Bluetracker

Tracks Blizzard employees across various accounts.


World of Warcraft Developer AMA

Update

That’s about all the time we have for the evening. We’d like to extend a special thanks to the administrators of /r/WoW for helping to foster an awesome gaming community. Please extend your gratitude for their efforts here! And thank you as well. Hopefully this has been insightful for everyone reading or posting along -- it was extremely helpful for us to see all of your questions and comments. We truly appreciate your feedback and can’t wait for the mists to part on September 25!

Whether on reddit, the official Blizzard forums, or elsewhere, we always love to hear from you! Feel free to follow Greg Street, Dave Kosak, lead content designer Cory “Mumper” Stockton (he’s sad he couldn’t be here today to chat with you), and me on Twitter:

http://twitter.com/Ghostcrawler

http://twitter.com/DaveKosak

http://twitter.com/Mumper

http://twitter.com/CM_Zarhym

Love,

Zarhym



Hello, and welcome to the first World of Warcraft Developer AMA on reddit! My name is Jonathan Brown, better known as Blizzard Entertainment community manager Zarhym. I’ll be facilitating today’s chat and am joined by lead quest designer Dave “Fargo” Kosak, lead encounter designer Ion “Watcher” Hazzikostas, lead systems designer Greg “Ghostcrawler” Street, and game director Tom “Kalgan” Chilton.

Our goal for the next hour or so is to answer questions you have pertaining to patch 5.0.4, Mists of Pandaria, and everything in between regarding World of Warcraft story, content, encounter, and systems design. We’ll try to get to as many questions as we can -- I’ll even be responding to some of the less design-intensive inquiries -- but please be sure to vote on what questions you do or don’t think we should answer.

Blizzard Accounts

Dave Kosak: http://www.reddit.com/user/TheFargo

Tom Chilton: http://www.reddit.com/user/Kalgan

Ion Hazzikostas: http://www.reddit.com/user/WatcherDev

Greg Street: http://www.reddit.com/user/Ghostcrawler

Jonathan Brown: http://www.reddit.com/user/Zarhym


  • Watcher

    Posted 13 years, 3 months ago (Source)

    The new LFR loot system is fairly anti-climatic. Did you all go through any other ideas?

    We agree that the system could use some more visual oomph. Especially when you don't win an item from a boss, you feel the lack of some of the ceremony of downing a boss that used to be present, with a bunch of Need/Greed loot dialogues popping up on your screen, reviewing the loot to see if you needed anything (or, let's be honest, clicking every Dice icon that was clickable...) and then watching the rolls unfold.

    There's room for improvement there, and it's something we're continuing to polish.

  • Watcher

    Posted 13 years, 3 months ago (Source)

    How does an encounter like Heroic Spine happen? The focus on burst DPS was brutal to many guilds and really harmed progression. Bring the player turned into bring the alt to stack rogues, mages, and other burst classes. This encounter left a sour taste in the mouths of hard-core progression raiders because of these design choices.

    What went wrong?

    One of the dangers when we tune a Heroic raid encounter to the razor's edge is that we stress areas of our class design that aren't as well-balanced (nor were they ever intended to be). We can promise that classes will do comparable DPS on a fight like Ultraxion. We can't promise that every class will do comparable DPS in a 20 second burst window, a 40 second burst window, while cleaving two targets, while AoEing 8 targets for a minute straight, while damaging 4 targets that are all spread out, and so forth. (And a world in which those were all equal would be a rather boring, homogeneous world. We think it's pretty cool for a Combat Rogue to get excited when a fight is going to involve two enemies tanked next to each other, or for a Fire mage to get giddy when thinking of Yor'sahj or Halfus.)

    That doesn't mean that we can't tune brutally hard encounters, nor does it mean that we can't stress specific class mechanics, but it does mean that we need to be careful to vary the types of mechanics that matter most in a given fight when we're tuning it that way. It was really interesting to watch guilds progress on Heroic Ragnaros, to use a specific example. Guilds ran into a hard brick wall in phase 2 of the encounter initially, just trying to deal with Molten Elementals, and we saw some of them bring as many as 9 or 10 Balance Druids because they had the best burst targeted AoE in the game. And that got them to phase 3, where they promptly realized they had no hope at all of meeting the DPS check to avoid having more than 2 meteors spawn while stacking so many moonkins, because while their targeted AoE was excellent, their single-target sustained DPS while dodging World in Flames was not. And so guilds gradually brought fewer and fewer druids, adapted to handle Phase 2 in other ways, and ultimately ended up defeating the encounter with balanced compositions.

    But if not for the Phase 3 DPS check, it's safe to say that the first Heroic Ragnaros kills would have looked suspiciously like the first Heroic Nefarian kill.... So there definitely were lessons learned from Spine: specifically the importance of stressing varied and conflicting mechanics at the same time, instead of just one.

