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Title: Blizzard's VP of Game Design admits Arenas the biggest mistake.
Post by: sinij on November 13, 2009, 05:59:11 PM
Here is what Blizzard's VP of Game Design, Rob Pardo  has to say about Arenas:

Quote
As for the biggest mistake? There's a lot of them that I think, were ... they just "fell out" of things. If I was going to pick on a game design thing that I look back on and think was a mistake? We really never designed WoW to be a competitive e-sports game; it was something that we decided to start tackling because there was such a desire and demand to evolve it in that direction, to introduce competitive arenas. I'm not sure that that was the right thing to do with the game.

We didn't engineer the game and classes and balance around it, we just added it on, so it continues to be very difficult to balance. Is WoW a PvE cooperative game, or a competitive PvP game? There's constant pressure on the class balance team, there's pressure on the game itself, and a lot of times players who don't PvP don't understand why their classes are changing. I don't think we ever foresaw how much tuning and tweaking we'd have to do to balance it in that direction.

If I could go back in time before we shipped WoW, I would have said, "Maybe we shouldn't go there."  

from warcry.com interview.

You would think Blizzard VP would be smart enough to avoid telling large chunk of their player base that they are "the biggest mistake".  Abashi, is this you?


For people that don't play WoW (yes, all two of you) - Arena is competitive PvP system with broad community support and official ranking/ladder and in-game prizes.


Title: Re: Blizzard's VP of Game Design admits Arenas the biggest mistake.
Post by: Nebu on November 13, 2009, 06:06:12 PM
Seriously though, most people know that the arena game is broken.  The only other obvious mistake the guy could cite was that they didn't order enough cloth bags with dollar signs printed on them to hold all the cash that they would eventually rake in. 


Title: Re: Blizzard's VP of Game Design admits Arenas the biggest mistake.
Post by: Malakili on November 13, 2009, 06:06:24 PM

Quote
 There's constant pressure on the class balance team, there's pressure on the game itself, and a lot of times players who don't PvP don't understand why their classes are changing.

Story of my life.  Well, almost.  I always knew exactly why my class was changing, and when it was PvP it didn't confuse me, it just pissed me off.

Quote
I don't think we ever foresaw how much tuning and tweaking we'd have to do to balance it in that direction.

really? Really? REALLY??!?!?!


Title: Re: Blizzard's VP of Game Design admits Arenas the biggest mistake.
Post by: Tarami on November 13, 2009, 06:17:59 PM
Quote
I don't think we ever foresaw how much tuning and tweaking we'd have to do to balance it in that direction.
really? Really? REALLY??!?!?!
In their defence, nobody really qualified (ergo sitting on a shitpile of cash and resources) had had a stab at it prior to WoW. Are the signs there for a fool to see? Perhaps, but prior to Blizzard actually making a real effort to balance things we weren't able to say "not even Blizzard can make it work!" SoE, Mythic or whomever never really cared for one side of the game, which Blizzard decided to do. Essentially it was a lesson someone had to learn (PvP and PvE don't mix), and it being Blizzard makes that lesson so much clearer.

Now, if some people had actually understood that lesson, some games could have been much more successful in the long term.


Title: Re: Blizzard's VP of Game Design admits Arenas the biggest mistake.
Post by: Malakili on November 13, 2009, 06:55:47 PM
Quote
I don't think we ever foresaw how much tuning and tweaking we'd have to do to balance it in that direction.
really? Really? REALLY??!?!?!
In their defence, nobody really qualified (ergo sitting on a shitpile of cash and resources) had had a stab at it prior to WoW. Are the signs there for a fool to see? Perhaps, but prior to Blizzard actually making a real effort to balance things we weren't able to say "not even Blizzard can make it work!" SoE, Mythic or whomever never really cared for one side of the game, which Blizzard decided to do. Essentially it was a lesson someone had to learn (PvP and PvE don't mix), and it being Blizzard makes that lesson so much clearer.

Now, if some people had actually understood that lesson, some games could have been much more successful in the long term.

I remember quite clearly when Arenas came out thinking "man, they haven't even been able to come close to balancing PvP in battlegrounds, there is no way in hell they are going to be able to do this."  This wasn't just my idle musings either, my entire raiding guild was pretty sure it was going to be a train wreck waiting to happen.   I mean, granted, it hadn't been tried like you said, so we couldn't say with the "certainty" we do now, but I don't feel like it was totally out of the blue like "Oh wow, this is really hard to balance AND its messing with PvE balance, I am totally caught off guard due to this stunning change of events."


Title: Re: Blizzard's VP of Game Design admits Arenas the biggest mistake.
Post by: Sjofn on November 13, 2009, 07:07:36 PM
Seriously though, most people know that the arena game is broken.  The only other obvious mistake the guy could cite was that they didn't order enough cloth bags with dollar signs printed on them to hold all the cash that they would eventually rake in. 

I think that's what "I wish we didn't have such server problems at launch" was code for.  :awesome_for_real:


Title: Re: Blizzard's VP of Game Design admits Arenas the biggest mistake.
Post by: Fordel on November 13, 2009, 07:08:29 PM
Arena's were some higher ups pet project. That's the only explanation I can rationalize at this point. They've been so forced onto the player base again and again. Just a total "this WILL work, I *know* it will, JUST WAIT AND SEE  :why_so_serious: " drive behind it, someone couldn't let it go.

The Flaws with Arena weren't illuminated with hindsight. Anyone who played WoW for 10 minutes could tell you why they were a bad idea.


Title: Re: Blizzard's VP of Game Design admits Arenas the biggest mistake.
Post by: Musashi on November 13, 2009, 07:23:15 PM
There's a lot of people who play Arenas.  There's a lot of people who only play Arenas.  And I don't think he's admitting that they can't handle it.  I think he's just saying that it was probably not a smart decision to put the kind of pressure on his people required to balance for competitive PvP and PvE.  I don't think they can be blamed for it, as nobody's ever been successful enough at it to know what kind of pressure it would be. 

Of course mouth-breathing retards who stumble upon that quote will throw poo everywhere.


Title: Re: Blizzard's VP of Game Design admits Arenas the biggest mistake.
Post by: Fordel on November 13, 2009, 07:40:32 PM
He's basically wishing he could build WoW with Arena's in mind from the ground up... since it's painfully obvious it was NOT.


Title: Re: Blizzard's VP of Game Design admits Arenas the biggest mistake.
Post by: Tarami on November 13, 2009, 07:41:15 PM
WoW's dabblings with PvP are much older than Arenas though, I'm rather more talking about trying to combine PvP and PvE at all. Battlegrounds came in patch... 3? 4? It wasn't a completely foreign concept to have PvP in WoW at any point and I can see why someone thought "but if we isolate all the factors by sticking people in an arena, we can more easily tune it", because it looks good on paper.

The thing is, they wanted to make something for PvPers, but battlegrounds didn't really work as well as they liked so they applied more engineering and got arenas, which in theory should be easier to balance because of their smaller scope. Problem is, compressing the scope also intensifies all of the issues. I think it would have been more correct to say that organized PvP in general was a mistake, because the actual PvP component doesn't work out really well in any scenario. Battlegrounds work better because they are less PvP and more PvE which better disguises that there's no real balance. All arenas themselves do is bringing out the issues in plain view. I don't think it's an absolute error as such.


Title: Re: Blizzard's VP of Game Design admits Arenas the biggest mistake.
Post by: Fordel on November 13, 2009, 08:14:08 PM
Except for the fact Blizzard devs regularly told the player base back when BG's first came out that they wouldn't be making a "Death match" BG due to the balance ramifications.  :oh_i_see:

Most BG issues revolved around the original honour system (terrible), population/queue imbalances and just a general lack of support. PvP has always been an after thought for WoW, both in design and resources. When they finally devote resources to it, they shovel it all into the flawed at a base Arena system.


Title: Re: Blizzard's VP of Game Design admits Arenas the biggest mistake.
Post by: Sheepherder on November 13, 2009, 11:47:13 PM
When they finally devote resources to it, they shovel it all into the flawed at a base Arena system.

No. You, by your own admission, were there for the original honour system.  You had to have seen the rage normalization patch.  You know the shit you are saying is, precisely, shit.  They constantly tried to balance PvP, but they never added an advancement path via it.  The difference is not inconsequential.

P.S: I've had far to much to drink, forgive me if I'm incomprehensible.


Title: Re: Blizzard's VP of Game Design admits Arenas the biggest mistake.
Post by: Simond on November 14, 2009, 02:09:51 AM
There's a lot of people who play Arenas.  There's a lot of people who only play Arenas.
{citation required}  :grin:


Title: Re: Blizzard's VP of Game Design admits Arenas the biggest mistake.
Post by: Simond on November 14, 2009, 02:30:57 AM
The funniest thing is Pardo saying "Oh, but lots of people enjoy Arenas so we can't just remove them!"

No. No, lots of people don't enjoy arenas. Lots of people, in fact, simply see Arenas as a short-cut to decent weapons and armour and take part for that reason alone. See Season 7, where 2v2 teams were nerfed plus PvE content is readily available and gives out just as good rewards...and the number of people taking part in the season has fallen through the floor.


Title: Re: Blizzard's VP of Game Design admits Arenas the biggest mistake.
Post by: Tannhauser on November 14, 2009, 04:32:12 AM
It was refreshing to read Mr. Pardo's comments.  He comes off as a pretty sincere guy.  Anyway, I feel they tried to be all things to all people and the core game-play took a hit from that.  But I guess they had to do something with pvp; TM/Southshore was crashing the servers.  So then came bg's and the downhill slide began.

It would have been interesting to have a pve-only server.  They could let you talk to the other side and maybe trade as well.
Although I don't agree with some of their design decisions (just canceled until Cataclysm), it's good to see someone openly discussing why they made those decisions.


Title: Re: Blizzard's VP of Game Design admits Arenas the biggest mistake.
Post by: Sheepherder on November 14, 2009, 07:48:16 AM
No. No, lots of people don't enjoy arenas. Lots of people, in fact, simply see Arenas as a short-cut to decent weapons and armour and take part for that reason alone. See Season 7, where 2v2 teams were nerfed plus PvE content is readily available and gives out just as good rewards...and the number of people taking part in the season has fallen through the floor.

There were better reasons to wear pvp gear in TBC. (http://www.wowhead.com/?items=4.4&filter=qu=4;cr=16:20:42:2;crs=2562:1:3:1;crv=0:0:0:0)


Title: Re: Blizzard's VP of Game Design admits Arenas the biggest mistake.
Post by: sinij on November 14, 2009, 08:01:01 AM
Regardless of merits of Blizzard's arguments, alienating chunk of your player base by blaming your own balancing difficulties on them and designating them official scapegoat in the eyes of the rest of your player base is as stupid as it gets.


Title: Re: Blizzard's VP of Game Design admits Arenas the biggest mistake.
Post by: Venkman on November 14, 2009, 08:11:23 AM
The funniest thing is Pardo saying "Oh, but lots of people enjoy Arenas so we can't just remove them!"

No. No, lots of people don't enjoy arenas. Lots of people, in fact, simply see Arenas as a short-cut to decent weapons and armour and take part for that reason alone. See Season 7, where 2v2 teams were nerfed plus PvE content is readily available and gives out just as good rewards...and the number of people taking part in the season has fallen through the floor.

This sounds suspiciously like my recent comments about Raids (who actually enjoys them except for the gear?). And I realized I was wrong there, so suspect you're wrong here.

Arenas have been in long enough to have created their own community around them. So whatever is said in retrospect is irrelevant except for the next game that can learn from it.


Title: Re: Blizzard's VP of Game Design admits Arenas the biggest mistake.
Post by: tmp on November 14, 2009, 08:27:14 AM
Regardless of merits of Blizzard's arguments, alienating chunk of your player base by blaming your own balancing difficulties on them and designating them official scapegoat in the eyes of the rest of your player base is as stupid as it gets.
I kinda read Pardo's comment to be more along lines of "trying to bolt the arenas onto a game which wasn't designed from it from the beginning was our biggest mistake because we'd never imagine just how much fucking work it is going to be to constantly tweak these classes back and forth". I.e. if they blame anyone, it's themselves.


Title: Re: Blizzard's VP of Game Design admits Arenas the biggest mistake.
Post by: Nebu on November 14, 2009, 08:29:17 AM
That's how I read it as well.  Sort of a "we're sorry that we added an element that really will never have the time & balance that it deserves". 

It's very difficult to balance pve and pvp in an achiever's game.  The multitude of failures post WoW demonstrate this. 


Title: Re: Blizzard's VP of Game Design admits Arenas the biggest mistake.
Post by: Ratman_tf on November 14, 2009, 09:42:17 AM
I wouldn't be surprised if this was a prelude to them putting Arenas on the bottom of the totem pole of balance consideration. Something's gotta give, and I don't see that being the PvE game.


Title: Re: Blizzard's VP of Game Design admits Arenas the biggest mistake.
Post by: Modern Angel on November 14, 2009, 09:56:12 AM
Regardless of merits of Blizzard's arguments, alienating chunk of your player base by blaming your own balancing difficulties on them and designating them official scapegoat in the eyes of the rest of your player base is as stupid as it gets.

What the fuck is wrong with you? He didn't say anything of the sort. He said this shit is hard, we probably shouldn't have tackled it. I don't know how yo...

Quote
Of course mouth-breathing retards who stumble upon that quote will throw poo everywhere.

Ooohhhhhhhhh


Title: Re: Blizzard's VP of Game Design admits Arenas the biggest mistake.
Post by: Shrike on November 14, 2009, 09:59:02 AM
Arenas should be placed in the chute that leads to the killing stall and dealt with accordingly. Doubt it'll happen, but it should.


Title: Re: Blizzard's VP of Game Design admits Arenas the biggest mistake.
Post by: Nightblade on November 14, 2009, 10:01:12 AM
I suppose I should be thankful to Arenas, they're the reason I quit WoW in the first place... But I had a feeling this would be a clusterfuck from the moment it was announced.

The only thing worse than Arena itself would be the giant ball sacks that the high end Arena community is comprised of.


Title: Re: Blizzard's VP of Game Design admits Arenas the biggest mistake.
Post by: sinij on November 14, 2009, 10:07:39 AM
PvP is content multiplier. How many more raids would Bliz have to push out to keep people occupied if there wasn't PvP?

I suppose when you are not raiding you could always do crafting or decorate your player housing... oh wait, UO had it in 97 but WoW in 09 is yet to implement it.


Title: Re: Blizzard's VP of Game Design admits Arenas the biggest mistake.
Post by: WindupAtheist on November 14, 2009, 10:39:10 AM
I like WoW PVP, basically. I like Battlegrounds and Wintergrasp, and even the odd bit of random world-fighting. But I never had any interest in Arena and it's little deathmatch-in-a-box routine.


Title: Re: Blizzard's VP of Game Design admits Arenas the biggest mistake.
Post by: Numtini on November 14, 2009, 10:40:50 AM
PvP is content multiplier. How many more raids would Bliz have to push out to keep people occupied if there wasn't PvP?


I'm skeptical about this. I don't know anyone who raids that does PVP other than when it's mandatory for some sort of equipment or reward. Ditto for PVE and my PVP friends.


Title: Re: Blizzard's VP of Game Design admits Arenas the biggest mistake.
Post by: Venkman on November 14, 2009, 10:47:44 AM
I agree with Numtini. This isn't a multiplier, it's an alternative. Two completely different endgames is an attempt to have more than one playstyle fulfilled, to have a bigger retained audience banging on static content. It allows you to ammortize the cost of that content over time.

The thing they didn't predict is how much additional work it would take to have to balance the game in two different ways for those two different endgames.



Title: Re: Blizzard's VP of Game Design admits Arenas the biggest mistake.
Post by: Musashi on November 14, 2009, 10:50:21 AM
There's a lot of people who play Arenas.  There's a lot of people who only play Arenas.
{citation required}  :grin:

http://www.arenajunkies.com/

All the citation you need.

Moving on, I don't think there's anything fundamentally wrong with PvP in an Achiever game.  I just think that if you don't have separate abilities for PvP and PvE, then it becomes insane to balance both the gear and abilities while considering essentially two separate games.  But on the other hand if you give people separate abilities, then the game itself becomes less organic, and probably cumbersome for players.  I just don't see an elegant solution to that problem.  There may be one, of course.  But I don't see it.

I see their meddling with outdoor PvP zones, and the upcoming rated battlegrounds as hail marys.  I think they have hopes that something less 'srs bsns' will take over for arenas and they can gracefully bow out of them.  I don't really see it happening though.  But I am kind of interested in rated battlegrounds.  Vanilla wow guild v guild Arathi Basin was the best PvP has ever been in WoW.


Title: Re: Blizzard's VP of Game Design admits Arenas the biggest mistake.
Post by: Merusk on November 14, 2009, 11:10:43 AM
PvP is content multiplier. How many more raids would Bliz have to push out to keep people occupied if there wasn't PvP?


I'm skeptical about this. I don't know anyone who raids that does PVP other than when it's mandatory for some sort of equipment or reward. Ditto for PVE and my PVP friends.

