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Balancing class strength and flavor wow gold

One of the things I hear a lot from other tanks (especially paladin tanks) is how much they envy Charge, and especially being able to Charge in combat. "Man, I'd give up X for Charge." Usually what they want to give up is their shield throw, or their AoE taunt, which of course is not a terribly compelling idea: warriors have parallels for these abilities and charge isn't one of them. Heroic Throw is our weaker form of Avenger's Shield and Challenging Shout is our stronger but longer cooldown AoE taunt. As soon as they gave up Righteous Defense (which rocks on the Lich King fight, btw) they'd just say "Man, I'd give up X for Challenging Shout" anyway. If warriors actually managed to give up Shockwave for Consecration they'd want it back in a week. What it ultimately comes down to is the difference gjlnsppl between a necessary ability and one that is useful but not necessary. You also need to take iconic roles into account. I doubt many would support giving warriors Blessing of Kings, Blessing of Sanctuary, Lay on Hands, the paladin system of Auras, or what have you. The ability to die without taking equipment damage via Divine Intervention? How much, exactly, is Charge worth and if it's so pivotal to tanking why are you rolling a paladin to tank instead of a warrior? How do we keep classes compelling and interesting while giving them the tools to do the same job?
Nintendo platforms had a commanding wow gold presence on NPD Group's U.S. retail wow gold top 20 video game software sales chart for December, made available to Gamasutra this morning.
Seven of the top 20 games were available wow gold on Nintendo Wii, while six were for Nintendo DS, for a total of 13 Nintendo wow gold platform games on the list. Four Xbox 360 games and three PlayStation 3 games made the list.
Nintendo was the publisher with the most titles to break into the top 20, leading the way wow gold with nine games. Ubisoft and Electronic Arts followed with three, and Sega and Activision Blizzard with two each.
According to Wedbush wow gold Morgan's Michael Pachter, 114 titles sold over 100,000 units in December 2009, so all games wow gold in December's top 20 sold significantly more than 100,000 units -- although NPD Group only provided exact sales figures for the top 10.
This is the real difficulty with class balance and design for shared roles. It's not just one for tanks, either: healers and DPS also struggle with overlap vs. unique abilities. A lot of classes would kill for Fan of Knives. Chain Heal spawned a legion of different AoE heals, some of which surpassed it for a while. Every so often the 'give X Bloodlust' debate starts up. Everyone wants Blessing of Kings. (Except paladins, who are bloody tired of being told to use it. Get some drums, they mutter.) Homogenization isn't a curse to be avoided but it can make gameplay feel boring if taken too far. In general, I play a warrior because I enjoy the class feel as much as anything else. Cribbing too many abilities from other tanks or DPS would just feel wrong. (Of course, it's possible to change those abilities so that they feel right... I doubt many paladins hate Divine Storm just because it's basically Whirlwind.) Likewise, I miss Death Grip terribly when I'm not on my DK but I don't want it to get shared around, it's so iconic that it would weaken the class if someone else could do it. You really don't want Beacon of Light given to druids, or Feign Death copied over to shamans. Some abilities should stay relatively unique even if it makes balance more difficult, which does seem to be something the designers keep in mind. With Cataclysm coming I'm hopeful new, fun talents with unique aspects will be coming to all talent trees across the game, helping distinguish Tank A from Tank B more. Homogenization is fine when it's absolutely necessary (if DK's just can't keep up with other tanks in survivability, or shamans can't keep up with AoE damage in raids compared to other melee, for instance) but the difficulty is in doing it without feeling like you copy pasted some other class into yours.






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bartondimo
Rob Pardo speaks about Blizzard wow gold