  • Watcher

    Posted 13 years, 3 months ago (Source)

    What is the new feature in MoP you're excited the most for?

    Challenge mode dungeons. Our 5-player instanced content at this point is primarily consumed by randomly matchmade groups through the Looking for Dungeon system, and it needs to be tuned accordingly (a lesson learned from Cataclysm release Heroics). Challenge modes offer us an opportunity to return to some of the really fun core MMO gameplay that will test the skill and coordination of groups of friends and guildmates. Crowd control, assisting, target prioritization, and so forth are essential to success, and because we're normalizing any gear that is superior to level 90 dungeon blues, you can't outgear them, only outskill them.

  • Watcher

    Posted 13 years, 3 months ago (Source)

    Question about the new LFR Loot system:

    I really like the fact that whether or not you get loot is independent from other people in the raid right now. However I'm a bit curious if you could make the tokens you get tradeable.
    Say I get a helmet token but I already have the normal or even heroic version of the helm for both my specs I just don't need that thing.
    I would love to be able to give it away, to a guildie if there is one (which promotes people running content together and help each other out) or even make the day of some random stranger.

    I would really love to see this implemented.

    The entire premise of the new LFR loot system is that your chance of winning loot is independent of absolutely all external factors. The moment you can trade items to and from your guildmates, that ceases to be the case.

    And sadly, even if you would only use the ability to trade items to make the day of a random stranger in LFR, others would use it to have 24 alts funnel items to their main in a premade group.

  • Watcher

    Posted 13 years, 3 months ago (Source)

    It has become apparent to the WoW community since the beginning of Cataclysm that 25-man raiding guilds are starting to become a dying breed. The the recent news that top ranked guild, DREAM Paragon, will be switching to 10-man raiding, has caused us to realize that even some of the best guilds on the planet are being faced with this crisis.

    I myself have been keeping extremely up to date on MoP, and any posts that Blizzard makes anywhere for that matter. But one topic that I rarely see is the conversation about 25-man raiding.

    I think that, at this point, it is extremely hard to deny that 25-mans are beginning to fade away. There are even quite a few servers that don't have a single guild on it that runs 25's, anymore! Obviously, yes, you can run LFR, but that just doesn't do justice compared to the real thing. We saw a decline in 25-man raiding since the start of Cataclysm.

    So my questions that I have for you are this: - What are Blizzards views on 25-man raiding? - Can anything be done to save 25-man raiding or make it more appealing? (Does Blizzard have something up their sleeves?) - What has caused 25-man raids to fade away?

    Thank you for your time.

    In short, we're not satisfied with the current status of 25-player raids. There are clear logistical challenges to sustaining a 25-player raiding group. It's inherently 2.5 times as much churn, and thus 2.5 times as much recruitment needed. In terms of actual encounter difficulty, while we haven't always succeeded, we feel that we can deliver on a comparable experience between the two modes: 10-player raiding often involves greater personal responsibility, while 25-player raiding is more complex on a macro level (more moving pieces). Even perfect tuning doesn't compensate for the logistical difficulties, though.

    Our hope and intent when introducing the parallel 10/25 structure in Cataclysm was that people would be free to pick the raid size that they prefer, but I'll admit that in light of the organizational challenges of maintaining a 25-player roster, we may need a slightly larger incentive to make that choice a truly free and fair one. When you're the guild leader of a 25-player raid group, and you realize that you only have 21 people regularly showing up, it's much easier to just forge ahead in 10-player mode than it is to go through a fresh recruitment cycle to bolster your ranks. And if Mechanar taught us anything, it's that players will always take the path of least resistance when the rewards are equal. (Note that this doesn't mean that it's necessarily the most fun path or what players would choose in the absence of any outside forces pulling them one way or another.)

    A small step we've taken to that end has been to increase the amount of loot dropped in 25-player Normal mode in 5.0 to 6 pieces per boss, matching the Heroic loot rate as it has stood in Cataclysm. That's something. But it's not a true solution to the problem. It's something we continue to discuss on a regular basis.

  • Watcher

    Posted 13 years, 3 months ago (Source)

    A while back you guys said that "•Runeforging will get some changes to make it less boring.", but we have yet to see or hear anything about this. Is this something still being looked into? Or was it scrapped entirely?

    http://us.battle.net/wow/en/forum/topic/2973253664?page=1 I made this thread a while ago trying to voice my opinion on the subject, granted it was before blizzard said the quote above. Edited

    Forgot to say it was said in the Class Design & Balance Q&A Recap This summary of the Q&A session from earlier today should be easier to read than the full thing! from a while back. Right before patch 4.3 hit the live servers. http://www.mmo-champion.com/threads/1019009-PTR-Build-Release-Class-Design-amp-Balance-Q-amp-A-Recap-Blue-Posts-Fan-Art?highlight=%E2%80%A2Runeforging+will+get+some+changes+to+make+it+less+boring ^ This is the only link that I can find to that Q&A

    As with many things, if we can't do something right, we end up not doing it (yet). We still aren't close to satisfied with the Runeforging system as it currently stands, but we also didn't have an overhaul to that system that we were happy with. It's a feature we're still discussing and working on.