*raise* Hi, I'm one.  I do it when I want to play, but just don't feel like running another heroic or raid that day.   There's at least 5 others like me in my guild, and I've known several others through the years.  Some of us just enjoy the game and all aspects of it... except arenas.  :why_so_serious:


Title: Re: Blizzard's VP of Game Design admits Arenas the biggest mistake.
Post by: sinij on November 14, 2009, 12:18:30 PM
 I can understand people not enjoying Arenas when ladder shows beyond any shadow of the doubt that you belong in the bottom 10% of WoW skill and you can't hide your personal failures by rolling in a zergball. Rest are justifications.


Title: Re: Blizzard's VP of Game Design admits Arenas the biggest mistake.
Post by: sinij on November 14, 2009, 12:24:53 PM

I see their meddling with outdoor PvP zones, and the upcoming rated battlegrounds as hail marys.  I think they have hopes that something less 'srs bsns' will take over for arenas and they can gracefully bow out of them.  I don't really see it happening though.  But I am kind of interested in rated battlegrounds.  Vanilla wow guild v guild Arathi Basin was the best PvP has ever been in WoW.

All of these systems are even in less polished condition than Arenas. Any kind of emphasis, like BiS PvP gear handouts, will put it under microscope that will reveal all kinds of problems.

Map imbalances, assist trains, AoE CC, stack warfare and client issues. Do you think WoW is ready for competitive group PvP? Please, be realistic.


Title: Re: Blizzard's VP of Game Design admits Arenas the biggest mistake.
Post by: Mrbloodworth on November 14, 2009, 12:29:33 PM
Regardless of merits of Blizzard's arguments, alienating chunk of your player base by blaming your own balancing difficulties on them and designating them official scapegoat in the eyes of the rest of your player base is as stupid as it gets.

I must have read a different article than you I think.


Title: Re: Blizzard's VP of Game Design admits Arenas the biggest mistake.
Post by: WindupAtheist on November 14, 2009, 12:32:44 PM
Hey look, a bullshit failure of a PVP system that only a handful of vocal douchebags enjoy and which even the developer admits was a flawed idea from the beginning. Who could have imagined that we'd find Sinij trying to champion it in his uniquely retarded fashion, making vague allusions that the company will someday regret "alienating" his dipshit demographic and whining like an infant that anyone who doesn't enjoy it must suck?

Downright shocking, I tell you! Yet strangely familiar...  :why_so_serious:


Title: Re: Blizzard's VP of Game Design admits Arenas the biggest mistake.
Post by: Lakov_Sanite on November 14, 2009, 12:36:17 PM
I can understand people not enjoying Arenas when ladder shows beyond any shadow of the doubt that you belong in the bottom 10% of WoW skill and you can't hide your personal failures by rolling in a zergball. Rest are justifications.

Wow arena is not about 'skill' it's about having the right class/spec comp for your group and that is it. Oh sure there's basic stuff you need to know but if you aren't X specced Y class, you aren't anything but cannon fodder.  Anyone who says differently is one of those specs and classes who can't understand why all the noobs whine See:Ret paladin at wotlk start.


Title: Re: Blizzard's VP of Game Design admits Arenas the biggest mistake.
Post by: tazelbain on November 14, 2009, 12:39:09 PM
I read it the same as sinji and don't play WoW (I don't eat at McDonald's).  I enjoy listening to you guys try to spin this.  It's like telling your spouse that you wish you never got married but you still love them anyway.


Title: Re: Blizzard's VP of Game Design admits Arenas the biggest mistake.
Post by: Merusk on November 14, 2009, 12:47:33 PM
I can understand people not enjoying Arenas when ladder shows beyond any shadow of the doubt that you belong in the bottom 10% of WoW skill and you can't hide your personal failures by rolling in a zergball. Rest are justifications.

Wow arena is not about 'skill' it's about having the right class/spec comp for your group and that is it. Oh sure there's basic stuff you need to know but if you aren't X specced Y class, you aren't anything but cannon fodder.  Anyone who says differently is one of those specs and classes who can't understand why all the noobs whine See:Ret paladin at wotlk start.

Hush you. You just lack Sinij's leet PVP skillz.  Don't make him kill you with a holy priest just to prove a point.


Title: Re: Blizzard's VP of Game Design admits Arenas the biggest mistake.
Post by: Sheepherder on November 14, 2009, 12:50:15 PM
I read it the same as sinji and don't play WoW (I don't eat at McDonald's).  I enjoy listening to you guys try to spin this.  It's like telling your spouse that you wish you never got married but you still love them anyway.

No, it isn't.  Nobody here has said they like arenas.  Stop being retarded.

Likewise for sinij.


Title: Re: Blizzard's VP of Game Design admits Arenas the biggest mistake.
Post by: sinij on November 14, 2009, 12:56:36 PM
Hey look, a bullshit failure of a PVP system that only a handful of vocal douchebags enjoy and which even the developer admits was a flawed idea from the beginning. Who could have imagined that we'd find Sinij trying to champion it in his uniquely retarded fashion, making vague allusions that the company will someday regret "alienating" his dipshit demographic and whining like an infant that anyone who doesn't enjoy it must suck?


Nice to see that your zelous douchebaggery only rivaled by your total inability of play computer games well. You would think that after decades of voluntarily getting your shit pushed in various games you'd pick a pointer or two and graduate out of eternal noobdom.

Please, do tell me what helpless victims get hurt by "dipshit demographic" Gladiators on the way to the top in WoW's arena ladder?


Title: Re: Blizzard's VP of Game Design admits Arenas the biggest mistake.
Post by: tazelbain on November 14, 2009, 01:00:20 PM
No one here is a lot different that no one anywhere.  This "The arena player's aren't being scapegoated.  But fuck those guys, I hate them." message is funny.



Title: Re: Blizzard's VP of Game Design admits Arenas the biggest mistake.
Post by: Nightblade on November 14, 2009, 02:15:35 PM
Quote
Nice to see that your zelous douchebaggery only rivaled by your total inability of play computer games well. You would think that after decades of voluntarily getting your shit pushed in various games you'd pick a pointer or two and graduate out of
Please, do tell me what helpless victims get hurt by "dipshit demographic" Gladiators on the way to the top in WoW's arena ladder?

Quote
www.Arenajunkies.com

Quote
The only thing worse than Arena itself would be the giant ball sacks that the high end Arena community is comprised of.



Title: Re: Blizzard's VP of Game Design admits Arenas the biggest mistake.
Post by: WindupAtheist on November 14, 2009, 02:34:41 PM
Wow arena is not about 'skill' it's about having the right class/spec comp for your group and that is it. Oh sure there's basic stuff you need to know but if you aren't X specced Y class, you aren't anything but cannon fodder.  Anyone who says differently is one of those specs and classes who can't understand why all the noobs whine See:Ret paladin at wotlk start.

Hush you. You just lack Sinij's leet PVP skillz.  Don't make him kill you with a holy priest just to prove a point.

I know, right? I love the way players of certain classes suddenly go from being really bad to being highly skilled (or vice versa) all at once. Coincidentally this seems to happen right after every balance patch.

i liek feces

So wait. I thought never quite knowing whether or not three guys were about to ride up and gank you into oblivion made you hardcore, while ritualized and tightly-controlled PVP was for pussies who couldn't handle the unexpected. Now suddenly organized teams fighting in an enclosed environment is the pinnacle of skill, while everyone else is a bunch of wimps running around in a giant zerg. What an amusing reversal.

You heard it here, folks. Everyone running around in old-school UO was a big zerging pussy. The real skill was in the weekend duelling leagues and guild wars that every shard's Trammel had. Either that or Sinij just naturally gravitates toward whatever the biggest nexus of dipshittery is in any given game and then adopts it as his own.


Title: Re: Blizzard's VP of Game Design admits Arenas the biggest mistake.
Post by: Gobbeldygook on November 14, 2009, 02:59:01 PM
Wow arena is not about 'skill' it's about having the right class/spec comp for your group and that is it. Oh sure there's basic stuff you need to know but if you aren't X specced Y class, you aren't anything but cannon fodder.  Anyone who says differently is one of those specs and classes who can't understand why all the noobs whine See:Ret paladin at wotlk start.
This is amazingly wrong.  There's a massive difference between an RMP at 1500 and an RMP at 2500.  They could have the exact same gear and the 2500 team would still completely wipe the floor with the 1500 team every single time because the 2500 team is composed of better players than the 1500 one.  If you still play, just go find a Gladiator on the server to queue up some skirmishes with you and watch how they play.

There's a strong 3's comp for almost every single class/spec in the game.  The only specs that are universally agreed to be weak are balance druids and shadow priests and even then, good players can take those to 2200+ in a strong comp.


Title: Re: Blizzard's VP of Game Design admits Arenas the biggest mistake.
Post by: patience on November 14, 2009, 03:14:01 PM
I can understand people not enjoying Arenas when ladder shows beyond any shadow of the doubt that you belong in the bottom 10% of WoW skill and you can't hide your personal failures by rolling in a zergball. Rest are justifications.

Wow arena is not about 'skill' it's about having the right class/spec comp for your group and that is it. Oh sure there's basic stuff you need to know but if you aren't X specced Y class, you aren't anything but cannon fodder.  Anyone who says differently is one of those specs and classes who can't understand why all the noobs whine See:Ret paladin at wotlk start.

This is absolutely false. Look at regular sports where everyone plays the same classes. Certain teams curbstomp others because they are composed of players with better training, on the fly thinking and superior physical attributes. Even in MMOs some pvpers are notrious for playing a game on hard mode (pvping with equipment a class everyone is known to be subpar and still raping people).


Title: Re: Blizzard's VP of Game Design admits Arenas the biggest mistake.
Post by: WindupAtheist on November 14, 2009, 03:16:53 PM
And some guys win at Street Fighter even as Dan. Except Capcom doesn't come along and go "Okay this week Ryu is the Dan! Go level Ken to 80 and gear him if you don't like it!"


Title: Re: Blizzard's VP of Game Design admits Arenas the biggest mistake.
Post by: Sheepherder on November 14, 2009, 03:40:54 PM
No one here is a lot different that no one anywhere.  This "The arena player's aren't being scapegoated.  But fuck those guys, I hate them." message is funny.

Scapegoat implies that blame is being irrationally assigned.  Again, don't be retarded.  The same goes for you Nightblade.  The only person in this thread assigned blame to anyone is you (sinij), who pointed out that Pardo, saying this:

Quote
We really never designed WoW to be a competitive e-sports game; it was something that we decided to start tackling because there was such a desire and demand to evolve it in that direction, to introduce competitive arenas. I'm not sure that that was the right thing to do with the game.

Was using arena players as a scapegoat.  Which is clearly nothing but frothing retardation on your part.  In short: doctor, heal thyself.


Title: Re: Blizzard's VP of Game Design admits Arenas the biggest mistake.
Post by: sinij on November 14, 2009, 03:44:18 PM
Competitive nature of PvP might be a shock to many people trying it for the first time, there is no whatsoever 'easing' into it. First time anyone tries arena they lose, lose and lose some more even if they are doing really well for a beginner.

I think Arena needs to be separated into leagues, just like sports.




Title: Re: Blizzard's VP of Game Design admits Arenas the biggest mistake.
Post by: Lakov_Sanite on November 14, 2009, 03:55:35 PM
Did someone just compare real life sports to wow arena play?


Title: Re: Blizzard's VP of Game Design admits Arenas the biggest mistake.
Post by: Nebu on November 14, 2009, 04:26:31 PM
WoW arena and pvp is somewhat skill based once gear is equal, but could be better balanced in terms of removing macros and banning certain UI enhancements.  There are many many ways to gain a competitive edge in pvp that go well beyond your knowledge of game mechanics and reaction times.  Those need to be equalized long before any arena pvp can be considered more than gimik exploitation.  

I've watched some pretty highly ranked people play in the arena and their "skill" amounted to little more than spatial awareness and hitting a multi-function macro key when their UI told them to. It doesn't begin to approach the skill it takes to be a good fps team.


Title: Re: Blizzard's VP of Game Design admits Arenas the biggest mistake.
Post by: Gobbeldygook on November 14, 2009, 04:47:00 PM
WoW arena and pvp is somewhat skill based once gear is equal, but could be better balanced in terms of removing macros and banning certain UI enhancements.  There are many many ways to gain a competitive edge in pvp that go well beyond your knowledge of game mechanics and reaction times.  Those need to be equalized long before any arena pvp can be considered more than gimik exploitation.  
That would be why the Arena tournaments ban all use of addons, although they allow macros.

The best proof to arena's taking skill is that many of the same teams and players keep winning tournaments year after year.

Example: http://www.youtube.com/watch?v=Gy8UZR72o9c (http://www.youtube.com/watch?v=Gy8UZR72o9c) Players are required to us MLG's "tournament UI" to make it easier to follow.

The setup: RMP vs RMP, 30k is on the line, both rogues are dead and one side still has a mage and priest up.  Both are at full health.  Orange is down to 30% health and almost OOM.  Yet the other side slipped up, gave him an opening, and with some split second decision making he was able to turn it around and take the prize.  This wasn't a one-time deal for him either; orange's team won the most recent tournament too, despite having to play against what is considered to be a hard countes for RMP, beast cleave.


Title: Re: Blizzard's VP of Game Design admits Arenas the biggest mistake.
Post by: Fordel on November 14, 2009, 05:00:50 PM
How is using the most dominate 3v3 comp not showing class balance/bias issues? Hasn't RMP won every 3v3 tourney except 1?


Title: Re: Blizzard's VP of Game Design admits Arenas the biggest mistake.
Post by: WindupAtheist on November 14, 2009, 05:24:09 PM
So they're given identical gear and forced to use identical interfaces. They then choose to create identical teams. (Because WoW is balanced and diverse!) After all of this, with every other possible consideration is ruthlessly stamped out, they're able to have a skillful match.

What exactly is this supposed to mean to the average dude who's just logged into WoW and is sitting there deciding what to do? Besides, everytime anyone playing an MMO talks about "gaming skill" some dude at a Street Fighter tournament starts laughing hysterically without knowing why.


Title: Re: Blizzard's VP of Game Design admits Arenas the biggest mistake.
Post by: Gobbeldygook on November 14, 2009, 05:35:15 PM
So they're given identical gear and forced to use identical interfaces. They then choose to create identical teams. (Because WoW is balanced and diverse!) After all of this, with every other possible consideration is ruthlessly stamped out, they're able to have a skillful match.
They don't choose to make 'identical teams' and they do get SOME choice in gear.  Gear is frozen at the tier 7/s5 level.  You can have your choice of just about any PVP or PVE gear you want.  Anyway, team comps at the most recent tournament included:

-Rogue/mage/priest
-druid/lock/dk (two such teams, when they went head to head one got dominated 3-0)
-bm hunter/enh shaman/holy paladin
-rogue/afflock/resto shaman
-survival hunter/enh shaman/druid

The only class that didn't see any play are warriors.


Title: Re: Blizzard's VP of Game Design admits Arenas the biggest mistake.
Post by: Musashi on November 14, 2009, 05:43:31 PM

I see their meddling with outdoor PvP zones, and the upcoming rated battlegrounds as hail marys.  I think they have hopes that something less 'srs bsns' will take over for arenas and they can gracefully bow out of them.  I don't really see it happening though.  But I am kind of interested in rated battlegrounds.  Vanilla wow guild v guild Arathi Basin was the best PvP has ever been in WoW.

All of these systems are even in less polished condition than Arenas. Any kind of emphasis, like BiS PvP gear handouts, will put it under microscope that will reveal all kinds of problems.

Map imbalances, assist trains, AoE CC, stack warfare and client issues. Do you think WoW is ready for competitive group PvP? Please, be realistic.

I don't know.  I don't care about gear differences, assist trains, AoE CC, stack warfare at all.  I think those things are just the whine de jour when you lose.  All of them perfectly acceptable mechanics according to me.  Map imbalances, okay, but that's not that hard to tune (except original AV lol).  And there's nothing you can do about client issues that hasn't already been done.  Of course you could also complain about lag.  But I mean, that would be too obvious.

I think the more people you introduce into the equation, the more variables there are.  Thus the less fine tuning it takes to be, you know, fun.  Which is what I was talking about.  The fewer players in Arenas just makes it more intently focued on those variables you're talking about, and yes they are the same variables.  It's the difference between the bleeding edge learning curve of Arenas, and the room for new imaginative strategy in Battlegrounds with more people that makes all the world of difference to me. 

The only problem I ever had with vanilla BG's was that it blew enormous chunks of ass in two flavors, depending on which side of the server you were on.  So what you ended up getting was this: 

1.  You were on the side that favored the pop balance and rolled pugs all day and then lost every time a team queued up because you were used to the strategy for rolling pugs.
2.  You were on the wrong side of the pop balance and had to wait an hour with your thumb up your ass in vent, talking over your strategy while raping noobs in BRM, and when the queue finally popped you had to make a whole bunch of noise to wake people up.  Then you did a line of coke and made that shit count.

Marrying the arena matchmaking system will solve that problem, and thus I will be happy.


Title: Re: Blizzard's VP of Game Design admits Arenas the biggest mistake.
Post by: caladein on November 14, 2009, 06:23:59 PM
What exactly is this supposed to mean to the average dude who's just logged into WoW and is sitting there deciding what to do? Besides, everytime anyone playing an MMO talks about "gaming skill" some dude at a Street Fighter tournament starts laughing hysterically without knowing why.