The tenth annual Game Developers Conference is in full swing in San Francisco, CA -- and yesterday included a panel by Rob Pardo, Executive Vice President of Game Design at Blizzard Entertainment. Pardo spoke about design philosophy and how Blizzard approaches it, sharing not only Blizzard's success stories, but where they failed along the way, and what they did to fix it. Blizzard's design philosophy follows some key elements: Gameplay First: Before anything else, you want to concentrate the game on the fun. All aspects of the game -- the design, the mechanics of encounters, the quests and story are focused on making the game fun to play. Not only fun to play -- but fun to play for players, not developers. The challenge is to keep players jumping through the correct hoops, while making those hoops fun. Sometimes this involves making some changes -- for example, only night elf males could be druids in Warcraft III, but for the sake of making the druid class, something that sounded like all kinds of fun, they had to be made accessible to both genders, and both sides. So the lore was adjusted so that females and tauren could both be druids -- otherwise they couldn't have introduced the class at all. And that wouldn't be any fun. Easy to Learn, Difficult to Master: The concept here is gjlnsppl to keep game play simple in terms of mechanics and objectives, but design the game in a way that the challenges scale with the ability of play. Pardo stated that Blizzard is focusing more on designing for multiplayer games first now, rather than single player, so they design for the multiplayer aspects, giving games a lot of depth so that players won't get bored with it. He also said that WoW is a pretty hardcore game, but the key is that it's accessible to a lot more gamers -- endgame content like raiding and arenas are a lot more hardcore than leveling itself.
Stories and games go hand in hand. Duh wow gold what about wow gold Tetris? Yes. There are exceptions smart ass, but the majority of games wow gold attempt to tell a story. How the plot is presented has been a popular discussion amongst the gaming community for both developers and consumers. Reading various articles from Gamasutra.com, and to a lesser extent sites wow gold like Kotaku, IGN, and 1UP, I’ve seen two popular sides emerge.
On one end of the table is the traditional cut-scene. These usually occur wow gold before or after a major event in the story or level. The player loses control of their character(s), and the game swings into a presentation that mimics film.
These scenes are often enhanced with improved wow gold graphics, and scenarios that can not be experienced through normal gameplay. Examples of games with cut scenes are numerous: Ninja Gaiden, God of War, Halo, Red Alert, Final Fantasy, Star Wars: The Force Unleashed, Mario, Zelda—the list goes on and on.
Sitting on the opposite end of the table are those in favor of in-game-story-telling. This method delivers all dialogue and major wow gold events in game. The player usually has some control of their character(s) the entire time. A popular example of this mechanic is Half-Life 2. Other games that employ this technique are Bioshock, Prince of Persia: Sands of Time, L4D, COD: Modern Warfare, and Splinter Cell.
He cited the Diablo II death penalty as a failure in this aspect -- the death penalty was simply 'you die, you lose half your gold', but this was easily circumvented by dropping your gold off in town and not accessing it unless you wanted to buy something, which inflated the economy to the point that gold was meaningless, leading to players bartering and trading items rather than just using gold. They took those failures into account with WoW, not only designing the death penalty as a 'tax' of sorts where you'd have to pay to repair your gear, but by introducing money sinks that would make you want to spend your hard-earned gold like fancy mounts. The auction house was developed so that the player economy would revolve around gold, rather than simple bartering.






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bartondimo
Play, Don't Tell: wow gold
Posted March 13, 2010 by bartondimo
Play, Don't Tell: wow gold

Players should be playing as much of the story as possible, and text, voiceovers and movies should be used to enhance the story as it moves along. He cited the death knight starting area as a success, the introduction of phasing allowing the zone itself to change around the player as the story was played out, with players having a very 'real' impact on the world around them. What was interesting was that he spoke about the tendency of players to simply skip over or skim quest text. He asks quest designers, "If you make a quest, and players don't read any of the quest text, would they have a basic understanding of the storyline?" and tells them to keep that in mind, adding quest text after the quest has been developed. Quest text shouldn't be necessary to understand the story -- it should be there to enhance the story that's already obviously playing out. Make it a Bonus: Players respond better to incentives than to punishment. That's a no-brainer, but Pardo had a couple of funny stories from the WoW beta to back it up. He said that originally the Rest System in WoW worked like this: You started out gaining 100% xp, but the longer you played, the more that percentage dropped, eventually falling to 50%. This was to discourage players from playing more than a few hours at a time. Beta players hated this system -- so Pardo changed it by doubling the amount of xp required to reach maximum level in the game, starting players out with 200% xp gained, and slowly dropping it to 100% xp as they played. Same effect, same numbers, the only difference was the way the numbers were presented -- and people applauded the 'change'. He also said you don't want to fight player psychology. In the gjlnsppl original beta, when a player was inspecting you, you'd receive a notice about it. The thought of being inspected creeped players out, and they said they didn't want people to do that. So rather than remove the inspect system, they simply removed the message, and everyone was happy. Control is King: Controls should be as responsive as possible. While players have clamored for different animations and effects, Pardo gave some very specific examples of why they simply wouldn't work. As it stands, when you summon a mount it simply appears beneath you in a puff of smoke -- the animation department suggested that it would be really cool if you'd actually call your mount and have it run to you so you could hop on it, going so far as to mock up the animation for it. But there was a downside to this -- it took several seconds for that animation to play out, and if say, a rogue jumped out to stun lock you, you probably didn't want to be stuck stunned and rapidly dying while watching your horse gallop up to meet you. So they settled with the puff of smoke we're all familiar with.
They could build a portal, independent from wow gold Facebook, or even a competing wow gold social network to become their own platform. Alternatively they could invest in larger, better games or more complex and complete virtual worlds. They could broaden wow gold out to smaller, more indie and creatively-oriented developers and become an aggregator or partner network. Such a strategy would result in better and more diverse content.
Realistically though, I think they plan to do none of those things. I think what they will actually do is spend the $180m on trying to replicate wow gold their previous viral success through increased advertising spend. Maybe Zynga can figure out a way to leverage Facebook’s own ads to target to players as reminders. That would be much more in-character for a company as competitive and in-the-now as Zynga has proven itself to be.
Zynga’s coffers are deep, as are Playdom and Playfish’s, but at the heart of their model are some deep weaknesses that are going to let a lot of wow gold the air out of their Fast Food business models. The audience expectations are going to shift, the key factors enabling the business model likewise, and while it’s been a great short term success this year, viral gaming doesn’t seem to have any more easy wins left.
Now comes the hard part. Diversification, experimentation and deep design wow gold breeding interesting ideas do not grow on trees and companies need to commit to them to see them through. Right now that’s not the Zynga way.
Twelve months from now it will be the companies that have managed to diversify, build strong followings and create real value that will be the new wow gold darlings of the scene. Those that do not adapt will still be there but their story will be one of difficulty. As social games come to the end of their beginning, Zynga is increasingly look like an Atari-era publisher leading the charge but unlikely to capitalise in the longer term because they’re too busy thinking they’re in the burger business.
Tuning It Up: Pardo noted that tuning is easy to do, but hard to do well -- that you have to keep in mind who you're tuning your game for. With World of Warcraft, they succeeded in matching the level curve to the level of content, making it so that every player can solo all the way to max level if they want to, adding enough quests that it didn't feel necessary to grind along the way. Pardo also noted that there was a myth about reaching max level -- that players would simply quit the game once they reached the level cap. Blizzard took the stance of 'if the game is enough fun for someone to get to level 60, they'll want to play the game again' -- a stance that seems to be working remarkably well for them so far.






