In most games, a player's class for combat purposes and their profession for crafting purposes are completely separate and have no bearing on each other.
What if they did?
Most professions are suited to one class or another because of the inherent bonuses they provide or sometimes merely because they provide the ability to craft things that are more useful to them. In WoW, blacksmithing is more useful to Warriors and Paladins because it crafts plate armor they can use (and gives a health bonus useful to tanks when paired with Mining). Tailoring is more useful to Mages, Warlocks, and Priests because it crafts cloth armor, and Enchanting is better suited because of the synergies with Tailoring's cheap disenchantables (as well as being more suited flavorwise, being a magical art).
What if these professions not only gave players the ability to craft and modify items, but also gave bonuses and extra abilities to specific classes? What if players who leveled a tradeskill up enough could gain access to unique classes?
This is just an idea I've been considering. Enchanting is a magical school, and thus would be useful to Mages. Or at the very least being a Mage would allow enchanting to be leveled more easily. At higher levels the Mage could become an Enchanter, allowing them to cast helpful and harmful status spells on friends and enemies.
These wouldn't be straight bonuses in the traditional sense in that they must be taken for min/maxing purposes, but they would be bonuses which change the dynamics of the class that takes them. And Enchanter would be just as powerful as a Mage, they just have a slightly different toolset and a different amount of utility.
Posted by Glyph, the Architect
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7/22/2010 01:35:00 PM
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Seems the new Cataclysm Beta build is up. This means the new 31 point talent trees, in their earliest forms, are now up! Let's take a look at.......the.....
What is this?
This is terrible!
I thought Blizzard said they wanted us to make interesting choices with our talents?
With these trees, there's no choice at all. They simply cut out all the talents from the old tree that no one ever took. For example, let's look at the Ret Paladin tree. I've already gone through and filled out the points for a PvE DPS build.

There are only two talents I didn't take in the Ret tree. Improved Judgment wasn't a compelling talent since Ret Paladins are normally GCD locked as it is. There is never a time where you aren't pushing a button. This would be the only talent I would consider an "interesting choice". Is it a DPS upgrade to reduce the CD on Judgment by 2 seconds? If so, which talent do you not take (Probably Pursuit of Justice)? The other talent I didn't take: Eye for an Eye. They've changed it so that instead of being reflective damage, it auto casts Judgment on the enemy. However, in a PvE situation you shouldn't be taking damage ideally. Maybe they changed it so that even AoE attacks will trigger it. I don't know.
The other two trees only had two talents even worth consideration, and what a coincidence that I had exactly enough points to put in them.
This is not exactly what I would call "Simple but deep", as Blizzard described how they want the trees to work. I would call it "Brainless and shallow." Unless there are going to be massive changes in the raiding scene in Cataclysm which require DPS players to take non damage talents to be successful, I'm not seeing any benefit to this scheme.
This is the way I had envisioned the talent tree design:
You've got the three trees. Each tree has four columns of talents. Each of these talents takes 5 points. You have enough talent points to get to the bottom of the tree and have 10 points left over. There are now many extra talents in your tree which are untaken. Some of them are PvE viable. Some are PvP viable. Do you put your remaining 10 points in one of these untaken talents, or do you put them in another tree? Which talents do you put them in?
What I mean is this: Blizzard has stated that the current trees have become bloated beyond being tenable. It's all good and well to remove talents that no one ever takes under any circumstances (Looking at you, Turn the Tables). However, I think it would be best if you replaced those with talents that people actually want to take. This way, people actually have to make a choice as to what they want to put their points into. The choices should both be equally valid as well.
As a closer to this post, I realize this is all Beta and subject to change. Many people have been quick to point this out on the official boards when people state their dislike of these new trees. These people seem to be completely forgetting that these statements of dislike are the feedback that Blizzard will use to gauge whether or not they should look things over again. They are beta trees. But without feedback, Blizzard will make them release trees.
Don't Nobody Want That.
As this is Beta, I'm still holding out hope that they will improve things. Adding more "fun" talents would be a start, and by that I mean talents which are obviously gear to not not improve damage of abilities but do other things such as add complexity to rotations, improve run speed, change animations for abilities, and so on. Possibly include more talent points near the end of the leveling experience such as 81-85 or maybe just grant a small bonus like 1 or 2 extra points at 60, 70, 80, 85 or something like that to allow for taking these talents.
