Monthly Archive: November 2011

WoW iLevel and Stat Dilema

MEGA DAMAGE

I saw this coming a while back and even posted on Reddit recently kind of hinting at the issue but not quite sure how to put it so I simply asked “where does Blizzard get their item levels?” I even asked “How did we manage to get as high as 403 (patch 4.3)?” iLevels were somewhat respective of their levels and now at level 85 we’re at 400+… it just seemed weird levelling up a new toon and going from blues at 58 to greens at 61 that were 50 iLevels higher instead of just a linear line. I knew that tiers etc played a role in this, but I’d wondered why they hadn’t resolved it on each concurrent expansion.

Blizzard posted a Dev Watercooler blog post about this exact issue today.

WoW iLevel

That’s the current trend of item levels vs player levels. You can easily see the little upward bend at each expansion level cap where there will be tiers of gear. And rightfully so, you don’t want to max out and have no gear or goal to work towards. You also don’t want to have slightly better gear to work towards. The reward needs to be obtainable and it needs to be worthwhile. So you may have a 50-iLevel jump from 70 greens to 70 tier gear… and on top of that there’s higher tiers and higher iLevels of gear above and beyond your entry-level epics.

Now with the iLevel starting at 400+ in the next expansion, Blizz doesn’t want level-85 players to have a reasonable shot at level-90 dungeons and raids (or PvP opponents) just because that content is balanced for gear & isn’t much better than what the level-85 players have. So they’re going to have to continue this trend or do something about it. There are two ideas floating around at Blizz and they’re the Mega-Damage solution and the Item-Squash Solution.

Mega Damage Solution

“The first solution could include changes like adding commas and the like to large numbers. We could also compress all of those 1000s to Ks and all of those 1,000,000s to Ms, much like we do with boss health today. Internally, we have been calling this the “Mega Damage solution” because instead of your Fireball hitting for 6,000,000 damage, it would hit for 6 MEGA DAMAGE (queue the Arcanite Ripper guitar solo).”

Another issue with this is computers are going to have to compute calculations in the tens of thousands and hundreds of thousands every second instead of the hundreds or thousands. Even today, tanks can hit the ten digit threat cap on some encounters.

Item-Squash Solution

This one I’m more in favor of… although I think with people leaving wow left and right would probably seal the deal for a lot of folks and cause a lot of them to quit…. I highly doubt we’ll be seeing this solution, but nevertheless here it is. Not doing this, however could lead to the need for scientific notations for damage outputs.

WoW iLevel

The above image represents the proposed change. They would compress the big item level increases that occur at level 60, 70, 80 and 85. The Mists of Pandaria gear would still grow exponentially from patch to patch, but the baselines would be a lot lower. Health could go from 150,000 back down to something like 20,000. The big risk of this approach is that players will log into the new expansion and feel nerfed… even if all the other numbers are compressed as well.

“In other words, your Fireball will still do the same percentage damage to a player or a creature that it does today, but the number would be smaller. Logically, this seems like it would work, and it does. But it feels weird. When we tried this internally, everyone agreed that it just felt off throwing a spell for hundreds of damage when you are used to it doing thousands of damage.”

So then what does that mean?…

They’re going to have to come up with some sort of a solution or just continue to find ways to glaze it over and band-aid it together until the game has lost enough players that it doesn’t really matter.

What do you think is a good solution? What do you think should be done, if anything?

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What Sets Gearbox Apart

Gearbox

Carlo’s friend Michael passed away the other day at the young age of 22. Both were huge Borderlands fans so Carlo emailed Gearbox, developers of Borderlands, asking if they would mind doing a eulogy by the game’s smart-mouthed robot mascot Claptrap. Not only did Gearbox comply with the request, it also promised to insert Michael into the upcoming Borderlands 2 as an NPC. Hands down this has got to be one of the most heartfelt connections between fan and game developer. We’re pretty impressed and I just added the Borderlands series to my Steam going-to-buy-for-sure list.

For some reason Soundcloud isn’t letting me embed the audio file of the eulogy so I’ll just link to it instead. It’s definitely worth listening to.

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Mechwarrior Online F2P PC Game

Mech Warrior Online

In 1988 Westwood Studios released a game called BattleTech: The Crescent Hawk’s Inception for DOS, Amiga, and C64. It would be the first in a long line of Mechwarrior video games. The game series has always had a soft spot for PC gamers, though as the only games not available for PC have been MechAssault and MechAssault2 for Xbox.

On Halloween, Infinite Game Publishing Inc. and Piranha Games Inc officially announced MechWarrior Online, the first officially licensed free-to-play title in the series. Set to launch in the second half of 2012, the game will feature hardcore simulation controls and team-based play, and vows to stick to the MechWarrior universe story/canon like glue.

“Set in the year 3049 during the early stages of a massive interstellar war, MechWarrior Online puts you in command of the most powerful war machine to ever walk the field of battle, the mighty BattleMech.” The Press Release hints at loads of customization as far as armor, weapons, and appearance goes. How much of that will be included in the F2P and how much will require a credit card haven’t been disclosed.

The game world appears to be somewhat of a dynamic one as well. “You will play a key role in a dynamic and ever-changing universe where player exploits impact the world around you and daily story updates and frequent content additions create epic changes to the Inner Sphere universe and its many inhabitants.”

For more info on the game and to follow their progress, swing by their site: http://mwomercs.com/

Here’s a little teaser video they put out earlier last month

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