  • Watcher

    Posted 13 years, 3 months ago (Source)

    Perhaps this has already been asked, but what's the deal with the spam of 'skills learned' every time I enter a new zone? I assume that it was not intended, and that you're working to fix it, but I saw just a few minutes ago that it hasn't been fixed yet with the latest patch. Any chance you could explain it to me like I'm five what exactly is causing that? Unless no one knows, hence why it hasn't been fixed yet, lol...

    That is a bug and our engineers are working on fixing it. It should be something we can hotfix.

  • Watcher

    Posted 13 years, 3 months ago (Source)

    Currently in the shaman tree lv45 primary talents dont really feel all that special or important..and can be actually ignored without much difference in playing the class, i know you guys nerfed call of the elements down to 3min totems to reset from 5minutes...Do you plan to make more changes to the shaman talents to make them a bit more interesting?

    We're certainly going to continue to iterate on the design of the talent system over the course of Mists. There are 198 talents. The odds that all 198 are perfect are rather slim.

    With regard to that shaman tier in particular, the cutoff for Call of the Elements was changed to 3 minutes to prevent it from being mandatory as a throughput increase, or essentially demanding that it be paired with Healing Tide in the 75 tier. Beyond that, a shaman who drops Spirit Link to equalize his group's health and then picks it up instantly for a 90sec cooldown refund from Totemic Restoration, or a shaman who stuns his enemies with an expertly-flung Capacitor Totem via Totemic Projection, will probably be experiencing some meaningful gameplay difference as a result of his or her talent choices. That said, that tier is certainly a candidate for further adjustment.

  • Watcher

    Posted 13 years, 3 months ago (Source)

    I always felt the Ulduar raid was the best design for including hard modes that were mostly built-in to the encounter versus the normal mode-hard mode toggle that we have now. Do we have a chance to see a return of the event-based hard mode design instead of a toggle?

    The Protectors of the Endless encounter in the Terrace of Endless Spring raid in 5.0 works exactly like the Iron Council hardmode from Ulduar; if you defeat Protector Kaolan last on that encounter, you get "Elite" loot that is even more powerful than the normal rewards from the encounter.

    It's the sort of thing we'd like to continue to experiment with and introduce where it makes sense. For some of the Ulduar encounters it was intuitive (kill Freya while her protectors are still alive), but in other cases it was obscure (how many people would have discovered the Vezax hardmode without an achievement describing what to do?) or an outright trap ("Why is XT hitting so hard?"). We literally spent as much time arguing over how to trigger the Mimiron hardmode as we did designing the fight itself, before someone half-jokingly suggested, "what if we just put a big red button on the wall?"

    So the toggle is here to stay, but we're definitely keeping our eyes open for places where it makes sense to apply the Ulduar model.

  • Watcher

    Posted 13 years, 3 months ago (Source)

    Will we see a return to multiple raids per tier, meaning more zones, that doesn't mean more bosses, I mean, 2 raids with 4-5 bosses each will make things better in terms of environment variety, and having more... story per tier.. It will actually be similar to the current MoP launch plan in terms of raids and all.. having 3 raids to start with.. with a total of.. 6 + 6 + 4 =16 bosses, or even similar to the old TBC model of low amount of bosses per zone, but 2 or 3 zones per tier.

    That would help with the issue that arises every content patch.. which is.. people being burned out.. they will still burnout, just not as fast. It also brings back the old feeling of having something to do and a place to raid after few months of a content patch, not the same old raid instance that has been run last week, and the week before, and the week before... you get the point!

    We're keenly aware of the importance of visual variety when planning and designing our raid content. Having multiple zones definitely helps with that, but there is still room for quite a bit of variation within even a single zone. One of the many cool things about Ulduar is that being in Mimiron's wing felt like an entirely different zone than clearing to Freya, which in turn stood apart from Ignis's forge and the entire outdoor section preceding him.

  • Watcher

    Posted 13 years, 3 months ago (Source)

    My question is regarding combat-enhancing racials. The existence of them limits the race choice for all the players that want to min-max their character. Would'nt it be better if all combat-enchancing racials would be removed and replaced with non-combat racials (like the Goblin bank for example). That way everyone can truely play the race they like.