Posted by Glyph, the Architect
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7/14/2010 11:13:00 AM
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Been a while. Let's jump right in!
Recently, the Cataclysm talents have been released, critiqued, and slated for complete overhaul, as they felt it was a bad idea to just tack on a few extra talents to the current trees. Their new talent tree model will be 41 points total at 85. 1 point every two levels. When you place your first point, you are locked into placing points only in that tree until you have reached the end 31 point talent, after which you can put your remaining ten points in the other two trees. Each tree gets its own passive and signature abilities to make that tree feel like it is that spec (as it "feels" at 80 now) right off the bat at level 10. Ret Paladins get Divine Storm immediately. Sub Rogues get Shadowstep immediately. I'm not too big a fan of removing choices from the game (the choice to spec 30/31/10 for example), but the choice that's being removed here is one that no one even remotely successful ever makes. So in the "let everyone, including the facerolling 400dps in heroics retards, be successful" model that Blizzard is trying to adapt, this is a good choice.
The true subject of this post is on how something like Talents would work in an open system like the one I've been discussing. Players choose what spells and abilities they learn by questing, learning from instructors, and can even learn them by watching other players or NPCs. Classes are merely an abstraction for the purpose of providing a unified feel for how a character plays, and can be switched freely at any time to suit the situation needed.
In this kind of game, Talents wouldn't exactly work too well. So why have them? Well, I think it's a good idea for every player character to be entirely unique. Even if players go and learn the same spells and abilities, train their spells and classes up to the same levels, or even wearing the same gear, they need some way to differentiate from each other. I feel like talents would be the way to do this. However, under a system with no levels or classes, talents that are attached to the character would need to be the exact opposite of the Blizzard design: Talents which are entirely bland and boring to appeal to as many different classes as possible. Want to crit more often? Put points in the +crit talent. Want to be able to fire free shots when a proc goes up? The talent for that is pretty specific for a certain class and would require major bloat in the tree to add talents for all the possible classes.
So I thought.
Why not have the spells automatically talent themselves?
I'd had an idea that all characters would have a set of "stances". Each stance would represent what a character was trying to do. One stance would be the Accuracy Stance which improves your aim with abilities. One would be the Speed Stance which would reduce casting times, swing speed, etc. One would be the Power Stance which would cause you to hit harder or put more oomph into spells. (All of these are just examples, by the way. There could be other stances such as Range, or Special, or whatever.)
Originally, every ability would have its experience bar, that as players used it would grow and make the abilities more powerful. Instead, each ability would have several balanced stats. Let's say 50 Accuracy, 50 Speed, and 50 Power. When a player gains experience after a battle, they also gain some for whatever stance they were in when they used the ability. As each of the stats goes up, it affects the others. For example, Accuracy improving might reduce speed. Speed improving might reduce power. And so on. At different levels of each stats, the abilities may change. Improving the speed stat on an arrow shot might give it armor penetrating abilities. Improving the Power stat might give it multishot. Improving Accuracy might give it homing capabilities.
The idea is something similar to the original Glyph system WoW originally planned to implement where there would be multiple glyphs for each spell, each of which changed the spell in some way such as Frostbolt having greater range or doing shadow damage in addition or freezing enemies (a system which was nixed, likely for complexity reasons). The only difference is that instead of needing an item to change the spell, you just change it by playing your character.
That spell is now "talented". Your character is now more skilled with that particular spell in a specific way. A gunman who tries to be more accurate with a rifle becomes more a more talented sniper. A monk who tries to be faster becomes more talented at dodging incoming attacks.
The idea needs a LOT of polishing and development, but I think it's a good start.
Posted by Glyph, the Architect
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7/08/2010 09:59:00 PM
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Any time new patch notes come up on MMO-Champion or WoW.com or wherever, there is always discussion in my guild circle about which features they like. And there are always discussions going on while playing discussing which features are annoying and they want to go away. These are always things like "There should be a graveyard right outside the instance portal" or "We shouldn't have to repair armor ever" or "I wish you could just teleport wherever you want". The features they like and want to be implemented are almost always the ones I hate because of one reason: They remove complexity from the game.
Dual spec means you never have to respec again. The random dungeon queue teleports you straight to the dungeon, eliminating the need to actually go find the portal. They redo half of the daily quests so you don't have to leave the area you pick them up in.