There's clearly a different skill set involved in playing in a Street Fighter tournament and a WoW Arena tournament.  There's some overlap in that at high levels a lot of it consists of feints, baiting, and other mental games but making decisions in the span of a few frame versus the the span of a GCD is different.

Fighting games operate at the boundaries of human reaction time.  WoW Arena play operates at intervals greater than one second which makes it more akin to speed chess with concurrent moves.


Title: Re: Blizzard's VP of Game Design admits Arenas the biggest mistake.
Post by: Teleku on November 14, 2009, 07:58:06 PM
I actually enjoyed arenas, and my group of friends had always talked about how cool it would be if they put something like arena's into the game since launch day.  The problem was all the gear and shit they tied to it, which forced them to balance appropriately.  If they had just put in a place where preset group of players could go at it in an instance, with no rewards involved (OK, maybe gain arena points you can spend on new capes or a pet or something), it would have been perfect.  Just another activity to do in the game.  No need to worry if certain group combo's rape others.


Title: Re: Blizzard's VP of Game Design admits Arenas the biggest mistake.
Post by: Threash on November 14, 2009, 09:17:30 PM
Skill is only involved in about 1% of arena matches at the top most of the ladder.  And thats only because the teams up there already have the best classes/specs/gear, so skill is the only thing setting them apart.  Its ridiculous to claim theres absolutely anything more to winning than class composition spec or gear to the rest of the people who play.


Title: Re: Blizzard's VP of Game Design admits Arenas the biggest mistake.
Post by: Zetor on November 14, 2009, 09:57:01 PM
If arena on live servers was the same as arena on tournament servers (preset gear, ability to create any char at 80, infinite respecs and free enchants / gems), I'd say it could be considered a 'skill' game, even with how racials / team setups / ping can make things unfair for one team or the other. (ping is a problem in any online competitive game)

The way arena is on live servers right now? haha no. Look at guild wars if you want competitive arena.


Title: Re: Blizzard's VP of Game Design admits Arenas the biggest mistake.
Post by: Hoax on November 14, 2009, 10:43:29 PM
If you watch that long ass 3v3 arena finals where the one mage makes an epic comeback from being down to 3v1 and then fights this hella long match with a priest and you see no skill in it I'm at a loss for words.

Or you are just WUA and you are a fucking retard who hates that people enjoy highly competitive pvp and gets his jollies from talking shit about the very concept.

I'm not into WoW pvp arenas for the same reason I'm not into MtG, the barrier for entry is too fucking high. Its too much time, money and effort to get a grasp on the metagame and be able to compete.  That doesn't mean there aren't people competing and enjoying the fuck out of it as the hardcore arena forum with very high activity and 100k+ registered users shows.


Title: Re: Blizzard's VP of Game Design admits Arenas the biggest mistake.
Post by: WindupAtheist on November 15, 2009, 12:20:07 AM
Oh I think there's a certain hyperbole here that people on the other side are deliberately missing. Certainly there's an element of skill present, especially in a tournament where players are handed the equivalent of months and months of super-hardcore play in order to eliminate every other factor. But those tournaments aren't part of real actual World of Warcraft and nobody outside of the ludicrously hardcore and the wannabes give a fucking shit what goes on in them.

"Hey, once all the character and gear progression otherwise known as 'World of Wacraft' was stripped away from Arena there were some really great matches!"

Nobody outside of the kind of toolbox who'll actually sit and watch MMO PVP as a spectator gives a fuck. For the average real WoW player entering an Arena match, there are three things that will determine the outcome.

1) Class/spec compostion of the teams
2) Relative gear levels
.
.
.
.
.
.
.
.
3) Some level of skill above average

Even so, nobody really minds one way or the other. Except for the fact that since it's inception the developers have been cramming it down everyone's throat with a plunger handle, basically telling everyone IF YOU PVP AND IT'S NOT ARENA THEN FUCK YOU. An attitude that they thankfully seem to have awakened from.


Title: Re: Blizzard's VP of Game Design admits Arenas the biggest mistake.
Post by: Hoax on November 15, 2009, 02:54:55 AM
Yes it only takes a little bit of skill above average.  Sure sure WUA, if you cared you could be awesome at it.  Just like everyone else.  Not that your point about skill not being a determinate for people in the lower tiers who aren't trying to be really good at it.  But as usual you can't help  but show off how fucking ignorant you are of what high level competition, even in a e-sport or in any game really entails.  There is a lot of skill.  If there wasn't certain people wouldn't excel the way they do.


Title: Re: Blizzard's VP of Game Design admits Arenas the biggest mistake.
Post by: Simond on November 15, 2009, 03:01:32 AM
If Arena was all about skill and the 'e-honour', and not about gear/comp/etc & free lewts, then everyone who did arena would play on the pregen Arena servers only.


Title: Re: Blizzard's VP of Game Design admits Arenas the biggest mistake.
Post by: Ashamanchill on November 15, 2009, 03:51:29 AM
The Arena was fun when it first came out in TBC. It was perfect for my small group of friends. That was back when we would see wierd and interesting compositions, like 3 boomkins all summoning their treants, or 3 warlocks who would dick around by fearing us around the ring, and funny tactics and shit. Then it became serious, and the fun was extracted from it surgically.

No one in my guild, or any of my friends guild plays it anymore, I don't see anyone at all wearing it's gear around dal or the other cities excpet on the rarest occaisions. With the arenas Blizzard did what I never thought they could do, they made pvp less fun than raiding.


Title: Re: Blizzard's VP of Game Design admits Arenas the biggest mistake.
Post by: jakonovski on November 15, 2009, 04:45:26 AM
You can have your arena when it stops affecting my PvE experience. That ok with you 1337 5k1llZ d00d5?


Title: Re: Blizzard's VP of Game Design admits Arenas the biggest mistake.
Post by: Chimpy on November 15, 2009, 06:42:47 AM
You can have your arena when it stops affecting my PvE experience. That ok with you 1337 5k1llZ d00d5?


This was my gripe with PvP's implementation in WoW. It really needed an entireley different "ruleset" balancing the skills. Instead, changes to skills/talents made to enhance PvP end up breaking PvE or vice versa.

I don't play anymore and never plan on playing again, but this is one of the reasons I quit playing. I just got tired of having my class 're-balanced' for one part of the game I rarely participated in and adversely affecting the part of the game I (and most others) were paying for.


Title: Re: Blizzard's VP of Game Design admits Arenas the biggest mistake.
Post by: ghost on November 15, 2009, 06:53:08 AM
I don't know why they can't balance things differently when someone is participating in PvP versus PvE stuff.  Just make the ruleset different when you enter into the Arena.  Can't be that hard. 


Title: Re: Blizzard's VP of Game Design admits Arenas the biggest mistake.
Post by: Venkman on November 15, 2009, 07:26:49 AM
I don't know why they can't balance things differently when someone is participating in PvP versus PvE stuff.  Just make the ruleset different when you enter into the Arena.  Can't be that hard. 

It's not "hard", it's just extremely time consuming. The stats, the talents, the gear, probably the quests, and all of the associated itemization has to be different. And it's got to account for people who'll do both PvE and PvP. It's effectively creating two WoWs, which as this interview has put words to, is not an inconsiderable task.


Title: Re: Blizzard's VP of Game Design admits Arenas the biggest mistake.
Post by: Nebu on November 15, 2009, 07:55:38 AM
Have players zone into the arena with set gear that is 100% equal (would take a little time to balance across classes).  Then you limit player advantage to skill, experience, macros, group build, and UI elements.  Arena rewards would then be titles and perhaps some gear that would help in WG/BG's. 


Title: Re: Blizzard's VP of Game Design admits Arenas the biggest mistake.
Post by: ghost on November 15, 2009, 08:15:01 AM
Have players zone into the arena with set gear that is 100% equal (would take a little time to balance across classes).  Then you limit player advantage to skill, experience, macros, group build, and UI elements.  Arena rewards would then be titles and perhaps some gear that would help in WG/BG's. 

See, not that hard.  Nebu fixed it.


Title: Re: Blizzard's VP of Game Design admits Arenas the biggest mistake.
Post by: Zetor on November 15, 2009, 08:18:36 AM
Yes, a lot of us who played WOW arena have been saying that for a while (and some 'arenajunkies' have, as well). Watch -- in less than 5 posts someone will say "but if there is no gear reward from arenas, why would people play them????" and we'll be back to where we were in the previous 5 threads.  :why_so_serious:


Title: Re: Blizzard's VP of Game Design admits Arenas the biggest mistake.
Post by: Venkman on November 15, 2009, 08:37:29 AM
Gear progression is at the heart of WoW. You can't just remove that and expect to feel confident that players will still be in Arenas months and months down the road. Titles alone matter to the 1-2% of the people that may have a shot of ever hitting the top (lifestyle mostly). And conveying advantages in BGs while workable still means a reward system that compels them out of the system you're trying to fix.

This would be a good idea to have started the concept of Arenas with. But years later you've got some very established conventions you don't just arbitarily toss out the window. Not after you've hit your peak and are looking more at retention/win-back strategies than new acquisitions ones.


Title: Re: Blizzard's VP of Game Design admits Arenas the biggest mistake.
Post by: Nebu on November 15, 2009, 08:53:14 AM
Failure to toss out bad ideas is precisely the problem with MMO's.  They cling to their bad ideas with such a grip that they fail to see fertile ground that lies beyond them.  WAR is one of the greatest sufferers of this. 

Arenas are a minor component of the game and would serve as a great testing ground for sport gaming concepts.  I see this as a missed opportunity.


Title: Re: Blizzard's VP of Game Design admits Arenas the biggest mistake.
Post by: Gobbeldygook on November 15, 2009, 10:43:32 AM
Yes, a lot of us who played WOW arena have been saying that for a while (and some 'arenajunkies' have, as well). Watch -- in less than 5 posts someone will say "but if there is no gear reward from arenas, why would people play them????" and we'll be back to where we were in the previous 5 threads.  :why_so_serious:
And there's my cue!

In previous seasons, there were typically two to three times as many people playing 2s as 3s at a high level.  Now it's been turned on its head: There are more people playing 3s at a high level than 2s.  All that changed is Blizzard removed the ability to get the very best rewards from 2s, leaving nothing for the best players to strive for except some achievements.  Most of the players who had a shot at those rewards stopped playing 2s and refocused on 3's.

Why do you think completely removing all rewards will lead to anything except almost everyone stopping playing?  It's not due to arenas being ESPECIALLY UNFUN.  There are many aspects of PVE that no-one does because there's no meaningful reward or because there are easier ways to get equivalent rewards.  Have you ever participated in an Earth, Wind, and Fire attempt?  When's the last time you saw a Malygos-25 kill by anyone?  Or you could look at BGs where there's always a massive spike in participation right after a patch that gradually dies down as everyone gets all the gear they can get from BGs.


Title: Re: Blizzard's VP of Game Design admits Arenas the biggest mistake.
Post by: Musashi on November 15, 2009, 10:54:42 AM
I think we all need to agree that people play differently based on taste.  For the people with taste that dictates they play arenas at the highest level, well, I'm happy they have a place to play.  I think that at the end of the day, if you asked Pardo what he thought about that, he'd say he's happy about that too.  I just think he wishes he could have found a place in his game for them that was easier for his people to manage.  That's all I read into what he was saying.


Title: Re: Blizzard's VP of Game Design admits Arenas the biggest mistake.
Post by: Xanthippe on November 15, 2009, 11:31:27 AM
Have players zone into the arena with set gear that is 100% equal (would take a little time to balance across classes).  Then you limit player advantage to skill, experience, macros, group build, and UI elements.  Arena rewards would then be titles and perhaps some gear that would help in WG/BG's. 

That makes entirely too much sense.

I cannot to this day fathom why this decision wasn't made when arenas were implemented.


Title: Re: Blizzard's VP of Game Design admits Arenas the biggest mistake.
Post by: sinij on November 15, 2009, 12:05:54 PM
Arenas ARE a lot about class/specs you bring, and optimal team compositions change from nerf to nerf. Part of being good PvPer is knowing other good PvPers, so you could adjust your team in a day and continue competing at the top level. Unlike raiding competitive PvP requires extensive networking outside your team.

Arena play is mostly about:

1. Polishing your 'play' - be it CC chain, coordinated switches, drain game or cat-and-mouse mobility play
2. Knowing what other classes and teams can do to you and making sure they can't capitalize on their play
3. Positioning and situational awareness
4. Communication

On fundamental level WoW arena is not about twitch, you are required to react to some things, but decisions are not split second.  It also about how many things you can keep track of at the same time without outside help.

I frequently help people with PvP, and number one mistake everyone does in a PvP situation is PANIC. Adrenalin kicks in and your fight or flight response takes over your rational thinking and you inevitably lose to someone who can clearly think. There are two ways around it - first you can desensitize yourself to panic by engaging yourself a lot in PvP situations, eventually you learn to work around your panic. Second, you can drill basic responses... so when adrenalin takes over you fall back on your training, and not mindless panic.

Number two mistake is coming up with EXCUSES. There is always something you could do better and there are no battles that cannot be won. Pause after every fight and think what you could have done better, but don't just think about it in "what if" way, play scenario in your head where you actually doing it.


Title: Re: Blizzard's VP of Game Design admits Arenas the biggest mistake.
Post by: WindupAtheist on November 15, 2009, 01:00:42 PM
Yes it only takes a little bit of skill above average.  Sure sure WUA, if you cared you could be awesome at it.

No. But once I've respecced holy, convinced my fire mage buddy to respec frost, and talked his shadow priest friend into grinding out the last few levels on his rogue? We'll stomp the everloving motherfucking shit out of the poor scrubs with no greater inherent ability than us, who started on the same day but made the mistake of thinking "It's an e-sport, I'm sure our two hunters and a boomkin will do fine! We'll only lose if our opponents are more skilled, in which case good on them!"

We'll also get our shit pushed in by a team identical to ours except for the fact that they started six months ago and have been farming gear ever since, even if they're not really as good as us.

The real barrier to entry is that if your friends are the wrong classes, your team is fucked with them regardless of everything else. If they're the right classes but the wrong specs, ditto. Then once you've worked all that out, it's a matter of how far behind the gear curve you are. Nobody cares how much skill it takes to be an elite "e-sport" faggot in a setting where they use "every class at 80 and infinite gear" cheat codes to try and remove the litany of bullshit that plagues the version of Arena plain old actual WoW subscribers have to put up with.

Edit: Speling is hard.


Title: Re: Blizzard's VP of Game Design admits Arenas the biggest mistake.
Post by: sinij on November 15, 2009, 01:27:01 PM
WUA you got your shit pushed in because you played badly. Gear is your excuse, get past it and figure out what you have to do to win. Ret/Rogue/Disc is very viable team.


Title: Re: Blizzard's VP of Game Design admits Arenas the biggest mistake.
Post by: Hoax on November 15, 2009, 01:31:13 PM
I doubt it.  I bet you would still suck and lose lots of match ups to people with less gear and less "optimal" class selection.  Its common for scrubs to always assume they lost because they were at a disadvantage.  You see it in League of Legends all the time.  Some people blame team composition for every loss, when in reality people who play better, coordinate better and use their abilities better can overcome large chunks of any tier list.

I've been in agreement the whole time, pvp in a gear based, level based, diku combat system, grind to get to max level bullshit game like WoW is stupid.  No argument here.  Its just funny how you have to throw in that there isn't that much skill disparity.  Trust me, there always is.  If you tried some competitive pvp once in awhile you would know that for most players you can get so far and then you hit a wall, there are people who are just SO MUCH BETTER.  Class/race/gear/whatever they will still school you they know the game better, their reactions are better, their coordination is better and so on.


Title: Re: Blizzard's VP of Game Design admits Arenas the biggest mistake.
Post by: Merusk on November 15, 2009, 01:32:59 PM
Yeah, you can totally kill a team in full Glad gear and resil of 1000+ using a team of  fresh 80s and blue crafted gear if you didn't suck.

 :awesome_for_real:

A coin can land on it's edge instead of heads or tails, too.


Title: Re: Blizzard's VP of Game Design admits Arenas the biggest mistake.
Post by: Lakov_Sanite on November 15, 2009, 01:34:30 PM
So are the people whipping out their e-peens going to actually post their characters armory page?


Title: Re: Blizzard's VP of Game Design admits Arenas the biggest mistake.
Post by: DLRiley on November 15, 2009, 02:00:38 PM
As some one who spent the last few years playing Guild Wars, this whole conversation sounds FUCKING HILARIOUS!! First off, skill in WoW is mostly due to the shear size of the player base, not the actual balance of the game. If you manage to be at the top 1% of WoW your awesome, top 10% is above average, below that meh. First off when one football team is wearing spartan suits and the other is using practice equipment used by JV middle school team, we are never, ever, not in a million years talking about a competitive game by its own merits. Even if the team using jv middle school gear manage to beat the guys in halo armor what does that prove? That your good? How good? Can you quantify how good you are? Doesn't that prove that the halo gear guys are too stupid to breath, rather than prove that your an awesome football player?

