Entries in Deadly Boss Mods (5)

Blue Stew 9/16/09: In Soviet Russia, Bosses Raid You!

Blue Stew is a new semi-daily column bringing you a delicious concoction of developer news, thoughts, and opinions straight from the boiling pot that is the official World of Warcraft forums. The highlights of each day include additional commentary by Project Lore staff. It's once again been a few days since the last update, but don't fret! After having some Chili from Wendy's for lunch, I was inspired to make this Stew extra chunky! Goodbye World of Warcraft You thought you had a bone to pick with Blizzard? Well, I bet 10 gold Pureheart's got you beat! Besides wanting to turn Azeroth into a communist state, he also manages to represent just about everything wrong with the worst of the game's players. Mindless whining? Check. Anti-social attitude while playing a social game? Check. Unfounded sense of entitlement? Check. Need to make his inane opinions known before allegedly "quitting" the game? Double check. Let's see precisely what he has to say about the nature of guilds, raiding, and the resulting rewards:

"First of all its not fun when other players have something you cant get, its bad enough having to put up with this in the real world in the form of rich celebrities who have everything like nice cars, money, etc... unfortunatley the game design doesnt allow for the majority of players to be successful at the game."
OK, let's be completely straight here. Even in a fantasy world, you've got to work for what you earn. The real treat is that instead of waiting years for that promotion or pay increase, you can obtain a new piece of gear or a few achievements in the matter of a few hours. The game needs to cater to various types of people willing to put different amounts of time or effort in. With tons of solo-friendly content in the game, I don't understand why someone like Pureheart can't be happy with what he is able to obtain.
"Also the game used to be fun, but now it just seems to be a gear competition, who has the best gear... this is not my idea of fun or cool. Like i said the game is very good, i love the raid boss fights but, the amount of stress and effort involved in getting there isnt worth it for me personally."
Yakov Smirnoff wants his schtick back! Yakov Smirnoff wants his schtick back! Gear envy is an interesting phenomenon to me to me, though. Pureheart seems to disply an innate resistance to the mechanics of the end-game, but the problem is that the gear he seems to want is rewarded to players so that they can progress farther within it. Rarely does Blizzard throw a new encounter into the game without taking into account the best currently available gear, ensuring that said progression functions much like a step-ladder. In other words, gear that drops from Flame Leviathan, Razorscale, and XT-002 in Ulduar should prepare you well enough for the fights later in the dungeon. We often forget that high item-level equipment serves a function beyond looking cool, and that's where Pureheart's contradictions kill me. He rails against the very kind of person he reveals himself to be: a loot whore. He hates that World of Warcraft has turned into a gear competition, and yet, he seems angry because he feels that he is unable to obtain the gear that he desires.
"To sum up, to many annoying people and factors in the game, i cant handle it anymore and i dont want to waste time and effort trying, and i cant play without joining a guild because its to annoying when other players have better gear/mounts than me, so all the fun is taken away from this once rich and beautifulk world i really used to enjoy being in."
So fun is taken away when the game tries to challenge you? Would it honestly be better if any piece of gear was handed to you anytime you want? I suppose it does for this player, who so desperately wants to "[escape] the capatlist society of real life." Moving on. Tank Balance And Encounter Design Speaking of raiding, how do we feel about the difficulty of the dungeons? Even though this is a surprisingly insightful thread, I don't bring up Lyesmith's post specifically to talk about tanking. Rather, to shed light on the ways in how players react to, and shape, new encounters designed by Blizzard. Lyesmith's beliefs can be summed up as such:
"TL;DR: Tank balance has two sides: the player and the boss. If the bosses favor a particular style, then it will show up player side."
