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favicon.ico: playervsdeveloper.blogspot.com/2009/05 - Player Versus Developer: May 2.

site address: playervsdeveloper.blogspot.com/2009/05

site title: Player Versus Developer: May 2009...

Our opinion (on Sunday 03 May 2026 23:07:06 UTC):

website (probably) only for adults * website (probably) only for adults ! YELLOW status (not for everyone) - not for everyone
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six hotbuttons the only one of these that actually matters is the bottom most green bar half empty in the picture green designates the item s durability if that bottom most bar runs out and i m not able to repair it in time the crafting attempt fails in principle crafting is supposed to be a careful process of using the buttons to speed the item s progress without damaging it in practice i spam the buttons that make the item get done faster when the green bar is doing well and i spam the buttons that repair the green bar when the bar starts doing poorly there are events which pop up in the box above the buttons and require you to push the correct button but in my experience failure to respond correctly very very rarely causes me to fail to complete the item that s basically the crafting game i collect a rush order from the npc in our guild hall and have 8 5 minutes to craft 6 or so items when the crucial green bar is full i spam 2 3 and 5 as often as the cooldowns allow when it s okay i push 1 2 and 3 and if things really start going poorly i switch to 1 4 and 6 in general i finish the order with a minute or two to spare turn in the quest for 10 15 of a level total this and the size able bonus for completing each new recipe for the first time is how i get my crafting exp perhaps now it will make sense why i chose to park my character on a shelf for weeks to avoid having to do this process at something like 2 3 the rate of exp gain after running out of rested exp something for the pain i didn t have any of these complaints really until the late 40 s level wise so my guess is that this entire situation arises in part because of recent changes to the game s exp curve similar complaints have been leveled against the game s alternate advancement curve which is apparently going to get some long demanded changes in the next patch the perceptive reader might also note that i did not make any mention of harvesting materials in this discussion basically i end up borrowing the non rare materials out of the guild harvesting depot which i eventually pay back by harvesting down the line slacking on this is not in my best interest since selling rare harvests is my main source of income in addition to helping its members out the guild gets experience towards its next level which raise the amenity cap in the guild hall from completed rush orders so everyone wins if i was not in a guild with a depot crafting stations and rush order npc i would need to be harvesting as i went and hoping to sell the harvests i don t use eq2 characters can harvest everything even the stuff that their crafting class does not want and are required to do so as all harvest types share spawns if you don t pick veggies no ore will respawn players apparently put up with that for almost four years before the launch of guild halls personally i suspect that i would have given up long ago if you added harvest grinding into the equation there are some new crafting missions from the most recent expansion which i should be eligible to work on these do not contribute experience to the guild though and they re tied to a different faction than the one for my homecity also i m told that there is a reaction event that gives the player loot so i would actually have to start paying attention to using the correct buttons then again i m told that the instances are not timed which removes the small amount of pressure that i have when working on writs overall it s still the same minigame whether or not i m doing the crafting in the comfort of the guild hall overall the increasingly grindy feeling of crafting is taking a big bite out of my enjoyment of eq2 i don t feel that i can really give it up i d just end up spending the time grinding harvests to sell so that i could purchase my spells instead and it just doesn t seem feasible to keep pace without either shelving the character repeatedly or spending more and more time on a minigame that is getting less and less interesting now the question with world events out of the way in wow for another month or so is what i ll do to occupy the time when lyriana has to stop questing again puzzled lyriana is puzzled why can t soe make crafting more fun this was an attempt at a profile picture for the eqplayers site gone horrible wrong posted by green armadillo at 5 46 pm 2 comments labels eq2 my characters pvd friday may 8 2009 mage solo approaches a friend of mine asked for advice on good solo specs for level 80 mages it doesn t seem like there s much discussion of this question perhaps in part because daily quests are more focused on travel time than actually killing anything i don t think my raiding frostfire spec is very good at soloing but it s somewhat of a moot point when you consider that fully raid buffed including a flask i have a 40 crit rate and will one shot many daily quest mobs on a crit so why am i less than fond of the spec for soloing note if you re not familiar with mage specs i did a bit of a rundown of the major mage specs in my discussion of the new dual spec feature last month balancing mana health and time when a frost mage is soloing and ends up with more mana than health the frost mage can turn that excess mana into hp quickly and efficiently by casting ice barrier indeed i used to make a point of not casting ice barrier to conserve mana by taking damage while solo farming questing recovering from half empty health and mana is much faster than recovering from full health and no mana because the current mage foods regenerate both at once when an arcane mage ends up with more mana than health they might use mana shield though this is very inefficient or they might simply break out the big guns the arcane blast combo mechanic paired with missile barrage gives the spec the ability to convert mana into damage very quickly which kills the mob and thus indirectly causes the mage to take less damage meanwhile arcane mages will have a 2 minute cooldown on evocation which makes the glyph of evocation a substantial source of healing again this gives very efficient use of downtime if you even need any between evocation breaks by contrast the fire mage s mana sink the talent hot streak triggers only when the mage gets two consecutive critical hits the very situation in which you would want access to extra burst damage because a mob is hitting you is precisely the one where you will generally not have access to hot streak maybe this factor is less pronounced with fireballs than frostfire bolts but most solo enemies aren t going to survive two consecutive crits in the first place i e either it doesn t proc or it does but the mob is already dead the tables turn in group content where you will be nuking a large target repeatedly enough to count on using your hot streak proc meanwhile keeping the mage healed in a group is someone else s job so it s the frost mage s ice barrier that becomes irrelevant creating the impression of downtime the frost mage avoids damage through a variety of snares and freezing effects and by having a pet up 50 of the time you really don t have to take much damage the arcane mage also has several damage avoidance tools including slow and access to a wider variety of spells that can be cast while kiting a slowed foe the fire mage