Competition is born when players given equal condition (numbers, gear, etc..) are tested only on the merit of their knowledge of the game and their ability to execute that knowledge. Of course given the tools WoW gives you its even more hilarious to think that people actually expect to take combat seriously. I have yet to see the skill/spell in WoW to match the sophistication of guild wars bull strike. To read bull strike reads as follows "You do X amount of damage, if you hit a target while moving he is knocked down."


Title: Re: Blizzard's VP of Game Design admits Arenas the biggest mistake.
Post by: Nebu on November 15, 2009, 02:11:45 PM
GW suffers some (albeit fewer) of the same issues that WoW does (i.e. a pvp generated level 20 will get crushed by a well-developed 20).  They are both proof that PvP and achievement- based MMOs really don't go well together.  PvP needs a fairly low barrier to entry with horizontal class development (larger array of equal powered abilities) rather than a vertical one (levels or gear) to be successful. 


Title: Re: Blizzard's VP of Game Design admits Arenas the biggest mistake.
Post by: WindupAtheist on November 15, 2009, 02:47:46 PM
I've been in agreement the whole time, pvp in a gear based, level based, diku combat system, grind to get to max level bullshit game like WoW is stupid.  No argument here.  Its just funny how you have to throw in that there isn't that much skill disparity.  Trust me, there always is.

There always is, but in the case of WoW Arena the entire system is constructed in such a way as to detract from it's relevance as much as possible. Below a certain level of skill you have mouth-breathing idiots who will lose to anyone who isn't AFK. Above a certain level you have people who have grinded their balls off in a deliberate effor to minimize every other factor besides their own skill. (Or rather, people who have all given themselves every possible advantage to where it all cancels out.) Those two extremes make up only a fraction of the playerbase.

Among the other three-quarters (or whatever) of players, those whose level of skill ranges from slightly below-average to somewhat above-average, how good they are is no better than third on the list of things that can determine the outcome of a match. As far as competetive gaming goes, it's a joke next to something like a good FPS. As far as MMO design goes, it's a giant pain in the ass that mostly serves to reward gear-grinding and reading min-max tips off a website.

The flaws aren't unique to Arenas, but that format does exacerbate them. Even just running around Battlegrounds, sometimes a guy will kick your ass even though your class is supposed to beat his. Or you'll kill some guy who should have beaten you, because he fucked up. But what's a lot more common is hitting a guy, seeing his health barely move, and knowing within the first few seconds that you're boned. Or hitting some guy and watching him explode before he knows what's happening.

But nobody cares as much when it comes to Battlegrounds, because even if you're undergeared and playing a gimped spec, you can at least NOT be the guy in WSG fighting mid-field while the flag carrier runs by unopposed. You can grab a couple other guys in AV and go recap a tower, and totally fuck over that entire team of 40 guys because not enough of them wanted to sit on defense. If you add a layer of strategy on top of tactics then that's one more thing making a difference to the game that isn't specifically class or gear related.

Formalizing BG premades was something they should have done a long time ago, probably instead of bothering with Arena.


Title: Re: Blizzard's VP of Game Design admits Arenas the biggest mistake.
Post by: Gobbeldygook on November 15, 2009, 02:58:11 PM
If you think BGs will magically make everything better, keep dreaming.  The successful BG setups are going be as cookie cutter as the 5's bracket is now.


Title: Re: Blizzard's VP of Game Design admits Arenas the biggest mistake.
Post by: DLRiley on November 15, 2009, 02:59:30 PM
GW suffers some (albeit fewer) of the same issues that WoW does (i.e. a pvp generated level 20 will get crushed by a well-developed 20).  They are both proof that PvP and achievement- based MMOs really don't go well together.  PvP needs a fairly low barrier to entry with horizontal class development (larger array of equal powered abilities) rather than a vertical one (levels or gear) to be successful.  

Err no? In my 3-4 years of playing I've told every "well-developed level 20" to make pvp toons. Why? Because in guild wars a generated level 20 has full access to gear and skills + the ability to customize gear freely because unlike in pve, the important parts of gear is not statically bind. The only time pve characters were remotely better than generated level 20's was when the game was out for 3 months and any skill or gear acquistion was mostly pve and the pvp toon had only 5 skills available to him.


Title: Re: Blizzard's VP of Game Design admits Arenas the biggest mistake.
Post by: Nebu on November 15, 2009, 03:06:50 PM
Let me clarify since you clearly missed the point.  A freshly made 20 in GW cannot compete with a 20 that has had time to acquire/capture skills and get enough gold to buy a proper set of glyphs and gear.   If you are logging on to GW you still will need some time to get the glyphs/skills you need and the cash for gear etc.  The curve is significantly less steep with regard to this than most MMOs making it more palatable as a pvp mmo.      


Title: Re: Blizzard's VP of Game Design admits Arenas the biggest mistake.
Post by: Sheepherder on November 15, 2009, 03:07:12 PM
Gear progression is at the heart of WoW. You can't just remove that and expect to feel confident that players will still be in Arenas months and months down the road. Titles alone matter to the 1-2% of the people that may have a shot of ever hitting the top (lifestyle mostly). And conveying advantages in BGs while workable still means a reward system that compels them out of the system you're trying to fix.

This would be a good idea to have started the concept of Arenas with. But years later you've got some very established conventions you don't just arbitarily toss out the window. Not after you've hit your peak and are looking more at retention/win-back strategies than new acquisitions ones.

Nebu posited equalizing gear as the enter the arena, which is != removing gear.  You could go even one step further and specify only swapping gear for ranked matches in arenas and battlegrounds, and let them farm pvp currency in their reward gear in the unranked battlegrounds.  In addition to doing dailies and stuff in it.

The one other thing I'd like to see if resilience baked into the player rather than gear, so a pvp player can jump into raiding with their top raiding equivalent gear, and a pve player can farm honor, without having to start with a marked disadvantage just because they want to do something else with their time.


Title: Re: Blizzard's VP of Game Design admits Arenas the biggest mistake.
Post by: Venkman on November 15, 2009, 03:27:59 PM
I got that part. But it seems to me like Nebu was treating Arenas as something some people do on occasion rather than as another gear grind. Take out the benefits of gear in Arenas and you take out the compulsion to gear up. Take out the compulsion to gear up and you've basically got organized /duels, which narrows the appeal even further.

Unless I'm missing something here (which I completely admit is possible), people are trying to make Arenas just the "fun of combat" (or "more player skill based"). If that's the case, it'd only server to chase more players away because the reasons the few dominate will be that much more pronounced and insurmountable.


Title: Re: Blizzard's VP of Game Design admits Arenas the biggest mistake.
Post by: DLRiley on November 15, 2009, 04:09:53 PM
Let me clarify since you clearly missed the point.  A freshly made 20 in GW cannot compete with a 20 that has had time to acquire/capture skills and get enough gold to buy a proper set of glyphs and gear.   If you are logging on to GW you still will need some time to get the glyphs/skills you need and the cash for gear etc.  The curve is significantly less steep with regard to this than most MMOs making it more palatable as a pvp mmo.      

The problem I had was that you was comparing the horizontal advancement in GW with the straight vertical advancement in WoW. Where if I was fresh out of the box with GW and made a pvp toon than of course I don't stand a chance against the account with 60 hours logged. But if I spent 10 hours in guild wars and the other account spent 120 hours, for the most part I can compete equally considering that by 10 hours I would have the equipment and skills necessary for a competent build (considering that you only have access to 8 skills at a time). The only difference is that how much of the game I have learned in 10 hours?

This is comparable in Tf2 where from day one i'm competitive but it may take the average player 30 hours worth of play time to be considered just above "not suck" for one class and also unlock/figure out the weapons needed to match your play style. And considering your first several hours in GW pvp will be spent in Random Arena's, your sucking is to be expected and any "good" player on the other team is going to be weighed down by the players like you who sucks equally as much as you do. The problem with GW was that it had vertical "social advancement" imposed by the playerbase using the tools anet gave them. I'm assuming you didn't get that far into the game.

Guild Wars entire pvp system is based on low level of entry, horizontal power curve, and no rewards that increase your stastical power. With that in mind the system is quite popular for 5-6 years now. Considering the entire game is built around the lack of vertical progression, the replay ability of content, and fighting for shinnies that provide again no statical increases in power, anyone playing the game is playing it for the fun and lolz.


Title: Re: Blizzard's VP of Game Design admits Arenas the biggest mistake.
Post by: ghost on November 15, 2009, 04:25:34 PM
Gear is at the heart of WOW because they understand operant conditioning and positive reinforcement.  Hence why people keep playing it like a freaking slot machine, even if they don't particularly enjoy it.


Title: Re: Blizzard's VP of Game Design admits Arenas the biggest mistake.
Post by: Lantyssa on November 15, 2009, 08:49:34 PM
Gear isn't why I play WoW.  If it was more like Diablo in random loot drops I would.  I play it for other reasons.


Title: Re: Blizzard's VP of Game Design admits Arenas the biggest mistake.
Post by: Tearofsoul on November 15, 2009, 09:22:01 PM
Is that mean there wont be any Arenas in their next MMO?  :why_so_serious:


Title: Re: Blizzard's VP of Game Design admits Arenas the biggest mistake.
Post by: Musashi on November 15, 2009, 09:22:38 PM
If you think BGs will magically make everything better, keep dreaming.  The successful BG setups are going be as cookie cutter as the 5's bracket is now.

Nah, that's simply not the case.  Actually, you know back in vanilla there were a fuckton of teams that did solely WSG or AB for honor grinding.  Their strategy was set in stone, pretty much.  They had a couple variations.  But they rotated whoever they could find in to keep the pwntrain moving down the tracks.  The strategy called for certain classes to perform certain things, sure.  And I'll give you that they didn't run without a balanced group.  But that's a lot different than I need x class, with y spec.  I go from needing a Disc priest or nothing to needing a healer.  I think there's an important distinction there.  I think it alleviates some of the pressure, and more fun fills the void.


Title: Re: Blizzard's VP of Game Design admits Arenas the biggest mistake.
Post by: Tarami on November 16, 2009, 12:29:26 AM
That's not because of the explicit design of BGs, however, that's just a case of greater margin of error. If you reduced BGs to 3vs3, you'd have the exact same situation as with arenas. Same reasons the old 40-man raids could have a couple of poorly geared/incapable people without it affecting success much. Trust me, you'd see "LF disc priest, born in the sign of the Asparagus, on a Tuesday, in the year of the Wet Dog" if that was what was needed to steamroll in BGs. With the motley crowd that exists in BGs though, it's not.


Title: Re: Blizzard's VP of Game Design admits Arenas the biggest mistake.
Post by: Stabs on November 16, 2009, 02:27:35 AM
I think where Rob Pardo is coming from is not so much that arenas are bad but that they completely failed to be the E-sport they were meant to be.

Starcraft matches in Korea attract large audiences.

Eve's Alliance Tournament almost makes it over the hill but fails mainly because of terminology. (If a commentator excitedly shouts that the match is down to a Falcon and a Kitsune against an Oneiros and a Tengu people outside Eve, and a fair proportion of Eve players too, have no idea whether that's good or bad).

But arenas were completely unwatchable.

Before people got resilience gear someone would die in 2 seconds. That's like going to a soccer match and the ref blows the final whistle as soon as a ball is kicked.

Once people got resilience people tended to play to out-last.

That's like going to a soccer match where both teams wait out the 90 minutes from within their own penalty areas.

A lot of the 2007 arena promotion and marketing and to some extent design was aimed at making arenas watchable as opposed to purely a participation sport and this they utterly failed at.



Title: Re: Blizzard's VP of Game Design admits Arenas the biggest mistake.
Post by: Mrbloodworth on November 16, 2009, 05:43:07 AM
You know, I read that article as a developer was asked a question, so he came up with an anwser. Arenas, stating that they are perhaps the weakest part of the design, or to use the questioners wording, mistake. Hindsight is 20/20.

Why weakest instantly is rounded down to "FAIL!" and an insult to players is one of the most fascinating things about players. In no way shape or form is the addition of arenas failed. Its in, its working, and many enjoy it. He simply stated that during the design process, they may not have foreseen all the consequences of the feature.... He was ASKED to think about what was the weakest part. I dont think he grabbed some random news guys and said "You know, I need to tell someone this, arenas, yeah, broken fucking idea because I hate those players too."

You may now return to your regularly scheduled crying.


Title: Re: Blizzard's VP of Game Design admits Arenas the biggest mistake.
Post by: slog on November 16, 2009, 06:18:00 AM
You know, I read that article as a developer was asked a question, so he came up with an anwser. Arenas, stating that they are perhaps the weakest part of the design, or to use the questioners wording, mistake. Hindsight is 20/20.

Why weakest instantly is rounded down to "FAIL!" and an insult to players is one of the most fascinating things about players. In no way shape or form is the addition of arenas failed. Its in, its working, and many enjoy it. He simply stated that during the design process, they may not have foreseen all the consequences of the feature.... He was ASKED to think about what was the weakest part. I dont think he grabbed some random news guys and said "You know, I need to tell someone this, arenas, yeah, broken fucking idea because I hate those players too."

You may now return to your regularly scheduled crying.

This question should have been answered like it was for a job interview:

Q: "What do you think your biggest weakness is?"
A: "Well, my biggest weakness used to be 'X' but I've worked hard and I have made gigantic strides when I do 'X' now."


Title: Re: Blizzard's VP of Game Design admits Arenas the biggest mistake.
Post by: Mrbloodworth on November 16, 2009, 06:31:08 AM
Designers are not known for the social skills. He gave the answer like he would of to any team mate.


Title: Re: Blizzard's VP of Game Design admits Arenas the biggest mistake.
Post by: Nebu on November 16, 2009, 06:49:20 AM
Guild Wars entire pvp system is based on low level of entry, horizontal power curve, and no rewards that increase your stastical power. With that in mind the system is quite popular for 5-6 years now. Considering the entire game is built around the lack of vertical progression, the replay ability of content, and fighting for shinnies that provide again no statical increases in power, anyone playing the game is playing it for the fun and lolz.

I agree.  I apologize for my slanted comment earlier as I now see that we were coming to the same focus. 

What would be interesting would be if GW had the following it does with a subscription model.  I fear that the allure of rare shinies is an almost necessary component when you introduce a monthly fee. 


Title: Re: Blizzard's VP of Game Design admits Arenas the biggest mistake.
Post by: Shatter on November 16, 2009, 06:59:35 AM
Guild Wars entire pvp system is based on low level of entry, horizontal power curve, and no rewards that increase your stastical power. With that in mind the system is quite popular for 5-6 years now. Considering the entire game is built around the lack of vertical progression, the replay ability of content, and fighting for shinnies that provide again no statical increases in power, anyone playing the game is playing it for the fun and lolz.

I agree.  I apologize for my slanted comment earlier as I now see that we were coming to the same focus. 

What would be interesting would be if GW had the following it does with a subscription model.  I fear that the allure of rare shinies is an almost necessary component when you introduce a monthly fee. 

I never tried GW but always filed it in my head into the not-an-MMO category.  I did that somehow because it didnt have a monthly sub.  Could be just bad brain wiring, dunno


Title: Re: Blizzard's VP of Game Design admits Arenas the biggest mistake.
Post by: slog on November 16, 2009, 06:59:53 AM
Designers are not known for the social skills. He gave the answer like he would of to any team mate.

This is why corporations have public relations department.  Silly mistake on Blizzard's part.


Title: Re: Blizzard's VP of Game Design admits Arenas the biggest mistake.
Post by: Mrbloodworth on November 16, 2009, 07:10:25 AM
Designers are not known for the social skills. He gave the answer like he would of to any team mate.

This is why corporations have public relations department.  Silly mistake on Blizzard's part.

The person in question was interviewed, not the PR department.

Since when did all game companies become a giant blob of a hive mind? I was under the impression that individuals working together made a "development team", and that interview was done by one of those individuals about his personal opinion. I was not aware that one persons opinion was the entire group think of the company.

I bet if you asked others on the team the same thing, you would get very different answers.

Also, there is a bit of a misquote in the OP. (More of omissions)

Quote
What are you most proud of over the last five years? What was the biggest mistake you think you made?

What I'm most proud of? It's just kind of the achievement of WoW itself, of having this goal - our goal was to look at the genre, and we saw what was super fun about it, but unfortunately in the previous MMOs you always had to be hardcore to get to that really "sticky" fun. But for the people that did it, we all saw how much fun there was in that genre that so many people couldn't ever get to. Our No.1 goal with WoW was, "Lets make a game where people can get to that fun, see it, and get invested in this wonderful genre instead of scoffing, and passing over it because it was an MMO."

We did it through a lot of methods; we had directed quest gameplay from beginning to end, you could solo all the way to the top - grouping was encouraged rather than required. The level curve actually matches the content. There were lots of little implementation details, but the idea was this: "Let's just take this super fun genre that people don't know really exists, and expand it out so that everyone can enjoy that." We set that goal and achieved it, and I'm most proud of that. A lot of the time you try to achieve goals, and don't quite make it all the way - you might make 70% of the goal - especially if it's so lofty.

As for the biggest mistake? There's a lot of them that I think, were ... they just "fell out" of things. One example: I wish the servers were more stable when we launched, of course - there's a lot of that sort of thing. We have a lot of excuses for that - we didn't expect nearly the response - but we can't say it wasn't a mistake. If I was going to pick on a game design thing that I look back on and think was a mistake? We really never designed WoW to be a competitive e-sports game; it was something that we decided to start tackling because there was such a desire and demand to evolve it in that direction, to introduce competitive arenas. I'm not sure that that was the right thing to do with the game.