While these things can be annoyances, they also add depth to the game. They bind the world together as an actual world, and not just a random couple of cities bound to quest hubs with tons of empty space that can be safely ignored. They give you the feeling that you are playing an actual character, an actual person which inhabits the world and not just some person looking shell housing raw power that no mere mortal should possess. They give a sense of immersion. They make you feel like you are actually in another world, and not just some guy at the keyboard mashing buttons. These games are supposed to be played to let you get away from the real world. They aren't meant to be games that are to be played for 20 minutes at a time on your lunch break at work or while watching TV or cooking dinner for the kids.
I understand why the business side of the games industry has completely taken over and pushed out the creative world building types of game developers. The majority of players aren't looking for immersive gaming experiences. They are looking for something to kill 20 minutes with. They want to blow things up, stab things to death, set them on fire, or just stand around looking pretty.
This doesn't mean I have to like it though. I like my games to be complex sandbox type worlds where things are not spoon fed to me. I like to explore and find things on my own.
Posted by Glyph, the Architect
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6/17/2010 11:08:00 PM
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Yesterday, Blizzard released the Celestial Mount and Lil' XT in their store. I won't lie here. I did buy a Lil' XT. I wasn't originally planning on it, but when I saw that it blows up those god damned train sets.....I don't think my credit card has ever flown out of my wallet faster (really. Unlike the regular train wrecker, this one has no cooldown, so even those jackasses that have three or four train sets can go to hell).
What confuses me is all of the people, both on the blogosphere and the publication type websites who are just aghast at the concept of buying things with real money. There are a variety of reasons why people are up in arms, each one just as confusing as the last.
1. "I don't like that they're selling this mount because then everyone can buy it and it won't be cool since everyone has it!"
The mount is cool because of its graphics. If you don't like the way it looks, why would you buy one? Blizzard releases something for money. In order to make as much of that money as possible (as is the goal of most businesses, which Blizzard is), they must sell it to as many people as they can. This includes anyone who happens to have 25 dollars laying around that can be spared. While 25 dollars may be a bit of change for a digital item, it's not a ton of money in the grand scheme of things and a lot of people have it laying around. If you had any illusions about this somehow being a unique mount that would add 500 points to your Equivalence Potency Number, then you are simply an idiot.
2. "25 dollars is too much for a mount!"
Ok? I agree that it is too much money for a mount, but then I suppose that's why I DIDN'T BUY ONE. I know that's a difficult concept for many people to understand. "Luxury items" or in plain English "Crap you don't need to survive or achieve your goals" cost money. If you don't buy it, you will not be any worse off.
3. "This is a travesty! Allods and Champions Online and other games release items in their cash shop and the fanbase revolts! Blizzard releases items in their cash shop and players line up around the block to get one even though they are already paying subscription fees! There is such a double standard going on here!"
No, you are comparing apples to oranges. The Free to play games with their cash shops are releasing items which, if you choose to buy them, give you a competitive edge over other players. You buy a bigger bag upgrade, you can hold more stuff to carry to town to sell and make more money. You sell potions and scrolls of Experience and self resurrection, you can keep playing while other players have to wait out the rez sickness or other penalties these items get around. The players revolt against these items because they make the game almost unplayable without them. Blizzard is only releasing COSMETIC items which look cool and have absolutely no impact on the game play. I can assure you that if they were to release Epic Gear for sale in the cash shop, there would be just as big an uproar (or bigger on account of the much larger player base) as the free to play games.
4. (This one is my favorite, seen in a comment on the Massively article, and quoted): "The intresting part about this new mount is that you actually will (I assume the word "not" was omitted here based on the context of the complaint) need to buy ingame mounts at all. So... Blizzard is not only selling a mount - they are also selling ingame gold that you will save if you had to buy a "real" ingame mount."
Just.........what?
Ok, so you're saying that if people spend 25 dollars to buy this mount, then you won't have to buy any more mounts? Let's think about this. The first level mount costs 4 gold. The epic land mount costs 10. The regular flying costs 50. The epic flying costs 100. You still have to buy all of the training required to actually use these mounts, which amounts to 5304 gold (+1000 for Cold Weather flying). So while it is technically true that Blizzard saves people 164 gold on mount costs, it's not as though this is a massive amount of money. One day of dailies will get you that much, and that's an hour or so of play time. Not to mention the fact that there are mounts at all levels of riding which don't cost any money at all anyways. PvP rewards, Argent tournament mounts, Rare drops, Death Knights get theirs built in through a quest, some cost badges, achievements, or even some quest rewards offer mounts which cost absolutely nothing. Nothing is being offered here that couldn't be had already. Not to mention the fact that if I was going to spend 25 dollars on gold, I think I could get a lot more than just 164. Gold spammers regularly advertise prices which could get you between 4 and 6 thousand gold for the same price as this mount (and these prices seem to drop daily).
