle's pain is located here, and so are the Tauren. Now I find some idiot level 10 hermit helping them. Has he never heard of Yaungol? Doesn't he know Shen-zin Su's pain emanates from this area? Hasn't he put two and two together? I'm a bit more suspicious of these people than the hermit is. And the leader of these Yaungol Tauren, Korga Strongmane, wants me to help arm his compatriots. Well, why in the world would I want to do that? Strongmane tells me that I'm his new ally. Dream on, Tauren.

Actually, how come he can speak Pandaren? Where would he have learnt? Is this a deliberate attempt at infiltration, or is this just Blizzard's thin storyline creaking? Anyway, I can't target him and kill him.

Instead of helping the tauren or the mad hermit, I do what every adventurer's first instinct tells him to do. I head down to the crash site. There I see humans under attack from lizard men. Again, I can't attack the humans. I can't speak to them, either. They don't know Pandaren. Or perhaps they're too busy fighting for their lives. Old Wei-Palerage, the hermit, doesn't think it worth helping these people. He's too busy helping the Taurens. There are medical supplies on the ground, but for some reason, I can't pick them up. The paper-thin storyline is reminding me at every step along the way that it's just a game, not a world.

So now I can't advance. The on-rails nature of the game prevents me from progressing unless I help arm the Taurens. Every instinct in my body tells me that would be a grave mistake; so here I am trapped in the intersticial void between the world and the keyboard. I know I'll still be here next Samhain.

Edit: Paoquan did indeed stay there for another year.