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bartondimo
Shifting Perspectives: wow power leveling

Every week, Shifting Perspectives explores issues affecting druids and those who group with them. This week, we're heading back into the world of nasty, little over-budget talents bothering balance druids as we fight to save our 1 keys from total disaster. It's been a harsh week in my little corner of the world. Between attempting to gjlnsppl get up for work, falling back down to sleep for 5 more hours, taking medications that I can't even pronounce the names of, and several other unpleasant things that have been plaguing me for the past five days; there's been little time for actual coherent thought in my life. So forgive me if this week's article is a little short (I can already hear people cheering) and slightly confusing. I promise to try and make this post as readable as possible, but I am bound to ramble on incoherently at some point; though I'm not entirely sure how that's any different from normal. Last week, Shifting Perspectives took at look at the various possibilities for changing Eclipse. This week, that trend will continue as we explore ways in which or other problem, if less vilified, talent can be adjusted. Yes, folks, I'm talking about Nature's Grace. This long-standing talent that has been a staple in balance builds since WoW was released. Much like Eclipse, Ghostcrawler has already stated that Nature's Grace is high on the list to be changed. Also like Eclipse, many people wonder why Nature's Grace hasn't already been changed as it is so problematic. While Ghostcrawler mentions it's a big deal, many people fail to understand how big of a deal Nature's Grace really is.
Square Enix's Kingdom wow power leveling Hearts: Birth by Sleep for PSP wow power leveling overtook the dominant New Super Mario Bros. Wii in Japanese sales for wow power leveling the week ended January 10, Media Create said Thursday.
Kingdom Hearts: Birth by Sleep wow power leveling sold 446,000 units, the tracking firm said--a figure reached in just two days on the Japanese market. The game is a prequel to wow power leveling the 2002 PlayStation 2 game Kingdom Hearts, which launched the RPG series that mixes Disney and Square Enix characters.
New Super Mario Bros. Wii has been hovering at or near the top of the wow power leveling weekly Japanese charts since its debut on December 3, 2009. The game sold 2.9 million units in the region through January 10, Media Create said. The week-sold title still had a strong showing this most recent week, selling 159,000 units.
Kingdom Hearts: Birth By Sleep was the only wow power leveling new game to break Media Create's top 10 list, which remained relatively static. The only game to fall off of the charts from the prior week was Level 5's Professor Layton and the Flute of Malevolent Destiny for Nintendo DS.
Nature's Grace is an awesome talent. It is a tad over-budget, but not nearly as much as Eclipse is, and, honestly, having an over-budget talent here or there isn't necessarily a terrible thing in of itself. The only thing that plagues Nature's Grace is how easily it allows for Wrath to be GCD capped. Again, though, this isn't so terrible of a prospect in of itself. After all, this is a mechanic that balance druids have been dealing with since haste was introduced into the game. Wrath ramming into GCD issues like the Titanic hitting an iceberg only became problematic when balance druids also failed to turn just a little to the left during patch 3.2. Prior to patch 3.2, Wrath was maybe only 10% of our overall damage done, so any scaling issues that it had was fairly trivial. When patch 3.2 came around and Wrath jumped from 10% of our damage, or less, to being 40% or more of our damage, the scaling issues became a real problem.