Essentially, his argument is that despite what Blizzard reps might say about tank choice ("bring the player, not the class") that certain encounters overwhelmingly favor one type of tank over another. For instance, Mimiron has several abilities that can instantly kill the tank, making a class with more "oh shit buttons" more efficient at taking the brunt of the damage. However, Nilzen claims that encounters are designed the other way around:
"But the truth is, players act a specific way due to encounter mechanics. Encounter mechanics are designed a certain way because of what Blizzard sees that players can do. Avoidance levels were too high. Blizzard makes bosses hit for 80% of a tank's hp because they otherwise avoid too much. Tanks stack stamina. Blizzard makes Impale and other mechanics to counter stamina stacking."
So, instead of creating bosses intentionally designed to favor certain tank or class combinations, he asserts that they're designed due to the way the players have reacted and dealt with encounters in the past. Both posters are more or less correct, as game balance is a never-ending cycle created by this dynamic relationship between trend-setting players and the raid design team. So, is there a way to keep tanks on their toes without relying solely on stacking one stat or another? Lyesmith and Nilzen both offered up the idea of making certain boss abilities slightly more random. Therefore, skill and reaction time would be more important than what class currently seems to be leading the pack. Other fine thoughts included increasing raid damage in order to taxs the healers (so keeping the tank up would become even tougher) and tuning down player stats across the board This brings me to the second point that I wanted to touch on, and it more directly relates to difficulty. You can argue that raids have gotten fundamentally easier over time. You can also argue whether or not most players have simply gotten better at playing the game over time. But one thing I don't think anyone can deny is how extra-mechanical elements such as mods and strategy sites have made "figuring out" any given encounter a lot easier than it once was. It seems that Ghostcrawler feels this way, too:
"If it feels like you aren't struggling to learn these fights as much as you used to, then that's probably true: there are now many sources for videos and strategies that have become a lot more robust and user-friendly, as well as pretty sophisticated UI mods to help you track everything going on. The whole raiding community is just more well-connected than it was in the MC and BWL days. Many casual raiders could name a handful of cutting-edge guilds these days, which just didn't happen 4 years ago."
Just think for a second how much tougher certain encounters might be if you didn't have Deadly Boss Mods counting down the time to the next use of an ability or even if in-game warning didn't flash on the screen when the boss was about to use a raid-wiping mechanic. Sure, add-ons like GRID might be slightly more kosher, as they primarily improve play control, but even they offer quick access to data that you'd otherwise have to click on individual players to figure out. The reason for the popularity of these mods is because they fundamentally reduce the innate chaos of an encounter by giving you access to information in an way that is much easier to process. If information is power, then it becomes even stronger than the best gear in the game. The problem is when said information becomes too convenient and starts outstripping its basic ability to reduce the chaos. At that point, it just plain makes a fight easier. And I haven't even touched on top-level strategies that are quickly formed by the best players and then posted on the internet for everyone else to follow. Usually, unless an encounter is changed drastically on live servers, these tactics are learned on the PTR, so you end up with the sort of situation we encounter time and time again where new bosses are being downed the first night they're widely available. I feel like I'm sort of making up for a few days of Blue Stew absence, but the fact of the matter is that this post is already running longer than it probably should be. If you're interested in this subject, I'd go ahead and read the rest of the thread as it's linked above, and I'm always up for rapping with you guys and gals in the comments section if you'd like to explore things further! Until next time, ta-ta!