We didn't engineer the game and classes and balance around it, we just added it on, so it continues to be very difficult to balance. Is WoW a PvE cooperative game, or a competitive PvP game? There's constant pressure on the class balance team, there's pressure on the game itself, and a lot of times players who don't PvP don't understand why their classes are changing. I don't think we ever foresaw how much tuning and tweaking we'd have to do to balance it in that direction. Either I'd go back in time to before WoW ever shipped and change the rules to make the basic game more conductive for being an e-sport, or if not that, just say it doesn't make sense. Right now, WoW has a bit of a schizophrenic philosophy behind it, and we're trying to figure out how to guide it.

It's tricky, now that we've gone down that road, because we have a passionate, large audience that enjoys it - the Arena, the e-sport - so we can't just chop off that head. We can't just say, "We fouled up and will go back to how it used to be before," because we have a really passionate audience that wants it in the game.

If I could go back in time before we shipped WoW, I would have either made serious changes to basic class balance to facilitate that type of play, or if I went back to when we had the idea two years later, I would have said, "Maybe we shouldn't go there."


Title: Re: Blizzard's VP of Game Design admits Arenas the biggest mistake.
Post by: slog on November 16, 2009, 07:24:19 AM
Designers are not known for the social skills. He gave the answer like he would of to any team mate.

This is why corporations have public relations department.  Silly mistake on Blizzard's part.

The person in question was interviewed, not the PR department.

Since when did all game companies become a giant blob of a hive mind? I was under the impression that individuals working together made a "development team", and that interview was done by one of those individuals about his personal opinion. I was not aware that one persons opinion was the entire group think of the company.


What I was getting at was this: In today's business environment admitting that you have any weakness can lead to bad things.  It's a very PC world now.  This developer's personal opinion should never been made public.

As evidence, look at all the angst in this thread.  As you demonstrated, the dram is clearly taken out of context, but it's a sound bite world we live in.


Title: Re: Blizzard's VP of Game Design admits Arenas the biggest mistake.
Post by: Mrbloodworth on November 16, 2009, 07:27:17 AM
Of course. I suppose. I mean, you are right, it's just sad.


Title: Re: Blizzard's VP of Game Design admits Arenas the biggest mistake.
Post by: Modern Angel on November 16, 2009, 08:20:21 AM
I am honest to god dumbfounded that anything he said was taken as a swipe at the arena players. That was one of the most forthright, honest and (most importantly) introspective statements I've seen from anyone in an MMO industry built on lies, marketing hype and illusion. Especially from someone at his level in the industry.


Title: Re: Blizzard's VP of Game Design admits Arenas the biggest mistake.
Post by: Ashamanchill on November 16, 2009, 08:23:09 AM
We're all just venting our frustration at something that could have been fun, but was turned into a brutal manifestation of the worst side of of wow; you must be x geared and y specced to enter.


Title: Re: Blizzard's VP of Game Design admits Arenas the biggest mistake.
Post by: Modern Angel on November 16, 2009, 08:26:07 AM
No, I get that part. I don't get the extremely small handful taking it as dumping on arena players. When it's just not that. At all. Remotely.


Title: Re: Blizzard's VP of Game Design admits Arenas the biggest mistake.
Post by: Lantyssa on November 16, 2009, 09:27:06 AM
They're defensive and don't like being the Weakest Link.


Title: Re: Blizzard's VP of Game Design admits Arenas the biggest mistake.
Post by: Mrbloodworth on November 16, 2009, 09:38:32 AM
http://www.arenajunkies.com/

Those macros are beyond retarded. E-sport my ass.


Title: Re: Blizzard's VP of Game Design admits Arenas the biggest mistake.
Post by: Nebu on November 16, 2009, 09:59:24 AM
Those macros are beyond retarded. E-sport my ass.

Welcome to my comments from a page or two ago. 


Title: Re: Blizzard's VP of Game Design admits Arenas the biggest mistake.
Post by: Mrbloodworth on November 16, 2009, 10:01:50 AM
Those macros are beyond retarded. E-sport my ass.

Welcome to my comments from a page or two ago. 

I have never thought a RPG system could have any real PvP. I didn't know how really bad it was, until now, And it has nothing to do with the RPG system. :)


Title: Re: Blizzard's VP of Game Design admits Arenas the biggest mistake.
Post by: Musashi on November 16, 2009, 10:14:59 AM
Oh yea dude.  It's a relative thing.  I know I'm risking tossing my coin into the WUA fountain here, and I'm still not convinced he's not just trolling us all in order to turn this into another lore thread (I know your moves, fucker).  But, he's totally right about the majority of players when he says that the amount of 'skill' they bicker over is minuscule.  Like, "You don't know the secret macro that must be known by everyone, even the noobiest noob!  You are therefore a lower form of life!" 

If I go hang out with some hardcore PvP master dudes, and they act all hardcore, well then they must be good, right?  Yelling in vent?  Check.  Ridiculing others?  Check.  Complaining about x class, y spec, z comp?  Check.  But in the majority of cases, I'll wager, a PhD in Military Tactics is nowhere to be found.  Quite the contrary in my humble experience.  They're not better than you, they're just literally poop-flingin' crazy.  That's what it boils down to.  They trade their sanity for the opportunity get berated over the course of months/years, probably by someone who was himself been broken down and humiliated not too long ago himself.  And almost as a side effect of their poor behavior, they get somewhat better at killing Elves and Dwarfs on the interbutts.  My theory is that this is the method cavemen used to figure out how to fight mammoths and shit.  I just think it's sad that we haven't really evolved.  And if that offends you, well, you may want to direct your rage in a positive direction.  (IE Get help.)  And this is coming from someone who understands perfectly well the need to separate noob from state.  But some people just have to take it that one step too far.

The problem won't go away either because nobody would ever believe coming into it that it really is that bad, and once they're subjected to it and get sucked into it, they'll never admit that it's the case.  The last thing anyone wants is to appear foolish.


Title: Re: Blizzard's VP of Game Design admits Arenas the biggest mistake.
Post by: Gobbeldygook on November 16, 2009, 10:55:21 AM
Those macros are beyond retarded. E-sport my ass.
What magical INSTANT SKILL macros are you looking at?  Please cite specific examples.
---
Quote
If I go hang out with some hardcore PvP master dudes...
They will sound exactly like people in raids.  For every arena player that screams throughout the match and nerd rages after every loss, there's a a team that is slightly more talkative than a Charlie Chaplin movie and just quietly sighs after every loss before requeing.  Troxed (http://dramaloot.com/media/troxed.swf) wasn't talking about arenas.


Title: Re: Blizzard's VP of Game Design admits Arenas the biggest mistake.
Post by: Kageh on November 16, 2009, 11:15:06 AM
Quote
If I go hang out with some hardcore PvP master dudes...
They will sound exactly like people in raids.  For every arena player that screams throughout the match and nerd rages after every loss, there's a a team that is slightly more talkative than a Charlie Chaplin movie and just quietly sighs after every loss before requeing.  Troxed (http://dramaloot.com/media/troxed.swf) wasn't talking about arenas.

Very true.

It is unbelievably popular to bash Arenas and PvP in WoW nowadays. Because, as opposed to the PvE game which is obviously rocket science and catering exclusively to extremely skilled, civilized and highly trained individual role models of win, PvP is something for immature losers resorting to yelling, macros for winning and being general dorks. Not to forget they are also responsible for having Aimed Shot nerfed by 3%, which of course ruined many a virtual existance in the world of Azeroth.

I'm sure UO had a better balanced PVP implementation in 1997 because of the original stat/skill cap concept, but other than that it's seriously a good attempt at pairing Diku with PVP, way better than other MMOs to date. While it's not exactly Counterstrike, for those who want to partake for the competitive side of it, it works. Arenas took the "gank" and "ambush" and "zerg" out of the "PvP" and made it halfway balanced. Yeah, pretty much like dueling for points.

Of course it became a nightmare to balance PvE because of the PvP findings, and of course it's a totally different matter if a warrior uses his Mortal Strike vs. a 20k HP dumb AI mob or against a 5k HP clothie who is supposed to be "balanced" against him. Tough luck, they get paid serious money, they should figure something out.



Title: Re: Blizzard's VP of Game Design admits Arenas the biggest mistake.
Post by: Mrbloodworth on November 16, 2009, 11:27:13 AM
Those macros are beyond retarded. E-sport my ass.
What magical INSTANT SKILL macros are you looking at?  Please cite specific examples.
---

lolz.

It is unbelievably popular to bash Arenas and PvP in WoW nowadays. Because, as opposed to the PvE game which is obviously rocket science and catering exclusively to extremely skilled, civilized and highly trained individual role models of win, PvP is something for immature losers resorting to yelling, macros for winning and being general dorks. Not to forget they are also responsible for having Aimed Shot nerfed by 3%, which of course ruined many a virtual existance in the world of Azeroth.

Oh for fucks sake, none even approached saying any fucking thing like this.  This is why you get picked on.

You two need to not be so butthurt. (Native tong, yes?)


Title: Re: Blizzard's VP of Game Design admits Arenas the biggest mistake.
Post by: Ingmar on November 16, 2009, 11:34:10 AM
Arenas really do have a much larger skill component than most of the people in this thread are giving credit for. I've been on the losing end of plenty of matches where I just got flat outplayed (and won a few where we outplayed comps we should have lost to, too), and I'm far the worst PVP player in WoW (Fordel might disagree after being my arena partner for a while  :awesome_for_real:). Yes, composition and gear combined probably play an overall larger role than skill but skill is still a big chunk of it. I'm surprised to see people who I know have extensive raiding experience say there's no skill in it; many of the same skills that cause people to succeed or fail at raiding will have the same effect in arena.

This whole "oh it is all gear and comp" thing reminds me of a common complaint from (dare I say it?) lesser players in other 'deckbuilding' contexts. Arena actually has a lot in common with those, right down to the ELO rating system. Nobody likes to admit they lost because they didn't play well. They'll blame everything they can before looking at their own shortcomings as a player, whether that's bad die rolls or poor luck on draws or the opponent playing overpowered cards or figures, or whatever else. The great players are the ones who come away from those matches not pushing the blame onto outside factors but saying "what did I do wrong that I can change for next time?"


Title: Re: Blizzard's VP of Game Design admits Arenas the biggest mistake.
Post by: Nebu on November 16, 2009, 12:00:19 PM
WoW pvp takes skill.  That's very true.  I've been humbled in open pvp a number of times by people outplaying me. 

Just to be clear, my point was that:  a) Macros and UI elements remove some of the skill requirement.  b) gear and arena group composition play a significant role in success until you reach the uppermost tiers. 





Title: Re: Blizzard's VP of Game Design admits Arenas the biggest mistake.
Post by: Mrbloodworth on November 16, 2009, 12:04:11 PM
WoW pvp takes skill.  That's very true.  I've been humbled in open pvp a number of times by people outplaying me.  

Just to be clear, my point was that:  a) Macros and UI elements remove some of the skill requirement.  b) gear and arena group composition play a significant role in success until you reach the uppermost tiers.  

Now nebu, you know there is no Grey zone, we MUST speak in black and white. For no one can truly say there is some skill.

There is skill, or there is not skill.

Tisk tisk.




Quote
Why weakest instantly is rounded down to "FAIL!" and an insult to players is one of the most fascinating things about players.

Quote
instantly is rounded down

Quote
rounded down



Title: Re: Blizzard's VP of Game Design admits Arenas the biggest mistake.
Post by: ghost on November 16, 2009, 12:17:31 PM
To be fair, there is more to "skill" than simply logging on and mashing buttons.  Preparation isn't necessarily a bad thing, and knowing your class isn't necessarily a bad thing.  I think if they got rid of the macros it would probably make it a bit more even.  I'm not sure that the use of macros was designed for PvP in wow-  they probably were more designed toward raiding.  Still, everyone knows what's available and can do macros of their own if they want.  If you are losing because of your macros..........well, then put in some macros.  Also, group composition is important in almost every sport that is played in the real world.  You have to have guards, forwards and sometimes a center for basketball; quarterback, running back, linemen, etc. for football and so on.  It isn't the end of the world that class plays a role.  It just is what it is. 


Title: Re: Blizzard's VP of Game Design admits Arenas the biggest mistake.
Post by: Hoax on November 16, 2009, 12:46:38 PM
[No disrespect guys of course, no disrespect but..]

They're not better than you, they're just literally poop-flingin' crazy.  That's what it boils down to.  They trade their sanity for the opportunity get berated over the course of months/years, probably by someone who was himself been broken down and humiliated not too long ago himself.  And almost as a side effect of their poor behavior, they get somewhat better at killing Elves and Dwarfs on the interbutts.  My theory is that this is the method cavemen used to figure out how to fight mammoths and shit.  I just think it's sad that we haven't really evolved.  And if that offends you, well, you may want to direct your rage in a positive direction.  (IE Get help.)

 :awesome_for_real:

Oh for fucks sake, none even approached saying any fucking thing like this.  This is why you get picked on.

You two need to not be so butthurt. (Native tong, yes?)

 :why_so_serious:  Read the quote above perhaps?

Arenas really do have a much larger skill component than most of the people in this thread are giving credit for. I've been on the losing end of plenty of matches where I just got flat outplayed (and won a few where we outplayed comps we should have lost to, too), and I'm far the worst PVP player in WoW (Fordel might disagree after being my arena partner for a while  :awesome_for_real:). Yes, composition and gear combined probably play an overall larger role than skill but skill is still a big chunk of it. I'm surprised to see people who I know have extensive raiding experience say there's no skill in it; many of the same skills that cause people to succeed or fail at raiding will have the same effect in arena.

This whole "oh it is all gear and comp" thing reminds me of a common complaint from (dare I say it?) lesser players in other 'deckbuilding' contexts. Arena actually has a lot in common with those, right down to the ELO rating system. Nobody likes to admit they lost because they didn't play well. They'll blame everything they can before looking at their own shortcomings as a player, whether that's bad die rolls or poor luck on draws or the opponent playing overpowered cards or figures, or whatever else. The great players are the ones who come away from those matches not pushing the blame onto outside factors but saying "what did I do wrong that I can change for next time?"

I said exactly the same thing earlier, scrubs in MtG always want to believe its deck composition, scrubs in LoL always blame team composition, skill, skill comes first.  True story.  In fucking TF2 there are scrubs who constantly blame X class versus Y class for why they get their ass handed to them.  If you don't have the requisite skill level you can't even know how to compete.  How high that level is depends on the level of the competition.  Same thing happens in table top, bad players pretend every game is determined by the dice.  Not so, skill is the big majority of why one guy wins and one loses.

Only someone who has never been elite at an activity would think otherwise.  When I was a lesser player in the OGL top 50 tribes scene I knew players who were elite.  I watched them play on a weekly basis.  Skill was everything.  When internet cafes were all the rage I remember watching some top 100 US starcraft players play, one guy played a 1v4 against people who by my standards were quite good at SC and fucking smoked them, there was some kind of anti rush rule in place to make it fair but I mean it was crazy how good his micro was and how fast he took in everything.

Shit I was pretty good at Myth1, good enough to crush a vast majority of the playerbase, came down to skill even on modes like King of the Hill with 8 people I knew the only people who were going to win were me and other players ranked around my rank.

I've been near enough to the top that I will always be able to tell when I'm playing a game and I have zero fucking chance because I'm not good enough.  Its more then just not having the skill.  You don't even know what the skills are when you aren't good.  You don't understand the game well enough to even try to learn it yet.  Trying to explain that to someone who scoffs at the very idea of high level competition is as productive as trying to convince Paelos to give up on the whole zombie jew thing.

PvP'ers may be in constant denial about just how niche and unimportant their subculture is but that is hardly the only type of denial going on around here.



Title: Re: Blizzard's VP of Game Design admits Arenas the biggest mistake.
Post by: Gobbeldygook on November 16, 2009, 12:47:54 PM
I think if they got rid of the macros it would probably make it a bit more even.
What mysterious, game-ruining macros are you guys talking about?  The majority of macros I've seen used are just for simplifying your keybinds, like a macro that sheeps your target or sheeps your focus target if you're holding shift when you press it.  Others are for targeting in unconventional ways, like blinding the target you have your mouse cursor over so you can maintain keep your eye on your focus and target.  Are you talking about the ones warriors use so they can actually use their defensive cooldowns or what?  Macros that target your target's target?  Macros that do something different if you're targeting an enemy or a friendly target?

As a warning to anyone seeking to provide examples, a number of AJ's sample macros do not work anymore.  For example, the totem stomping macro on the warlock page was deliberately broken in patch 3.2 so warlocks couldn't just mindlessly spam macros to destroy tremor totems.


Title: Re: Blizzard's VP of Game Design admits Arenas the biggest mistake.
Post by: Nebu on November 16, 2009, 12:50:57 PM
Gob,

Correct me if I'm wrong... but if macros didn't impart a competitive advantage, would anyone bother to use them?