    Ultimately, we feel that racials such as goblins' Rocket Jump, worgens' Darkflight, or trolls' Berserking both add interesting gameplay and meaningfully reinforce racial identities, though they are definitely harder for us to balance than Bouncy and Treasure Finding. We'd rather continue to focus on the handful of races that feel they have lacking combat racials, and improve those. The addition of the undead Touch of the Grave passive is one example of this.

  • Watcher

    Posted 13 years, 3 months ago (Source)

    Future MoP tiers -

    Certainly any info on what to expect would be awesome but I would expect you couldn't go into detail about that. But more on the overall philosophy of raiding tier design:

    Firelands and Dragon Soul were somewhat of a disappoinment. There weren't many bosses in either tier and the atmosphere of Dragon Soul was boring, even though fitting lore wise, since the environment was basically a Wrath zone. What are your plans for future MoP tiers in regards to environment, number of bosses, and number of zones? Will we ever get another Ulduar or T5 or will we be stuck with Dragon Souls and ToCs after the first tier in MoP (which looks solid just like the first tier in Cata was)?

    MoP Legendary -

    As much as you are able to go into, can you explain the thought process behind the legendary gems and the future of the legendary Black Prince quest line in MoP (and perhaps any more details about the future of the questline)?

    How do you think this legendary or legendaries will affect guilds and LFR players alike? Did you go for something that won't be as headache inducing as previous legendaries?

    Bulk character/faction transfer -

    With many players having up to ten characters (soon to be eleven), changing realms or factions is rather prohibitive. While the philosophy seems to be that it should be somewhat prohibitive, to transfer a full realm of characters (that can only be played one at a time) can cost several hundred dollars. Are there any plans (or even just a "Hmm, maybe it should be considered") to allow for bulk transfers at a reduced rate, perhaps with a long cooldown?

    We liked Ulduar and Icecrown Citadel too. Just because the 18 raid bosses in 5.0 are spread across three instances (plus two in the outside world) doesn't mean that we're never going to release another raid zone the size of Ulduar -- it just reflects the specific stories we were trying to tell about the mogu, the mantid, and the sha in this first patch of the expansion.

    In fact, our next raid zone after these may be right up your alley....

  • Watcher

    Posted 13 years, 3 months ago (Source)

    Is this feature still in the works, or has it been canned?

    Still in the works. The question to which I was replying was asking for things that will hopefully pop up in a 5.x patch!

  • Watcher

    Posted 13 years, 3 months ago (Source)

    Question for Game Director Tom Chilton:

    What happened to the raid/arena observer feature mentioned during Blizzcon 2011?

    Almost every guild has at least two raiders more than their respective raid size (our 25 man guild had up to 40 raiders at one point). So we rotate and substitute from boss to boss. But having to explain the same boss mechanics for several weeks gets really troublesome. Could it be possible upon entering an instance, to mark the raid as observerable for guild members or even the public? These players could then fly around like invisible Eyes of Kilrogg watching the raid fighting bosses as a first hand experience. Maybe add invisible walls after each boss to prevent dungeon exploring.

    On the raid front, I think the trick would be making sure that it doesn't end up becoming the most effective way to raid. One of the great challenges of raid leading is executing the mechanics of the encounter as required of your own specific class and role, while also keeping tabs on the macro-level raid assignments and the ways in which the fight is unfolding. Imagine how much better someone would be at leading a raid if they could do it entirely from a third-person POV. It'd almost be mandatory for competitive players, and while some raid leaders might not mind being relegated to the role of "coach" if it gives them a better vantage from which to scold people for standing in fire, we'd rather avoid encouraging that.

    That said, some sort of built-in delay might avoid this issue. In short, there are technical issues to solve, but we agree that it'd be really cool.

  • Watcher

    Posted 13 years, 3 months ago (Source)

    Was there anything that didn't make the cut for release but will pop up in a 5.x patch?

    One feature we had mentioned previously, but which didn't make it in for Mists launch, is the Proving Grounds feature. For those who aren't familiar with it, the idea was to add what would be a type of single-player scenario that would allow players to both learn and demonstrate the core skills associated with a given role or class. You can think of them as something akin to Challenges in Starcraft II.

    These might take the form of testing how long a tank can protect an NPC healer from a stream of oncoming enemies, or how much damage a rogue can deal to targets while avoiding awareness and movement checks of increasing difficulty. The hope is that the system will be a fun way for players to practice some of the skills that are essential for group gameplay, and for expert players to demonstrate mastery and compete for positions atop leaderboards, similar to our upcoming Challenge Mode feature.

  • Devolore

    Posted 13 years, 3 months ago (Source)

    Your cat looks alarmingly like my cat o.o




Tweet