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bartondimo
Crit holds a significantly: wow power leveling

There isn't really a cut-and-dry method for altering Nature's Grace. Too much of changing this talent depends on other factors in order for any concrete, "this is clearly the best solution" method to be laid out. Any of those three options are certainly viable to a degree, as are many of the others that are floating about the internet. On the sake of principle, I generally agree with taking the easiest solution which would be to merely make a flat nerf to Nature's Grace functionality to be the best approach. Beyond the simplicity of the change, the other two have a few glaring flaws within them that I don't particularly care for. To start with, having Nature's Grace increase Wrath's critical strike gjlnsppl chance causes additional crit scaling issues more so than it solves them. Wrath currently scales fairly well with crit, but a majority of that is due to the current nature of Nature's Grace (and, yes, even sick I can make a few good funnies.) In all actuality, Wrath scales slightly better than Starfire with haste because of how talents such as Starlight Wrath function. Since more haste, especially multiplicatively stacking haste, yields a higher return than less haste, spells with shorter cast times benefit more from flat cast time reductions of equal value than longer cast times. The only reason that Wrath's superior scaling isn't more obvious is because it is currently too easy to haste cap the spell via Nature's Grace. Removing that scaling point would certainly do wonders for Wrath's haste scaling, but its crit scaling would need to be looked at.
Viral game companies are not sexy. Their brands wow power leveling and core values are wow power leveling generic brands that nobody wants to date and values that are entirely based on commercialism of a short term opportunity. The only people who find viral game companies sexy wow power leveling are the investment community and startup news sites like Mashable because of the earnings and valuation speculation.
To be sexy in games means going to the edges of wow power leveling mainstream experience and finding something that brings interested people along for the ride. Games Workshop has been at the edge of the board and war gaming industry for a long time by cleaving to a dark style and a compelling game world, and their audience is loyal enough to spend hundreds of pounds per year on lead figurines. Blizzard has been at the edge of videogames by laying down a stamp of "done when it's done" messaging to development and forming a distinctive character to every game they do. They've been so successful that World of Warcraft by itself is often held responsible for sucking all the money out of PC retail games.
Zynga has no sex appeal. They make generic games with generic names (Restaurant/ Cafe/ Bistro/ Hospital/ Farm/ Monster Town/Ville /City /Village /Country / Story/ Wars) wow power leveling and un-ambitious vision. Their games are neither inherently memorable nor compelling. For most players, they’re just something to pass the time.
Their challenge, therefore, is to take what they have learned so far wow power leveling and invest in the future. If Facebook are making deep changes to their platform and handing the opt-out power back to players, then Zynga cannot survive by just looking for another way to trick and spam players back into FarmVille. They need to take their $180m investment and use it to build a real following.
Even a game with a horrible plot like Ninja Gaiden can employ cut scenes as a nice visual pleasing break form wow power leveling the intense action. If, however, cut scenes are executed poorly gamers will find themselves frantically pressing buttons to pass by the garbage and get back to having fun. The same theory of poor execution can be tied to in-game-story-telling. When done right this technique improves player immersion and character development. I don’t believe any of the games that I mentioned early would have had the same impact without in-game-story-telling.
Which brings up the second major issues with making that change. Crit holds a significantly lower value for Wrath than haste does. In order for the damage increase of Nature's Grace to remain fairly constant across both Wrath and Starfire, the increase to Wrath's crit chance would have to be in the range of 30 - 35%. The reason for there being a range is due to how the talent scales within itself at various gear levels. For a majority of the time, the effect would have to be at 35% in order to equalize the damage, however once you hit a level of gearing similar to ICC, the scale slides closer to 30%. The inability for the talent to retain a paltry damage increase is only one part of the issue - the other being that it brings in the chance of crit capping Wrath. Balance druids are already concerned about crit capping Starfire with a 40% increase to crit chance during Eclipse, and, honestly, it was a concern even at 30% as well. Having the potential to crit cap two of our spells is not good juju and really screws over the scaling system, not to mention it is something that Blizzard is hoping to avoid in the next expansion.






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