In summary: I'm not entirely sure what the big deal is here. It all seems like a bunch of whining over absolutely nothing.
(I had a post I was going to write about something else, but I still need to collect my thoughts on that. It'll be up soon.)
Posted by Glyph, the Architect
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4/16/2010 01:40:00 PM
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I've been thinking about tanking mechanics. As I'd want this game of mine to be more realistic, tanking would have to be vastly different than it is in most others. In WoW, the guy with highest threat has aggro. Doesn't matter that other people are doing things which logically would be much more threatening like stabbing the mob repeatedly or riddling them with arrows or worse....healing the guy they are attacking so that he NEVER DIES. As a player, if another mob is healing the guy I'm trying to kill, I immediately change targets and kill that damned healer.
Ideally, I'd want a game that feels like you are fighting opponents with real AI. If you were fighting something like a dragon or a giant serpent or bear or something without much intelligence, sure the standard tanking model works great. The tank stands there and waves their arms loudly and does all kinds of flashy things to hold the mob's attention. But when you are fighting something like the warlord of a keep (or a Lich King), then you would assume that an intelligent being would say to themselves "It's kind of futile to attack this guy while that person over there in the dress is wiggling their fingers and casting healy magic on them" and go kill the one in the dress.
So what if different actions had different threat values assigned to them based on the situation? Healers would likely have spells like illusion magic which prevents enemies from seeing them casting healing magic on different people but casting heals on the target the mob is currently focusing on would have vastly greater threat than casting it on someone else. As fights go on, the threat that damage causes would go up relative to threat of people in the raid. A rogue dealing 10K dps vs. a tank dealing 3.5 for example would quickly anger a mob. 10K dps would cause 10k threat per second, and for every second they do more DPS than the tank, the amount of threat that causes would go up by .1K. Pulling aggro would be an eventuality. Maybe the DPS would have abilities which suppresses pain in the target (such as a rogue poison or a warlock curse), meaning it won't feel the damage as much and cause less threat. Or maybe the tanks would have to have high DPS to maintain threat.
It's possible that with this model that tanks would need several abilities which cause massive amounts of damage (and therefore threat) on a cooldown. It's possible that any given fight would need several tanks to taunt off each other with these cooldowns so that they could be healed effectively (healing the mob's current target will cause the healer to be instantly targeted). It's even possible that all of the tanks will need to be DPS at the same time or DPS will need some kind of tanking survivability, even if just temporarily.
The whole idea is that for a game that makes some kind of logical sense, the "tank and spank" fight needs to go away. It's unrealistic. It's boring. To be honest, I think it breeds thinking in players that they don't have to pay attention to what's going on around them as long as their threat meter says "Hey, you're good." Raids don't really feel like a bunch of players working together, it feels like tanks and healers working together with a bunch of other guys just running around doing whatever, and I think that needs to change.
Posted by Glyph, the Architect
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4/12/2010 12:55:00 PM
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I haven't been doing much work in the design area. I've been working more on the lore side of things recently. I'm not entirely sure if lore is super important in an MMO, but I figure it's like design. If it's done correctly, then all is right with the world. If it's done poorly, then people will notice and call bullshit on it. Even the most hardcore of gamers who cares for nothing more than getting frags would agree that if the atmosphere in a world just feels dumb and tacked on instead of adding to the feel of a game, then it detracts from the game experience. It would be better to just have no story at all than to have a poorly written one that makes no sense (or worse...tries to make sense and fails miserably).
I'll likely still post on design when something strikes my fancy, but for now I'm just trying to get the story aspects done. It's fairly important to do this before doing things mechanically, since I want the story elements to affect that actual mechanics. For example, Warlocks draw their magic directly from Demon lords whom they have made pacts with. If those demon lords are killed by players, then Warlocks will lose those abilities. I'd try and provide them some way of regaining them, but it would still make the actual story of the world matter.
Posted by Glyph, the Architect
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4/11/2010 01:26:00 AM
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