EDIT: Also, having a UI component that screams "YOU NEED TO PUSH BUTTON A NOW TO MAXIMIZE DPS" or "YOU HAVE EFFECT X ON YOU" doesn't hurt either. 


Title: Re: Blizzard's VP of Game Design admits Arenas the biggest mistake.
Post by: Mrbloodworth on November 16, 2009, 12:59:39 PM
Read the quote above perhaps?

Sorry, I should have said anyone that hasn't gone apeshit about the interview. On both sides.


Title: Re: Blizzard's VP of Game Design admits Arenas the biggest mistake.
Post by: Draegan on November 16, 2009, 01:22:21 PM
Gob,

Correct me if I'm wrong... but if macros didn't impart a competitive advantage, would anyone bother to use them?

EDIT: Also, having a UI component that screams "YOU NEED TO PUSH BUTTON A NOW TO MAXIMIZE DPS" or "YOU HAVE EFFECT X ON YOU" doesn't hurt either. 

Those UI components for DPS are for PVE situations.

--

As far targeting macros, they are built into the game.  Everyone has access to them without downloading one addon.  If you're not using them it's your own fault.


Title: Re: Blizzard's VP of Game Design admits Arenas the biggest mistake.
Post by: LK on November 16, 2009, 01:30:54 PM
It'd be nice to know you're elite at something. But I would second guess it even if I reached that status.


Title: Re: Blizzard's VP of Game Design admits Arenas the biggest mistake.
Post by: Draegan on November 16, 2009, 01:35:14 PM
Are you asking if I'm elite at something?  I never got into WOW pvp if you were asking.


Title: Re: Blizzard's VP of Game Design admits Arenas the biggest mistake.
Post by: LK on November 16, 2009, 01:38:09 PM
No, commenting in general. I fully believe that those who are "elite" operate on a separate plane of reality that allows them to see things the scrubs don't. I read some dissertation about how scrubs put rules and regulations on themselves to play more "honorably" and consider elites "cheaters", "hackers", "playing against the spirit of the game", etc. I completely agreed with the elite's perspective: scrubs need to fucking get over themselves if they want to stop being scrubs.

Story of my life.


Title: Re: Blizzard's VP of Game Design admits Arenas the biggest mistake.
Post by: Fordel on November 16, 2009, 01:41:35 PM
http://www.sirlin.net/articles/playing-to-win-part-1.html ?


Title: Re: Blizzard's VP of Game Design admits Arenas the biggest mistake.
Post by: Gobbeldygook on November 16, 2009, 01:49:24 PM
Gob,

Correct me if I'm wrong... but if macros didn't impart a competitive advantage, would anyone bother to use them?

EDIT: Also, having a UI component that screams "YOU NEED TO PUSH BUTTON A NOW TO MAXIMIZE DPS" or "YOU HAVE EFFECT X ON YOU" doesn't hurt either. 

Of course macros provide an advantage, but it's not a secret advantage that only those initiated into the High Mysteries of Arena are allowed to learn about.  Your typical arena player is no more capable of writing complex macros than your typical raider.  They copy/paste macros other people come up with and prostrate themselves on AJ or the WoW UI/Macro forum if they can't figure out how to modify it to do what they want.  Coming up with a set of keybinds and macros that work for you is just part of preparation, no different from coming up with strategy's for the comps you expect to fight.

Blizzard does pay attention to what macros are used and will change the system so particular macros stop working if they think it really violates the design intent.  I mentioned totem stomping macros above, but the other one a lot of people noticed was when they broke /castrandom macros, which irritated a lot of PVEers and people that just liked to use it to summon random pets/mounts.  The most notorious recent example was a macro that took advantage of a new piece of information passed to the client which was "Is this spell interruptible?"  Unfortunately, they overlooked that this allowed players to create spammable macros that would interrupt any spellcast but otherwise wouldn't waste the kick/pummel/etc.  It was quickly hotfixed.

Are there addons just about everyone uses?  Absolutely.  A lot of it's just a matter of fixing up blizzard's UI.  Look at the standard UI for shamans.  If a shaman wants to see if his totems are up, he has to take his eyes off the field and look at the upper-left corner of his screen.  So most shaman use an addon that puts them closer to the center of the screen.  Just about everyone uses an addon like Power Auras so they can tell when important buffs/debuffs are active on themselves/their enemies without having to scan through buff bars or squint at unit frames.  None of these are secret addons and any arena guide will go over them.


Title: Re: Blizzard's VP of Game Design admits Arenas the biggest mistake.
Post by: LK on November 16, 2009, 02:00:28 PM
http://www.sirlin.net/articles/playing-to-win-part-1.html ?

Yeah, that's the one.


Title: Re: Blizzard's VP of Game Design admits Arenas the biggest mistake.
Post by: Fordel on November 16, 2009, 02:30:03 PM
Yea, I'm not sure how much of that can apply to WoW. Unless you consider being unwilling to re-roll a 'mental block'.




Title: Re: Blizzard's VP of Game Design admits Arenas the biggest mistake.
Post by: Musashi on November 16, 2009, 02:34:44 PM
[No disrespect guys of course, no disrespect but..]

(http://dl.dropbox.com/u/963220/6a00d4142efd3f3c7f00d414332aab3c7f-500pi.jpg)


Title: Re: Blizzard's VP of Game Design admits Arenas the biggest mistake.
Post by: Ingmar on November 16, 2009, 02:35:25 PM
Yea, I'm not sure how much of that can apply to WoW. Unless you consider being unwilling to re-roll a 'mental block'.


Now that most classes have at least a viable spec I think it brings it a bit closer to the CCG paradigm, since most people could just respec to a potentially viable character rather than having to reroll entirely.


Title: Re: Blizzard's VP of Game Design admits Arenas the biggest mistake.
Post by: Nebu on November 16, 2009, 02:42:02 PM
I will bet that macros are used by less than 25% of WoW's subscribers.  I'd also bet that custom UI elements are used by less than half.  Most mainstream gamers will just use the interface given to them by the developer.  This automatically starts those players at a disadvantage to those players with more gaming knowledge.  If a developer wants to level the playing field as much as possible, the first thing they will do is to make sure that the interface is nearly identical between combatants.  With the wide variety of mods out there, this is already improbable.  Add in the streamlining afforded by macros and the advantage grows.  Now... at the top of the competitive charts, none of this matters.  In that case the game self selects and adjusts.  

All of that aside, I've learned one thing from my 10+ years in PvP MMO's:  PvP enthusiasts will do ANYTHING they can to gain a competitive edge.  This includes cheating.  If developers want to enter into the market of PvP-inclusive games, they need to accept this notion or be more rigorous about controlling it.  


Title: Re: Blizzard's VP of Game Design admits Arenas the biggest mistake.
Post by: Hoax on November 16, 2009, 03:00:50 PM
My mother plays WoW, she is 50 something, she raids but her guild is fairly terrible.  Hunters that can't outdps a paladin in tanking gear etc. last time I paid any attention.  They were on the latest content but not hard mode when I spent some time around her over the summer.  She uses tons of add ons.  Your numbers are utter horseshit, I don't think anyone plays WoW with just the default ui beyond their first month in the game.

They may not use them well, they might not have the best add ons but the idea that half the population of WoW has never heard of or bothered with an add on seems fucking ridiculous to me.



[No disrespect guys of course, no disrespect but..]

(http://dl.dropbox.com/u/963220/6a00d4142efd3f3c7f00d414332aab3c7f-500pi.jpg)


Terrible poster is terrible.


Title: Re: Blizzard's VP of Game Design admits Arenas the biggest mistake.
Post by: Ingmar on November 16, 2009, 03:04:16 PM
My non-scientific contribution is that well over half my guild uses at least a couple UI mods, even if it is just recount or auctioneer.


Title: Re: Blizzard's VP of Game Design admits Arenas the biggest mistake.
Post by: DLRiley on November 16, 2009, 03:24:34 PM
Lolz, I guess this thread has a problem with a few aspects of competitive video gaming, as silly as that obviously sounds. Assuming that competitive video gaming is any less bullshit than online social paradigms and crafting, there is a large segment of players who play competitive games without being any good at it. In fact they are the bulk of the RTS and FPS player bases. You know the guys with 1:300 kill death ratios. It may sound sad but these guys DO play the game for its competitive merits, and without which, whats the point? So a desire to win, actually having a shot at the top of the ladder, or simply having fun while being thrashed by obviously better players and still laugh about it is inherently hard coded into these games. The only problem you face when you have a game like WoW is that just because its an online video game that allows players to fight each other doesn't mean its competitive.

I think that blizzard VP ultimately wish to address that, WoW has arena's, yes, WoW is competitive? Barely, and to bring it to even moderate level of competition would require the game to be fundamentally redesigned and for the playerbase to play WoW for different reasons besides god mode, a money costing and potentially money losing venture for a company that didn't wish to move WoW in that direction from the start.  Its undeniable, both in the console world and PC world that competitive pvp, fighting games, sports games, rts, fps, even down to the good old trading card games, have a large appeal despite the fact that 99.99% of the playerbase suck. Only in mmos is where the entitlement issue of "I must feel powerful at ALL time, while hugging my granny" is prevalent. The real issue is that can mmos make that transition from being the Special Olympics of pvp to being of the same caliber as 24/7 orange X server in tf2.


Title: Re: Blizzard's VP of Game Design admits Arenas the biggest mistake.
Post by: Merusk on November 16, 2009, 03:27:40 PM
I'm surprised to see people who I know have extensive raiding experience say there's no skill in it; many of the same skills that cause people to succeed or fail at raiding will have the same effect in arena.

Neither WUA (and by extension me, since I've pot-shotted on his side) said skill doesn't matter.  He said it's not the sole defining metric some are holding it up to be. At the high end?  Yes.  Against an equally geared and comprised team?  Yes.  However, for where the majority of players will fall and play, skill is only one of 3 parts. The other two being gear (thus my lulz resil comments) and class comp (all holy priest team, lulz.)

Skill matters, yes.  It's not THE thing, though.

My non-scientific contribution is that well over half my guild uses at least a couple UI mods, even if it is just recount or auctioneer.

Hell yes.  I hate add-ons but even I in my crusade to use as few as possible have several convenience ones I just won't do without.  Including Sell-O-Matic for all that grey and white crap that you accumulate but don't want to go through your bags item-by-item to get rid of.  


Title: Re: Blizzard's VP of Game Design admits Arenas the biggest mistake.
Post by: Sjofn on November 16, 2009, 03:33:15 PM
I also tend to reject add ons but I have a few, mostly so Ingmar will shut up about how I should have a boss mod.


Title: Re: Blizzard's VP of Game Design admits Arenas the biggest mistake.
Post by: WindupAtheist on November 16, 2009, 03:33:31 PM
What I was getting at was this: In today's business environment admitting that you have any weakness can lead to bad things.  It's a very PC world now.  This developer's personal opinion should never been made public.

Tigole got up there at GDC earlier this year and did a presentation on "mistakes we made in quest design for WoW" where he basically went "Vehicles, that major feature of the huge expansion we launched a few months ago? Sucked!" Blizzard doesn't give a damn.


Title: Re: Blizzard's VP of Game Design admits Arenas the biggest mistake.
Post by: Fordel on November 16, 2009, 03:38:55 PM
Yea, I'm not sure how much of that can apply to WoW. Unless you consider being unwilling to re-roll a 'mental block'.


Now that most classes have at least a viable spec I think it brings it a bit closer to the CCG paradigm, since most people could just respec to a potentially viable character rather than having to reroll entirely.


Yea, that's a small consolation prize in the grand scheme of things.


The article mentions how people would be unwilling to use "Throw Cheese" or whatever. In WoW, I would be very hard pressed to see anyone actually do something like that, not use their class abilities because them deem them "cheap". The larger issue is so many spec/comps don't even have the "Throw" ability to begin with.

If anything, the majority of MMO players are more then willing to abuse the crap out of anything that gives them an advantage, be it pve or pvp, hardcore or casual.


Title: Re: Blizzard's VP of Game Design admits Arenas the biggest mistake.
Post by: Ingmar on November 16, 2009, 03:40:32 PM
Oh, the actual article is kind of bullshit, we had a thread back a while about it I think. This is the CoH pvp troll right?

Never mind, I made an assumption without going to actually read it.

In a WoW context, the 'scrubs' he talks about would be the people constantly crying about how OP death knights are on the forums, or whatever. Or maybe the moonkin and protection warrior who steadfastly refuse to go resto/arms for arena.  :awesome_for_real: That they have (or had, or have again, whatever) a point doesn't matter from the perspective of the article.


Title: Re: Blizzard's VP of Game Design admits Arenas the biggest mistake.
Post by: Fordel on November 16, 2009, 03:47:26 PM
No, the article is actually spot on in many regards, especially about how lots and lots of people make non-existent rules for games. I do it all the time myself for lots of games, I generally won't "rush" in a friendly RTS game. Or look at DaoC and all the GankGroup "rules" for what was and wasn't a legitimate group vs group fight.

I don't think that kind of mental block is really holding anyone back in WoW, unless like I said, you want to include the unwillingness to always follow the current patch balance and re-roll (or spec, or gear or etc). We all 'abuse' every damn advantage we have, all the time.


Title: Re: Blizzard's VP of Game Design admits Arenas the biggest mistake.
Post by: Ingmar on November 16, 2009, 03:52:07 PM
No, the article is actually spot on in many regards, especially about how lots and lots of people make non-existent rules for games. I do it all the time myself for lots of games, I generally won't "rush" in a friendly RTS game. Or look at DaoC and all the GankGroup "rules" for what was and wasn't a legitimate group vs group fight.

I don't think that kind of mental block is really holding anyone back in WoW, unless like I said, you want to include the unwillingness to always follow the current patch balance and re-roll (or spec, or gear or etc). We all 'abuse' every damn advantage we have, all the time.

Well, I think you kind of have to include that. When you and I sit down at what is essentially our character select screen for arena, we have (to simplify it to just the 2 characters) 3 options each. But we always pick Dhalsim.  :awesome_for_real: We're shutting off options that we have easy access to because we've constructed our own little game with our own self-imposed rules - let's see if we can do arena with this weird comp. We're not PLAYING TO WIN in the sense of the article.


Title: Re: Blizzard's VP of Game Design admits Arenas the biggest mistake.
Post by: WindupAtheist on November 16, 2009, 04:06:35 PM
If I spent months and months leveling Dhalsim and getting him gear, switching to Ryu required the same, and I couldn't be sure Ryu wasn't going to get nerfed into the new Dhalsim anyway, I'd probably just keep picking him too.


Title: Re: Blizzard's VP of Game Design admits Arenas the biggest mistake.
Post by: Ingmar on November 16, 2009, 04:13:35 PM
If I spent months and months leveling Dhalsim and getting him gear, switching to Ryu required the same, and I couldn't be sure Ryu wasn't going to get nerfed into the new Dhalsim anyway, I'd probably just keep picking him too.

In this specific context I'm talking about respeccing to another spec within the class, that happens to largely share (or is able to share) the same gear for pvp purposes. Fordel would be going from boomkin -> resto druid, I'd be going from protection warrior -> arms warrior. Yeah his gear wouldn't be *exactly* optimal but it is close enough for the purposes of the discussion (and wouldn't take months to get his set bonuses squared away, since we'd be upgrading piece by piece as we went either way). All I'd have to do is get a 2h enchanted. For a couple classes the distinctions between specs are greater (going from feral to resto, or enhance shaman to elemental, ret to holy, or whatever) and no, for those examples the analogy doesn't hold up as well.


Title: Re: Blizzard's VP of Game Design admits Arenas the biggest mistake.
Post by: sinij on November 16, 2009, 04:16:05 PM
Funny to see all these people trying to justify why they are at the bottom 10% of the ladder and not top 10%.  It always, "if not for our gear/addons/classes/whatever, we too could be Gladiators". Instead it always the same crew of people that gets gladiators regardless of class they play any given season, followed by duelists crowd. Only challengers get good turnover, people ether move up or don't come back.

I can understand someone when they say - I got to 1800 but my ilevel200 gear really holding me back. No, its always decently geared perma-noob complaining that they can't get past 1200.

Stop making excuses and spend time getting better, or accept that PvP isn't for you and stay away from it. Very few people are born to be natural PvPers, for most of us it takes research and practice. You too will have to practice to get out of bottom half of the ladder.


Title: Re: Blizzard's VP of Game Design admits Arenas the biggest mistake.
Post by: tazelbain on November 16, 2009, 04:31:01 PM
LERN2PLAY!


Title: Re: Blizzard's VP of Game Design admits Arenas the biggest mistake.
Post by: Fordel on November 16, 2009, 04:40:11 PM
Technically, we are officially "challengers" as far as WoW Arena is concerned.  :oh_i_see:



-edit- Ing, you are underestimating the impact of Resto vs. Balance gear.


Title: Re: Blizzard's VP of Game Design admits Arenas the biggest mistake.
Post by: WindupAtheist on November 16, 2009, 04:50:11 PM
Who wants to bet that Arena is going to get de-emphasized in the next xpac in favor of rated Battlegrounds, and that we're still gonna be hearing tears from Sinij about it five years from now?

 :awesome_for_real:


Title: Re: Blizzard's VP of Game Design admits Arenas the biggest mistake.
Post by: Sir T on November 16, 2009, 04:53:38 PM
"Hey mom! Why didn't you give me Autism so I could spend days grinding without a stop and be in the top 10% in a computer game?"