by contrast doesn t have either a snare or the impressive combo between the old form of impact and molten armor spells like dragon s breath blast wave and the new impact fire blast buy the mage barely more time than the global cooldown for casting them though mobs will occasionally get burnt to a crisp by a single massive crit i feel like i m taking more damage without either ice barrier or 2 min glyphed evocation recovering from that damage means sitting and drinking more maybe i m still killing faster in the aggregate but it feels like more downtime this is especially true by comparison to the arcane spec since that short evocation cooldown will count off while you re en route to your next destination considerations for future content as i discussed in my dual spec post players in wow no longer need to choose between a spec that works much more efficiently in a group such as the fire and frostfire specs i avoided for so long and a spec that is better for some combination of solo and pvp on the other hand it does seem odd that relatively early in the expansion cycle it doesn t really seem to matter that much which spec i m using if i forget to swap out of raid mode and decided to kill a few mobs using my frostfire spec they still die pretty quickly perhaps my memories of the tbc era were colored by not having raided but i really don t remember the combat portion of daily quests getting so trivial so quickly i guess this may have been part of the impetus to go to a vehicle interface for the argent tournament quests the current quests are equally difficult no matter how good the player s gear is still it will be a bit disappointing if the only solo tasks for my mage to tackle for the next year til the next expansion are little more than fed ex runs with the occasional stop to loot posted by green armadillo at 2 00 pm 2 comments labels pve specs wow thursday may 7 2009 why is it so hard to get pvp incentives right it s been a busy week at player vs developer productions which has been holding up this post for a few days now despite the late arrival i d like to get back to discussion of the children s week achievements because there s an interesting incentive design question at hand euripedes seconds the complaints made by scott jennings that the pvp achievement for the holiday encourages individual players to pursue selfish activities in a group battleground thereby screwing over players who actually want to fight battles instead of work on holiday achievements why are pvp incentives constantly causing so many problems in games absolute versus relative merit players who are attempting to tackle group pve content such as raids have to meet an absolute progress standard the raid must be able to deal x damage before everyone dies there are ways of reaching that goal increasing the raid s dps so that the boss dies faster or learning to avoid attacks so that the raid takes less damage and lives longer but victory or defeat is ultimately an absolute question either the raid got the job done or they did not and the value of their victory depends on how hard the boss was to kill by contrast the value of a victory in pvp depends entirely on the quality of your opponents blizzard can try to generate better match making algorithms and apparently failed at that task yet again for the current arena season but there is much less of an absolute standard a poorly rated team might beat a much better opponent because of a favorable matchup or an untimely disconnect this distinction gives rise to a second difference between pvp and pve rewards incremental progress versus all or nothing that pve raid encounter is all or nothing either you beat the boss or you did not perhaps you learned something from the loss that will help you win the next time but there is no explicit in game incentive for trying and failing unfortunately when players fight other players half of the players are going to lose as a result developers have to include some rewards to compensate the losing players for their time if they want to attract a large chunk of their players into pvp if there is no reward for failure the worst players will never win never get rewards and therefore quit playing then there will be no one that the second worst tier of players can beat so they will cease to be able to win and earn rewards and they too will quit in the end there can be only one this might sound like a good deal if you think you can be that last one standing until you realize that the resources your developer can afford to spend improving your experience are going to be cut drastically if no one else is using the content sharing one goal as a result of the first two points there is relatively little incentive for an individual member of a raid to act against the raid s best interest in pursuit of a selfish achievement if the raid wipes because someone was tanking with no pants everyone misses out on loot sometimes the entire raid might decide to behave sub optimally in pursuit of an optional achievement e g sitting several raiders outside the zone to get credit for beating the bosses with a non full raid but in the end the boss still has to die or no one gets anything by contrast your pug battleground group is full of players who have differing goals some players are chasing achievements and don t care if the team wins or loses and in fact may prefer to sabotage their own team by failing to defend flags so they can get more chances to recapture them meanwhile by putting a value on failure the devs invite each and every player to make their own personal game theory decision on when to give up all of which is a disaster if you were actually there because you wanted to fight and win the match this is not a new problem for children s week the achievements merely make the issue more obvious your timesink or your game in the end this is one of those places where the developers face a conflict between the quality of their game and its ability to occupy players time the children s week achievement had to be what it was rather than a requirement for helping players sides to victory in the actually battleground match because otherwise players would have attempted to claim the required victories while afk in a perfect world there s enough new content to keep players entertained so that you don t have to try and bribe them into grinding battleground content that they don t want to be doing the issue is that blizzard doesn t have the capacity to create enough other content nor in fairness does anyone else not only that they especially cannot afford to spend precious time developing content that some of their players will not use gasp as a result they must try and lure non pvp players into pvp with selfish personal incentives they must try and lure raiders into solo daily quests with money to pay repair bills and cosmetic rewards etc and so instead of rewarding the one part of pvp that actually matters who got the win or the loss we get selfish and detrimental incentives a true pvp meritocracy no matter how well it functions simply will not be enough to convince players to continue reusing battleground content from 2005 on a regular basis and now if tom chilton is to be believed we get a new battleground in patch 3 2 with all of the same incentive holes that are attached to the five current ones too bad that player created content thing didn t work out because the problem is as it always has been that content is king and there just isn t enough content posted by green armadillo at 4 12 pm 13 comments labels achievements pvd pvp wow tuesday may 5 2009 the problem with player created content and incentives i call my blog player 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