We think you are really cool

I would have just used the chorus from that song, but that would have made sense.

Anyway, we’ve got a decent amount of the guild on Rupture now, it’s sort of like mySpace for Gamers, although specifically for WoW at this point. It’s pretty spiffy, and using an IM client it updates automatically. It was awesome (it blew CTProfiles out of the water on gear alone)… until Blizzard launched The Armory. It’s basically everything WarcraftRealms could ever ask to be, it has info on individual reputations, gear, buffs, arena rankings, guild statistics, except the whole census thing.

Actually, it seems like that’s the only thing The Armory doesn’t have is a full census section. For guilds, it’s really, really cool. Here’s our guild’s stats, all updating as soon as you change a parameter, and looking very cool to boot.

We’ll see what they add to The Armory, it’s really impressive for a start.

Links, Mods, Expansions, Boring Stuff

Rogue poked me into updating this. As always, when there’s actually anything worth writing about… I’m off doing it.

Anyway, I updated the links section a bit (notice one thing in the pimpage section :P ?) and finally added that link I said I was going to… a few months back. Apart from that, not much going on, bouncing between both my characters as of late and have finally taken the plunge and picked up X-Perl, my interface is significantly prettier now.

Oh, and planned Druid talents, although the points in Imp LotP and Nuturing Instinct are basically preference (although I really like Imp LotP). +Healing is more of an endurance stat versus a power stat, so getting +300 on a nearly full heal isn’t that great sounding. Survival of the Fittest is nice, but I may end up swapping the points to Primal Tenacity and either Brutal Impact or Shredding Attacks. It really depends on how useful those talents become, but they’re all quite nice.

A certain someone doesn’t look like she’ll be on tonight, so I’ll probably continue the Druid stuff… next month or so?


Ok, no suprise to anyone reading this, I like playing Healers. To be more correct (and to agree with Abalieno, in a sec), I like playing Support characters, it’s just that Healers (the ones that make the health bars go up) are the most direct method of insuring people… don’t die.

That being said, PvE Healing in World of Warcraft is boring as hell. Why? Beacuse it’s just making the bars go up. To be more correct, PvE Healing sucks… hell, for the sake of screwing my point over, PvE sucks as a whole.

Ok, so that being said… can you make supporting abilities more interesting (although healing’s pretty interesting as it is, better then being a DPS bot), possibly better then straight healing at keeping people alive (that whole “Ounce of Prevention, Pound of Cure” thing doesn’t really apply in MMOs). Still, you’re treading on the ground of the TBCs, so that way indeed lies madness.

Honestly, healing in PvP is slightly more interesting, although it really depends on communication (i.e. Teamspeak) and telling the person soaking up the damage to not be retarded. It really comes down to teamwork and not really based on the mechanics. The whole responsibility for keeping people alive is the attraction, and if you actually care about the people you’re working with, that helps… a lot.

Still, if you look at an example of a game without healers like RFO… well RFO‘s problem is that Consumables > player abilities in terms of keeping people alive, so that’s kinda fucked up. Rather similar to the debate over Health Pills being nearly as strong as Patcher skills (in the hands of a mediocore player) at keeping someone up. It’s outsourcing in games! (Although it stems back to D&D healing potions being called “Clerics in a Bottle”.)

Don’t know, I’ll have to think over this one, but I’m not sure how you work on making “support” a better “supporter” then a straight healer (just look at CoH with groups really asking for “Empathy” over dedicated Defenders in other areas like CC or buffs) without making the proper healer completely worthless. I think some CU SWG comparisons between Combat Medic and Doctor may be useful here (I’ll have to look the math up again later today).

PvP as Sport

Once again, awesomeness from Broken Toys. The whole set of comments are an interesting read, but a discussion regarding PvP peaked my interest (quoting the germane parts).

Abalieno (original comment):

“And in PvP you need immobility. You can have unexpected situations coming out of a proper use of the pieces, but you cannot have new pieces showing up and coming into play.”

Brask Mumei (original comment):

“It is a poor kind of PvP that demands immobility. PvP with fixed, immobile, well understood rules and playgrounds is merely a sport.”

Abalieno (original comment):

“The point is: any other possibility would be simply an exploit. Just the players racing to find the I-Win button and the devs chasing them to patch the holes.

If PvP isn’t “static” then your game will be doomed and completely inaccessible for new players that don’t know how to defend themselves from the “legitimate” exploits.”

Now this of course comes into play with Legion’s experience in MxO. Are CrashKill, or Zero or I exploiting by pushing our skills to their (what we feel to be legal) limits? Clearly some things we thought were kosher like style-switching mid-attack can now be considered an exploit (precedent here, just replace “Buffs do not dynamically update” with “Abilities”).

Still, these are things being clarified just now, two months after the release of CR2.0. Are these what Abalineo would call “legitimate” exploits, things that are deemed legal, but… well, the very essence of the “TankMageGod” (Lum’s arguement against skill-based systems sounds like a normal loadout-building session between Zero and I after all :P ). After all, being a Duelist and staying in Grab for Y period of time, and doing +20% damage with the Accuracy/Defense bonuses of Grab (and without the -35% damage) is quite overpowering after all.

Now, how do you fix that? Do you force these grey-area issues into common use so they must be addressed. I tried that with the Sidekick Combo thing, and well, besides almost getting me the boot from the guild (slight exageration, but not by much…), it wasn’t fixed until CR2.0. Well, the Developers are only going to publish rules through negation (you can’t do this, that, and that other thing with your tongue, etc.), so then is it not up to the player base to make a set of “rules” (as close as possible, meaning what the community accepts as “kosher”, like the uber-DoTed weapons in pre-CU SWG and how there was a soft boycott of them, on Gorath at least).

Still, wouldn’t that mean breaking the lovely information embargo? Yeah it would… wouldn’t it. And of course the guild stands little to gain from a community drive to understand the new combat system, I’m pretty confident we’re on the bleeding edge of that.

Then again, this is bigger then the guild, this is a whole game that could be aided by turning PvP in a codefied sport, not some weirdo hack-rampant Diablo II server.

Embargos not withstanding, the only way for this not to be another Sidekick Combo is that a) the Developers fix things that are obviously broken (and judging from their responses on Dynamic Buffs, this could be another one of those things that takes forever to fix), b) the community to take their ball and go home if things go to shit. Both of these are terrible options…

so apart from pure scientifc purposes, there’s just about no upside. Works for me since the research is what I care about, but that would hardly suade the guild(s). Funnily enough, issue of releasing information (in MxO specifically) has been near the forefront of my mind for the better part of a year (the Sidekick Combo post is a year-old in a week)…

So, MxO’s already inaccessable to those outside the PvP elite, and it’s pretty obvious it’s doomed. FTW!