Fuck sake, I'm known for never sleeping and being on all hours in Eve. I know it's unhealthy and I'm trying not to do it anymore. If you need to have borderline Asperger's to "be successful in PVP or don't bother" then there is something seriously wrong with the game/genre. Encouraging people to be like that or pretending they are somehow superior is unhealthy.


Title: Re: Blizzard's VP of Game Design admits Arenas the biggest mistake.
Post by: Venkman on November 16, 2009, 05:01:02 PM
Why is anyone surprised? You can unravel the people in the top tier of anything to see the sequence of life events that lead them there, and which keep everyone else out. This is games, sports, politics, economics. I know some people like this idea that games start everyone at a level playing field. But that hasn't been true since before people started recognizing it.

Personality, life station, family, personality, mental differences, it all contributes.

This is why it's so important to know oneself. It becomes easier to recognize what you can and can't get good at so you can focus your attention on what you can do well.

I expect someone to come along and say "you can be good at anything you put your mind to", and that's true, as long as you're using the word good and not the word best.


Title: Re: Blizzard's VP of Game Design admits Arenas the biggest mistake.
Post by: Hoax on November 16, 2009, 05:13:37 PM
Why is anyone surprised? You can unravel the people in the top tier of anything to see the sequence of life events that lead them there, and which keep everyone else out. This is games, sports, politics, economics. I know some people like this idea that games start everyone at a level playing field. But that hasn't been true since before people started recognizing it.

Personality, life station, family, personality, mental differences, it all contributes.

This is why it's so important to know oneself. It becomes easier to recognize what you can and can't get good at so you can focus your attention on what you can do well.

I expect someone to come along and say "you can be good at anything you put your mind to", and that's true, as long as you're using the word good and not the word best.
:heart:


Title: Re: Blizzard's VP of Game Design admits Arenas the biggest mistake.
Post by: Lantyssa on November 16, 2009, 05:48:24 PM
Why is anyone surprised? You can unravel the people in the top tier of anything to see the sequence of life events that lead them there, and which keep everyone else out. This is games, sports, politics, economics. I know some people like this idea that games start everyone at a level playing field. But that hasn't been true since before people started recognizing it.
While true, there is no reason in a game that certain reasonable balance is not done.

PvP which is gear dependent?  Seriously?  If you had Fordel and myself square off against one another he would crush me.  Sure he's more skilled, but his equipment simply puts mine to shame.  Twice the health, probably multiples of damage output, yet our levels are the same and specs nearly identical.  Skill would be orders of magnitude less significant.

Now if arena really interested me I could put in a lot of effort to improve my gear, but then I wouldn't be doing arena while trying to do arena.  And if arena only vaguely interests me, I won't bother putting in the time to get the gear to make practice worth doing.  It greatly narrows the number of participants before you even get into arguments of skill.  All you have left are the people with enough skill to not be discouraged, enough time to gear up, and enough desire to actually want to go to the arena.

And it's surprising they say the way things are designed have been a mistake?  Heh.  Right.


Title: Re: Blizzard's VP of Game Design admits Arenas the biggest mistake.
Post by: tmp on November 16, 2009, 06:14:54 PM
PvP which is gear dependent?  Seriously?
As serious as a number of car racing sports, i'd figure. Just much, much cheaper to participate.


Title: Re: Blizzard's VP of Game Design admits Arenas the biggest mistake.
Post by: Ingmar on November 16, 2009, 06:16:54 PM
Or CCG/CMGs, which require investment too.

EDIT: I don't think they see it as a mistake because it has fairly limited participation, I think they see it as a mistake because of the balance impact it has had on their bread-and-butter PVE game. At least that's what I took away from the interview.


Title: Re: Blizzard's VP of Game Design admits Arenas the biggest mistake.
Post by: Fordel on November 16, 2009, 06:30:06 PM
It's the way it effected every aspect of the game, even the Arena's themselves.

Each bracket has infected the other brackets 'balance' wise. To the point where they finally gave up on the 2v2 bracket even.


Title: Re: Blizzard's VP of Game Design admits Arenas the biggest mistake.
Post by: Gobbeldygook on November 16, 2009, 06:50:36 PM
"Hey mom! Why didn't you give me Autism so I could spend days grinding without a stop and be in the top 10% in a computer game?"
That would be an accurate description of the old High Warlord system, but it really, really isn't an accurate description of the current arena system.  The process of getting a complete set of PVP gear can be done on less than an hour of play a day over a couple of weeks to months (Wintergrasp twice a week for about ~30k honor/week + play 10 matches a week + do VOA).  You can spend the rest of your time doing PVE to speed up the gearing process, watching movies, playing with your kids, whatever.  Once you're seriously playing, arenas won't eat up that much of your time.  Even top teams typically spend less than 4 hours a week doing arenas, although you'll still want to do the wintergrasp/voa stuff on top of that.  What destroys your time is getting sucked into it on your alts and in multiple brackets.

Slog told me to mention that he rage cancelled WoW after a two hour arena match.  Changes have been made so that doesn't happen anymore.
PvP which is gear dependent?  Seriously?  If you had Fordel and myself square off against one another he would crush me.
All of the same for equalizing gear on entrance to the arena apply equally to BGs and PVE instances.  After all, why should Fordel do more damage in PVE just because he's been at it longer than you?
Each bracket has infected the other brackets 'balance' wise. To the point where they finally gave up on the 2v2 bracket even.
They've given up on the 5v5 bracket too.  Shaman are at over 90% representation on successful teams, paladins and priests aren't far behind at 80% each, and warlocks round out the top 4 at a mere 65%.


Title: Re: Blizzard's VP of Game Design admits Arenas the biggest mistake.
Post by: Tuncal on November 16, 2009, 07:31:31 PM
PvP which is gear dependent? 
I don't think gear progression in itself is the problem, rather the fact that they have that from the start instead of using it to differentiate the top players. Right now everyone lands in mostly the same gear after a few weeks playing and getting gear, while the player who just wants to start pvping is horribly crushed due to no resilience gear. The barrier to entry for PvP is stupidly high compared to PvE. They should give out a free set of resilience capped gear, and start the gear treadmill from there.


Title: Re: Blizzard's VP of Game Design admits Arenas the biggest mistake.
Post by: Fordel on November 16, 2009, 07:39:43 PM
5v5 has always had that issue though. Teams with Bloodlust > Teams without Bloodlust. It's just now you need to make sure that you also have offensive and defensive dispelling AND redundancies for both. Until they spread dispelling and Lust around, there can't be much variation in 5v5, at least not base class wise.





Title: Re: Blizzard's VP of Game Design admits Arenas the biggest mistake.
Post by: Lakov_Sanite on November 16, 2009, 07:45:53 PM
I have yet to see a single armory link.  Don't you just love internet tough guys?


Title: Re: Blizzard's VP of Game Design admits Arenas the biggest mistake.
Post by: Ingmar on November 16, 2009, 08:10:03 PM
Mine is in the WHERE DO YOU PLAY thread, if you really care enough to go look at it. It won't tell you much though.


Title: Re: Blizzard's VP of Game Design admits Arenas the biggest mistake.
Post by: Sheepherder on November 16, 2009, 09:14:45 PM
PvP which is gear dependent?  Seriously?  If you had Fordel and myself square off against one another he would crush me.
All of the same for equalizing gear on entrance to the arena apply equally to BGs and PVE instances.  After all, why should Fordel do more damage in PVE just because he's been at it longer than you?

That's a good idea.

Of course, with ToC, Blizzard is almost halfway there.


Title: Re: Blizzard's VP of Game Design admits Arenas the biggest mistake.
Post by: Fordel on November 16, 2009, 09:18:48 PM
Ironically, my PvE gear is still nothing more then Naxx 10 items!


Title: Re: Blizzard's VP of Game Design admits Arenas the biggest mistake.
Post by: sinij on November 16, 2009, 09:44:58 PM
They've given up on the 5v5 bracket too.

3v3 as well, its RMPs all the way down. Arena under current management isn't doing as well as it was doing in tBC. Rating requirements on all gear made sure various retards like WUAs just gave up and simply mediocre players took their place at the bottom.

This still doesn't change the fact that it is one of the last avenues of skill-driven competition left in WoW.



Title: Re: Blizzard's VP of Game Design admits Arenas the biggest mistake.
Post by: Gobbeldygook on November 16, 2009, 10:00:18 PM
3v3 as well, its RMPs all the way down.
[/quote]
No?  You can go look at SK-gamings statistics yourself.  RMP is only -9%- of the comps in their sample with MLS hot on it's heels.  That is not remotely comparable to the domination of disc priest/holy pal/ele sham/destro lock/+scrub in 5s.  Just the most popular variant, a hunter in the Scrub Spot, is 22% of all comps in their sample - over twice as common as RMP is in 3s.


Title: Re: Blizzard's VP of Game Design admits Arenas the biggest mistake.
Post by: Zetor on November 16, 2009, 10:10:18 PM
Funny to see all these people trying to justify why they are at the bottom 10% of the ladder and not top 10%.  It always, "if not for our gear/addons/classes/whatever, we too could be Gladiators". Instead it always the same crew of people that gets gladiators regardless of class they play any given season, followed by duelists crowd. Only challengers get good turnover, people ether move up or don't come back.

I can understand someone when they say - I got to 1800 but my ilevel200 gear really holding me back. No, its always decently geared perma-noob complaining that they can't get past 1200.

Stop making excuses and spend time getting better, or accept that PvP isn't for you and stay away from it. Very few people are born to be natural PvPers, for most of us it takes research and practice. You too will have to practice to get out of bottom half of the ladder.
I know you're trolling, but I'll feed you as one of 'those people' who thinks gear dependency in arena is stupid... and I'll still readily admit I'm not gladiator material (nor do I want to be). fyi I don't raid, so my characters only have i200 gear currently (except for the 2-3 pieces of badge gear and h-toc drops).

I got 1830-ish in season 3 5v5 (one of the 'most balanced seasons' if you ask an arena junkie) on an affliction warlock starting in blues and kara gear (though admittedly I got a set of pvp gear from points by the end) playing 10 games a week without vent, which was the very bottom for the rival cutoff (rival is top 3% to 10% according to blizzard). We beat plenty of players and teams that later on got duelist (and we were beaten by a lot of them, too) simply because we were a 4dps team that'd kill someone in 3 seconds if I got a healer in a fear. There is your "skill". :p

I also remember winning vs a gladiator pally/shaman/warrior 2-healer team in 3v3 while playing resto shaman - ele shaman - shadow priest (wizard cleave in feb 2008! f yeah!) due to getting crazy lucky with RNG and dropping the defensive stance warrior in 4 seconds with both healers feared (I actually have a screenshot of this if you want proof). I guess that's skill too.


edit: To preemptively clarify for readers with selective quoting skilz - I'm not saying "lol wow arena takes no skill and is unfun" (in fact I rather enjoyed playing arena back then), I'm saying other factors matter just as much (or more), and putting any sort of gear progression to it kind of defeats the point as a "skill game". Like it was stated about eleventy billion times, guild wars does it better, and adopting their model would do WOW arenas a lot of good, imo.

fake edit: I await an armory / arenajunkies account link sinij, or I'll forever think of you as a season5 challenger keyboard turner pally or dk.  :awesome_for_real:


Title: Re: Blizzard's VP of Game Design admits Arenas the biggest mistake.
Post by: pxib on November 16, 2009, 11:18:04 PM
This sort of five page thread is exactly why Arenas are Blizzard's biggest mistake.


Title: Re: Blizzard's VP of Game Design admits Arenas the biggest mistake.
Post by: WindupAtheist on November 16, 2009, 11:33:53 PM
3v3 as well, its RMPs all the way down. Arena under current management isn't doing as well as it was doing in tBC. Rating requirements on all gear made sure various retards like WUAs just gave up and simply mediocre players took their place at the bottom.

Then a bunch of those players quit because now they're not getting any gear either, dragging even more people down into the "no gear" zone in a repetitive cycle where every one person who expects a reward requires X number of other people to play for nothing, until you're left with just an extraordinarily noisy leeter-than-thou minority that does nothing but highlight your intractable balance problems to the point that you find yourself going "YEAH THIS WASN'T A GREAT IDEA" in public interviews.

Which is neither here nor there, really. I don't even play that much WoW lately. I just really enjoy the Trammel parallels and you being on the wrong end of them AGAIN.


Title: Re: Blizzard's VP of Game Design admits Arenas the biggest mistake.
Post by: Nevermore on November 17, 2009, 06:52:27 AM
Blizzard should nuke all the arenas from orbit.  It's the only way to be sure.


Title: Re: Blizzard's VP of Game Design admits Arenas the biggest mistake.
Post by: Fordel on November 17, 2009, 06:59:40 AM
They don't even have to be nuked, just umm... 'de-centralized' or whatever you want to call it, which they are probably going to do slowly between now and Cataclysm expansion. It just needs to not be the end all of the PvP arms race.


Title: Re: Blizzard's VP of Game Design admits Arenas the biggest mistake.
Post by: Gobbeldygook on November 17, 2009, 08:55:48 AM
We beat plenty of players and teams that later on got duelist (and we were beaten by a lot of them, too) simply because we were a 4dps team that'd kill someone in 3 seconds if I got a healer in a fear. There is your "skill". :p
Part of 'skill' on live is recognizing the best comp among what you have available.  You won't necessarily have a good enough mage or resto shaman available to run MLS, or an ele shaman and a holy pal for classic wizard cleave, but if you can find a druid and a warrior you can run WLD.

Not to rip on you, but DPS-heavy comps that just tunnel vision the shit out of something tend to be easier to play - up to a point.  4 DPS can beat up on a lot of comps, but eventually the gimmick stops working and advancement stalls.  It's the same in 2s with double-dps: Much easier to play to Rival, much harder to play to Glad (if it was still available in 2s, anyway).  If your goal is just to get to 1800 for weapons though, rating's rating.


Title: Re: Blizzard's VP of Game Design admits Arenas the biggest mistake.
Post by: Zetor on November 17, 2009, 09:22:17 AM
We beat plenty of players and teams that later on got duelist (and we were beaten by a lot of them, too) simply because we were a 4dps team that'd kill someone in 3 seconds if I got a healer in a fear. There is your "skill". :p
Part of 'skill' on live is recognizing the best comp among what you have available.  You won't necessarily have a good enough mage or resto shaman available to run MLS, or an ele shaman and a holy pal for classic wizard cleave, but if you can find a druid and a warrior you can run WLD.

Not to rip on you, but DPS-heavy comps that just tunnel vision the shit out of something tend to be easier to play - up to a point.  4 DPS can beat up on a lot of comps, but eventually the gimmick stops working and advancement stalls.  It's the same in 2s with double-dps: Much easier to play to Rival, much harder to play to Glad (if it was still available in 2s, anyway).  If your goal is just to get to 1800 for weapons though, rating's rating.
Yeah, I'm not disagreeing with you on that... I don't consider myself some leet paragon of wow pvp (lol), and we played the most mindless compositon at the time (ask an arena junkie about mindless comps now, you'll get anything from wizard cleave to beastcleave to normal cleave to double healer). We didn't even have vent, all matches consisted of the main assist [ele shaman] choosing someone to nuke down and everyone going all tunnel vision on them. I'd toss up curse of tongues on healers + try to fear juggle / spell lock (holy pallies were the healer du jour in 2345/2346 FOTM comps at the time, so that helped), and assist with dots on the main target, but other than that, it was 'do pve dps rotation until someone dies, either from their side or ours'. As an affliction lock, I was ALWAYS the enemy kill target, so I spent a lot of time cheering my team on from the floor.

Keep in mind though that in season3, 2100 in 5v5 was gladiator range easily (there's a huge rating inflation in wotlk with the new system), we weren't THAT far off. Anyway, this is sort of a tangent... off a tangent... off a tangent. WOW pvp threads are awesome.   :why_so_serious:


Title: Re: Blizzard's VP of Game Design admits Arenas the biggest mistake.
Post by: sinij on November 17, 2009, 04:29:23 PM
Then a bunch of those players quit because now they're not getting any gear either, dragging even more people down into the "no gear" zone in a repetitive cycle

Filtering your usual drivel away, yes that is definitely an issue and exactly why Blizzard needs to remove rating reqs from majority of gear out there.

What you are wrong about is to why bottom quits. They stop participating because they don't get any meaningful rewards out of it, not because of victimization by antisocials or whatever psychobabble you chose to use these days. There has to be ding-gratz type of reward not tied to success to appeal to masses, but that goes contrary to 'even out playing field' requirement when these rewards are only given to successful.

Arena has to reward failure to gain mass appeal. :(


Title: Re: Blizzard's VP of Game Design admits Arenas the biggest mistake.
Post by: Lantyssa on November 17, 2009, 05:28:43 PM
It has to not punish being the sheep.  The good get better while the bad don't.  Kind of throws the "it's all about skills" argument out.


Title: Re: Blizzard's VP of Game Design admits Arenas the biggest mistake.
Post by: Ingmar on November 17, 2009, 05:40:00 PM
It has to not punish being the sheep.  The good get better while the bad don't.  Kind of throws the "it's all about skills" argument out.