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Add-On Insanity

There's so much going on here, that there's little room left for any of the real action! There's so much going on here, that there's little room left for any of the real action! Where would we be without the advent of add-ons? In the dark ages of pre-packaged interfaces and a serious lack of Peggle, that's where! Every time I get back on the PTR, I find myself tossing curses left and right, having the default UI foisted upon me once again and not knowing where any of my buttons are. It's not that what Blizzard gave us was bad, it's just that it ended up being so ultimately... standard. With a surprisingly open policy towards modification (of the non-cheating variety, of course), one might think that Blizzard predicted, nay nutured, such a robust add-on scene. Visit one of the many sites that feature these applets for download, and you'll see thousands. Certainly, many are nigh worthless or badly programmed -- the pinnacles quickly stand out -- but they're there nonetheless. You can't deny the response the community has given. But as much as I'd like to believe or pretend otherwise, I really am a creature of habit at heart. Change scares and mystifies me more than I care to admit. There are certain add-ons that I play with every day and would dearly miss the moment they stopped working. But there are others, even very popular ones, that I've tried my damnedest to learn using, to no avail. They feel too bloated, have too many customization options, profiles that somehow end up changing setups on my other characters when they shouldn't, or they just end up making my interface look like Satan's ass after a trip to the Indian buffet. These are add-ons that can work quite well in ideal circumstances, but I never seem to be privy to them. As a reference for what I still use: X-Perl Unit Frames, Titan Panel, Recount, Deadly Boss Mods, and AtlasLoot are my bread and butter. The first is largely for cosmetic changes and the ability to drag frames around, the second is for convenient and easy-to-access information that stays largely in its own space, the third is for measuring my DPS, the fourth is for reading timers on bosses, and the last is simply a luxury that stays out of my way until I need it. As I've already made clear, there are others out there, though. I see videos or screenshots of other players' user interfaces and ooh and aah about how pretty they look, I figure out what they are, go download them, and attempt to set them up in the game. It is only near the end of this process, after fiddling with configurations for awhile, that many of them simply offer me no added functionality. In fact, they sometimes decrease it. icehudOne add-on that I tussled with for awhile was IceHUD. You may have seen this one before. It's got those cool, curved bars (though there are options for several shapes) that hover just to the sides of your character, like a protective bubble of pure, strategic data. It took me awhile to get everything squared away, adjusting the spacing and size of each bar, as well as attempting to create custom ones that monitored certain timed abilities on my rouge (like Slice and Dice or Hunger for Blood). And even then, I wasn't happy. I realized two things very quickly that I never took notice of before: One, I had already trained myself to look into the corner of the screen to find out things like health or energy. And, two, the area that the bars occupied was a huge visual dead zone for me. I was used to finding my vitals elsewhere, and I would get lost in the middle of a fight, because I simply didn't know where they were. A similar thing happened when I installed Elkano's BuffBars, a sleek set of timers that you could stack together on one side of the screen or the other. It seemed like a good idea at the time. I thought I could save space and make my interface look cooler if I could get rid of the gaps between the normal buff icons. Likewise, I could have the add-on name them for me, so I would actually know what half of them were. But I had the same issue. I was looking for things in certain places and not finding them. I ended up having to chop up the bars into smaller sections and take the time to ensure that pertinent info would be sorted into the correct columns. Once this happened, I had already divorced the add-on. It was time for BuffBars to go. Another revelation: the reason why I didn't know what some of those buffs were was because I honestly didn't need to. I knew what the ones I needed to find looked like, so it ended up being better just leaving in the defaults. What all of this amounts to is something called information overload. My experience is not like everybody else's, and certainly other players can glean more from these add-ons than I can, but I'm sure that we all have some installed that just infuriate us every time we load them up. Quest Helper? Pshaw! I know where most everything is by now and that GPS arrow just got annoying, urging me in directions I didn't want to go. Bartender? OK, I do use this one, but every time I change my bars on one character, it seems to change those on others, causing me to lose icons (and many times, not realize it). There are a lot of important things that Blizzard's default UI doesn't supply us with, and they know it. The demand for certain applications has caused them to release versions of their own, such as the recent Equipment Manager or the upcoming modifications being made to the Quest Log (skulls for important mobs or goals on the map, anyone?). But going overboard with add-ons can quickly lead to fatigue. Too much useless information prying its way into your eyeballs, scrambling important messages as they make their way to your brain. My advice? Scale it back a bit. Relax a little. You can have convenience without sacrificing that all-important data. Take a look at what your class or characters really need to pay attention to and largely restrict what you install to those add-ons that focus specifically on that sort of information. Be wary of sweeping cosmetic changes that end up obscuring instead of clarifying. My interface isn't beautiful, but it is usable. Yours can be like that, too! In fact, I'd like to hear your success stories, as well as the failures. What does your user interface look like? Have you found a happy medium with your add-ons, or are you currently suffering from too much information? What popular add-ons have you failed to connect with? Please school me on your experiences in the comments section!