In arena by itself, the bad do get better, just not as fast and without the same upper bound on gear quality, and at least in theory, they end up playing each other, not the top teams, due to the matchmaking system.

The main suck in the system is actually introduced when you run into one of those top arena players in a non-arena context somewhere, where their rating doesn't do anything to segregate them from everyone else. (And of course there is some initial curbstomping that goes on in the first couple weeks of a new season before things shake out ratings-wise.)


Title: Re: Blizzard's VP of Game Design admits Arenas the biggest mistake.
Post by: DLRiley on November 17, 2009, 06:03:57 PM
Then a bunch of those players quit because now they're not getting any gear either, dragging even more people down into the "no gear" zone in a repetitive cycle

Filtering your usual drivel away, yes that is definitely an issue and exactly why Blizzard needs to remove rating reqs from majority of gear out there.

What you are wrong about is to why bottom quits. They stop participating because they don't get any meaningful rewards out of it, not because of victimization by antisocials or whatever psychobabble you chose to use these days. There has to be ding-gratz type of reward not tied to success to appeal to masses, but that goes contrary to 'even out playing field' requirement when these rewards are only given to successful.

Arena has to reward failure to gain mass appeal. :(

The bottom quit because either the game funnels you to one strategy or wannabe elites get to dictate the way you play. "No ding gratz? I leave" is the result of players gaming your system, not playing your game. The vast majority of multiplayer games outside of the mmo paradigm is filled to the 99 percentile with the bottom. They play the game despite being spawned camped, verbally abused, and no statical increases in power because they participated. Mmo's are carebear land and WoW's arenas is at best comparable to the  special olympics. 


Title: Re: Blizzard's VP of Game Design admits Arenas the biggest mistake.
Post by: Nebu on November 17, 2009, 06:13:07 PM
It has to not punish being the sheep.  The good get better while the bad don't.  Kind of throws the "it's all about skills" argument out.

The problem with the reward system in WoW is that the good get better faster because they not only improve in their play, but the get a double improvement from the gear rewards.  This allows the better players to rapidly distance themselves from the average players.  It's a primary reason why I think that having gear rewards in pvp is a bad idea if the rewards actively participate in the distancing between the good and the average.  The good should be handicapped, not made better.  Playing against other good players in a ranking system is a start, but it's less inclusive.


Title: Re: Blizzard's VP of Game Design admits Arenas the biggest mistake.
Post by: Musashi on November 17, 2009, 07:33:21 PM
I agree with you.  Gear rewards in PvP create a problem.  But I also don't think anyone would bother playing if there were no meaningful rewards.  See:  Halaa.  There's just no easy solution.  You gotta come up with something that makes enough people buy into it so that epeen can be waved, and drama can unfold.  Despite the problems it creates, gear disparity actually does help in that.  A cape and a title, eh, prolly not.  I know in actuality the difference is only on one's mind.  But the perception is that the difference just did a Mortal Strike on your face.  And that's pretty hard to compete with.


Title: Re: Blizzard's VP of Game Design admits Arenas the biggest mistake.
Post by: WindupAtheist on November 17, 2009, 07:50:05 PM
What you are wrong about is to why bottom quits. They stop participating because they don't get any meaningful rewards out of it, not because of victimization by antisocials or whatever psychobabble you chose to use these days.

You quite unsurprisingly fail to understand. The Trammel parallels have nothing to do with "victimization" or anything like that. They have to do with you hitching your e-peen to a foundering minority-interest douchebag PVP system, then spewing venom at everyone else for not being hardcore enough when the developers show up to take it out behind the barn and shoot it.

Quote
Arena has to reward failure to gain mass appeal.

The masses would rather be in battlegrounds. You can cry and scream and stamp your little feet that it's just because they're pussies and not hardcore, but nobody cares. Least of all Blizzard. Which is why they would rather introduce a Rated BG system than go back to bribing people into grudgingly plowing through their 10 matches per week.


Title: Re: Blizzard's VP of Game Design admits Arenas the biggest mistake.
Post by: Tuncal on November 17, 2009, 09:24:17 PM
Arena has to reward failure to gain mass appeal. :(
I would argue it has to reward participation. Every other activity has direct rewards : badges, honor, rep, tokens. You get nothing in Arenas until you pass over a certain level, and even then you are required to spend a lot of time, effort and resources outside of it just to be able to compete. It's simply bad design.

On the note of rated BGs, I really don't see how it can work. For good or for worse Arenas benefit from having a consistent team to play along each week, and even there it's a real pain to get enough people for a 5v5. Getting 14 other people for competitive AB week after week? Yeah good luck with that. And if you can't get that you're reduced to pugs amd afk'ers, which will be a truly competitive edge in rated BGs.


Title: Re: Blizzard's VP of Game Design admits Arenas the biggest mistake.
Post by: Lakov_Sanite on November 17, 2009, 11:34:09 PM
This thread delivers more than politics.   :popcorn:


Title: Re: Blizzard's VP of Game Design admits Arenas the biggest mistake.
Post by: Fordel on November 18, 2009, 08:23:39 AM
On the note of rated BGs, I really don't see how it can work. For good or for worse Arenas benefit from having a consistent team to play along each week, and even there it's a real pain to get enough people for a 5v5. Getting 14 other people for competitive AB week after week? Yeah good luck with that. And if you can't get that you're reduced to pugs amd afk'ers, which will be a truly competitive edge in rated BGs.


From what they've revealed about rated BGs so far, is that you'll never lose rating and that they fully expect people to make weekly PuG's instead of having a dedicated 10-15-25 man squad for which ever BG is the rated one that week. It'll be more like the dungeon daily quest then a true matchmaking ladder system.


Title: Re: Blizzard's VP of Game Design admits Arenas the biggest mistake.
Post by: Shrike on November 18, 2009, 10:21:49 AM
The bottom line in this for me is that arenas aren't much fun, but BGs are (or can be). The reason(s) I don't participate in arenas are 1) time, 2) time, and 3) they bore me.

However, I do like BGs. You get disasters like last night's 39 bracket AB where we have 6 alliance vs. 15 horde, but that doesn't happen THAT often (and the 7 ally vs. 10 sideshow freaks in WSG = ally victory in WSG an hour later made up for it). Still, it's even more casual (means I can find time for it) and I can have some fun. The frenetic 30sec knifefights-in-elevators that characterize arena play I don't find particulary fun.

Yeah, it's about the fun. After all, my twinks don't really get anything tangible from BGs, other than some experience. They're essentially constructs. That's the fun part: planning them out, then playing them to see how they do. Then adjusting them to compensate for what I find in the BGs.


Title: Re: Blizzard's VP of Game Design admits Arenas the biggest mistake.
Post by: UnSub on November 18, 2009, 06:29:49 PM
This thread delivers more than politics.   :popcorn:

I'm amazed it got this far.

WoW dev: Y'know, we didn't implement last-minute PvP into a PvE game very well.

F13.net: E-PEEN FIGHT! *slap* *slap* *slap*


Title: Re: Blizzard's VP of Game Design admits Arenas the biggest mistake.
Post by: Venkman on November 21, 2009, 05:04:02 AM
Why is anyone surprised? You can unravel the people in the top tier of anything to see the sequence of life events that lead them there, and which keep everyone else out. This is games, sports, politics, economics. I know some people like this idea that games start everyone at a level playing field. But that hasn't been true since before people started recognizing it.
While true, there is no reason in a game that certain reasonable balance is not done.

PvP which is gear dependent?  Seriously?
In a game entirely about gear, why would anyone be surprised by this? PvP in WoW is still PvP in an MMO. This is rapid decision making against changing conditions, with success based on your choices within the context of your stats. Those stats mostly come from gear, which is predominantly gotten through variuos grind mechanisms. So just because it's called "PvP" doesn't mean it's going to be any different than how the whole rest of the game is played.

It's still just rapid decision making against statistics, with the main difference of faster rapid decisions and more frequent changing conditions. The underlying foundation is the same. Ergo, the way to "rule" this type of game is also the same.

The disparity is as palpable between high tier PvP and endgame Raid gear. Most people either don't live the life necessary for it, or don't care enough to invest their time that way. And there's nothing wrong with that unless someone's under the misguided assumption that forum e-peen'ing is a valuable use of time. :-)

This is why I mostly reserve PvP in environments where the disparity between "best" and "me" is not so palpable (random FPS servers, WoW BGs, etc).


Title: Re: Blizzard's VP of Game Design admits Arenas the biggest mistake.
Post by: Lantyssa on November 21, 2009, 10:50:17 AM
That was kind of my point.

I'm not surprised how things have developed, however I can still mock the tacked-on design and the people who take it far too seriously.


Title: Re: Blizzard's VP of Game Design admits Arenas the biggest mistake.
Post by: Venkman on November 21, 2009, 01:30:06 PM
Oh, missed the subtext. :-)


Title: Re: Blizzard's VP of Game Design admits Arenas the biggest mistake.
Post by: Crumbs on November 21, 2009, 11:27:54 PM
Arena needs to be a separate game.  Wouldn't that make everyone happy?   WOW becomes easier to balance, Arena players get to concentrate on competing, everybody wins!



Title: Re: Blizzard's VP of Game Design admits Arenas the biggest mistake.
Post by: Goreschach on November 22, 2009, 11:03:10 AM
Arena needs to be a separate game.  Wouldn't that make everyone happy?   WOW becomes easier to balance, Arena players get to concentrate on competing, everybody wins!



Making it a completely separate game would be a waste of resources, all they really need to do to effect this is completely split the pvp and pve combat and item systems.


Title: Re: Blizzard's VP of Game Design admits Arenas the biggest mistake.
Post by: Venkman on November 22, 2009, 12:40:01 PM
Which is as much a waste of resources, because it's a completely separate game. Didn't this come up in this thread already? The idea of separate ranking systems with separate itemization (which already exists anyway)?


Title: Re: Blizzard's VP of Game Design admits Arenas the biggest mistake.
Post by: Crumbs on November 22, 2009, 01:01:36 PM
Which is as much a waste of resources, because it's a completely separate game. Didn't this come up in this thread already? The idea of separate ranking systems with separate itemization (which already exists anyway)?

No like, you go to Best Buy and get the box of World of Warcraft: Arena.   Arena as we know it today disappears from the WOW mmo completely.  I read the thread and didn't see this, but if it's here then my apologies.


Title: Re: Blizzard's VP of Game Design admits Arenas the biggest mistake.
Post by: Venkman on November 22, 2009, 01:17:50 PM
Oh. Yea, that hasn't been mentioned. WoW Arenas are not some mass marketable thing. It's something of an arcane e-sport that only those into MMOs would even consider. Unless you're also thinking that this is more like an EVE/Dust 514 kinda split where two completely separate activities merely share the same IP but nothing else? Maybe that could work. Something like a Tekken for Warcraft maybe. Particularly for consoles.


Title: Re: Blizzard's VP of Game Design admits Arenas the biggest mistake.
Post by: Goumindong on November 22, 2009, 01:20:22 PM
It seems like it would be fairly easy to have a "PVP talent tree" that would be separate from the normal talent tree and only be activated when in a PvP system. Then you don't have to worry about balancing two systems as one, you just balance each individually.

People change gear when pvping anyway, so you don't have to worry about that.


Title: Re: Blizzard's VP of Game Design admits Arenas the biggest mistake.
Post by: Crumbs on November 22, 2009, 01:44:19 PM
Oh. Yea, that hasn't been mentioned. WoW Arenas are not some mass marketable thing. It's something of an arcane e-sport that only those into MMOs would even consider. Unless you're also thinking that this is more like an EVE/Dust 514 kinda split where two completely separate activities merely share the same IP but nothing else? Maybe that could work. Something like a Tekken for Warcraft maybe. Particularly for consoles.

If it isn't mass marketable, then one has to wonder why it has such a dominating factor on the game of WOW.  I mean, weren't they gonna try to put this on TV? And I'm not saying you're wrong, in fact I think you're right.   

It's like Blitzball in FFX, except in this case FFX is balanced around Blitzball, and you can take your Blitz Ball out of the sphere and you can use it as one of the most powerful weapons in the game.  I have no bad feelings for Arena players, but it seems to me that since they're so offended by the rest of the playerbase they'd be happier not to deal with them.  And, as the original quote in the thread indicates, WOW developers would rather not have this albatross around their neck as they toil over balancing the game.



Title: Re: Blizzard's VP of Game Design admits Arenas the biggest mistake.
Post by: Venkman on November 22, 2009, 02:01:46 PM
If it isn't mass marketable, then one has to wonder why it has such a dominating factor on the game of WOW. 

Vocality and verbosity probably :-)


Title: Re: Blizzard's VP of Game Design admits Arenas the biggest mistake.
Post by: tmp on November 22, 2009, 03:47:43 PM
I thought they're trying to repeat the Korean madness that's Starcraft e-sport... or at least hoping for something on similar level.


Title: Re: Blizzard's VP of Game Design admits Arenas the biggest mistake.
Post by: Gobbeldygook on November 23, 2009, 02:09:57 AM
It seems like it would be fairly easy to have a "PVP talent tree" that would be separate from the normal talent tree and only be activated when in a PvP system. Then you don't have to worry about balancing two systems as one, you just balance each individually.
Do you people not read the thread?  Darniaq just explained why that is not a workable decision: Now they need to write up 30 new talent trees, then balance those against each other cold without the years of iteration the current live trees have had.  Then you get to decide what PVP they are going to balance by.  The 2v2 bracket?  5v5 bracket?  Performance in PUG BGs?  1v1 duels?  Rated BGs?  World PVP?  All of them?  What happens when you mix them, like when someone is fighting a mob and gets jumped or is fighting Vandaar in Alterac Valley?

There is no magic bullet.
I thought they're trying to repeat the Korean madness that's Starcraft e-sport... or at least hoping for something on similar level.
Probably.  Currently, arenas are a cross of poker and MMA.  There is a reason there are no 3 on 3 MMA tournaments: MMA is hard enough to follow when it's just two dudes punching one another in the nuts, much less six guys trying to arm-bar each other.  They're probably hoping rated BGs will be slow enough paced that you can follow what's going on mostly from the overhead view.


Title: Re: Blizzard's VP of Game Design admits Arenas the biggest mistake.
Post by: Zetor on November 23, 2009, 09:31:07 AM
Probably.  Currently, arenas are a cross of poker and MMA.  There is a reason there are no 3 on 3 MMA tournaments: MMA is hard enough to follow when it's just two dudes punching one another in the nuts, much less six guys trying to arm-bar each other.  They're probably hoping rated BGs will be slow enough paced that you can follow what's going on mostly from the overhead view.
Well, from my experience in 5v5, rated BGs are going to be 2-shot fests. I can see it now...

(imagine the entire paragraph happening in less than 2.5 seconds)
Commentator 1: ... and 'Xxarthazxx' gets one more yard from the flag spawn spot, at 85% hp, but his AMS is down! You can see 'Sheeplol' dropping a pet nova on his two support melee, while counterspelling 'Ssjlegolas' who just fake-casted a holy light! Man, things are going bad for 'Keyboard Turners', but 'Lolcycloned' keeps a full stack of HOTs rolling on their offense, just when 'Gankt' gets 'Team Zomg's flag carrier, 'Itank', into a cheapshot while 'Pewpewed' is casting lava burst on 'Xxarthazxx'! Immolate and flame shock is up on 'Xxarthazxx' and we can see 'Globaled' casting a chaos bolt too, 'Wotflol' uses pain suppression, but it's not enough, down he goes! But at the same time, 'Itank' gets hit by a bladestorm, exorcism, and scourge strike at the same time... and he's down! Now both teams are reseting while their designated flag carriers are at the graveyard. Exciting!


WOW, the spectator sport of the 2010s.  :why_so_serious:


Title: Re: Blizzard's VP of Game Design admits Arenas the biggest mistake.
Post by: KallDrexx on November 23, 2009, 09:50:04 AM
If it isn't mass marketable, then one has to wonder why it has such a dominating factor on the game of WOW.  I mean, weren't they gonna try to put this on TV? And I'm not saying you're wrong, in fact I think you're right.   

It's a dominating factor while intertwined with the WoW MMO system, but as a separate entity it is nothing more than a "non-sucky" Fury, and monetizing and keeping a stand alone arena game popular isn't as easy as maintaining an Arena system as part of a much larger MMO.


Title: Re: Blizzard's VP of Game Design admits Arenas the biggest mistake.
Post by: Crumbs on November 23, 2009, 03:19:10 PM
If it isn't mass marketable, then one has to wonder why it has such a dominating factor on the game of WOW.  I mean, weren't they gonna try to put this on TV? And I'm not saying you're wrong, in fact I think you're right.   

It's a dominating factor while intertwined with the WoW MMO system, but as a separate entity it is nothing more than a "non-sucky" Fury, and monetizing and keeping a stand alone arena game popular isn't as easy as maintaining an Arena system as part of a much larger MMO.

Agreed.  I was pretty much playing devil's advocate there.  I know why it's such a dominating factor: because someone really, really wants it to be. :cthulu:

Hopefully though, Pardo's quote means that they see how Arenas have negatively affected the first M in MMO, and plan to downgrade the significance of Arena gear outside of the Arena itself.  That's my secret hope.