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Managing Addons

picture-20I've been playing WoW since the open beta. Today, I made a discovery. You can set your addons to be enabled or disabled for each of your characters! After you have logged in and are on your character select screen, the familiar window that allows you to load out of date addons or disable addons without deleting them also has a drop down that allows you to configure which addons load for which characters. I stumbled upon this when I was trying to uninstall addons. I thought it would be useful to try to manually delete the files instead of using a manager because addons have complicated configuration files; there are files in /WTF/Account/AccountName/Server/Character and /WTF/Account/AccountName/Server/SavedVariables, and sometimes its unclear where data is stored for modular addons like Cartographer, Atlasloot, or FuBar. I searched my computer for the name of the addon and a few files came up. I curiously found some files called "Addons.txt" that contained a list of my addons and whether they were enabled or disabled. More importantly, they were in the configuration folders for each of my characters! picture-18 It only took a couple seconds of carefully examining the addon window to find out that I have somehow missed this feature for who-knows-how-long. This is great for enabling or disabling class-specific addons like Cutup or FaceSmasher. I disabled all my combat related addons, like Deadly Boss Mods and Outfitter for my bank alt. The GUI is easy to use, but manually editting text allows users to copy/paste among other things, such as saving "addon profiles", allowing you to switch between interfaces for PvP or PvE easily. In fact, that sounds like a great idea for an application. The load time difference was enormous! I decided to check out how many resources my addons were using. I whipped out the good old PerformanceFu and took a look at my statistics. It showed me how much memory LootLink and QuestHelper were using. Surprisingly, Peggle was not among my highest resource-intensive addons! Players with a few addons can hover over the menu button for some similar statistics. I timed a login with all my addons on and another with all my addons off. With my approximately 120 addons, it took 32 seconds to login. With no addons, it took 2 seconds. This could be faster if I wasn't in windowed mode or listening to music and browsing the web at the same time, but the fact that addons cost me 30 seconds while logging in and likely lots of Dalaran lag inspired me to clean out my addons. What tips do you have for addon management?

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BigRedKitty: Naxxramas Anub'rekhan Movie

BigRedKitty bring us along as they venture into the Arachnid Quarter of 25-man Naxxramas. Watch as BRK squash this oversized bug with the help of a couple dozen other people. Addons mentioned in this video include: Omen Threat Meter Mik's Scrolling Battle Text Power Auras - check out some more tips from BRK about Power Auras here. Deadly Boss Mods Remember to vote for Project Lore on the streamys at http://vote.streamys.org/

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A Cold Shoulder From The Frost Mages

Okay, okay. Sorry. Geez... Stop your cryin' and belly achein' for crap sakes! All you frost mages who think I'm not showin you luv or that I'm bashing on you or your talent tree need to take a freakin' chill pill. Maybe you have a talent for that or something... Yeah, yeah. I know. Frost mages can do damage and it's how you play your class and your spell sequence that determines your mana management and that a frost mage is incredibly effective against A'lar and... blah, blah, blah. Hush! listen up here peeps. The point is this: fire mages still kick ass in raid situations. Period. I'm not saying frost or arcane can't kick ass. I'm just sayin fire mages kick ass. Okay. The water elemental is nice in PvP and yes ice barrier is a very cool spell. I have seen some rockin' frost mages in AV kick the crap out of buckets of people with that frost nova and ice lance. And yes, yes, I know that ice block was originally your talent tree and for that one I thank you. But my whole point with talking about fire mages before is that some people have the misperception that only frost mages are good for raiding and end-game content. That is pure bull$hiT. I certainly can, and I have seen other fire mages, decimate instances left and right, utterly destroying clusters of mobs with a few well-placed arcane blasts and dragon's breath. But this is what get's me agitated: I've actually had people tell me that their guild doesn't want fire mages because they pull too much aggro or lack DPS or suck at killin raid bosses. What f'kn morons! Those issues are with the person playing the game, not the game itself. Got get Omen2 and Deadly Boss Mods to clear half of that crap up. So once and for all, so as to quell this brewin storm twix fire, frost and arcane mages I may have inadvertently started, the real bottom line is this: we mages have CC, we have great DPS, we have remove curse, AI and can drop enough tables to feed an entire raid. Frost is great for PvP. Fire is great for PvE. Arcane can one shot just about anything their level. All are doable for killin mobs in BT, Hyjal and Sun Well and will continue to be in WotLK. Face it: If you rolled a mage, people want your DPS.

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