Showing posts with label September 08. Show all posts
Showing posts with label September 08. Show all posts

Wednesday, September 8, 2021

Was the WoW Level Squish a Good Idea?

It will be coming up on a year next month since Blizzard introduced the big level squish as part of the run up to the Shadowlands expansion.  I started thinking about it as part of the mudflation post earlier in the week and whether or not it was worth the effort.

Of course, I have no way of measuring its impact beyond my own perception, and I am not sure if even Blizzard could answer that question right now, there being so many other factors impacting their user base this year.  But a lot of work went into making it happen and details like not being able to answer a question has never stopped me from asking one.

So this is going to be more of a gut check I suppose.  An emotional response.

And even that isn’t going to give a clear answer.  I am of mixed emotions on the topic even a year down the road. (It feels like more than a year ago to me, but time is a blur.)

To start with, I didn’t even think Blizzard would do it.  I am on record a number of times thinking the idea was too risky for Blizz, which can be very conservative on game changes.

That conservatism was apparently outweighed by the growing absurdity of levels in between any new player and the current content.

So in I went to the level squish and… I did okay.  It took me a bit to figure out that there was both an old school path through to the level cap as well a series of parallel paths through to the cap.

My vision in Excel format

I got a couple of characters leveled up through the new system before Shadowlands.  It was definitely speedier than before.  So technically a win.  And I feel like making all the expansions viable paths through the game was a good idea.

On the other hand, the whole thing was more complicated that needed, which is kind of the traditional Blizzard method.  If you were a new player it put you on the Battle for Azeroth path, but if you were making alts you had to go find Chromie and get on the path you wanted, and you had a chance of accidentally ending up in the old layer cake path through the game.

The horizontal stack with level caps on each expansion

And if you made a Demon Hunter, as I did, you might not realize you were in that layer cake model until you found that the mobs all grayed out before you made it to 50.

So the whole thing seemed like it had some good ideas and clearly had the intent to serve both new players and veterans alike.  But did it?  Is it a long term win?  Was it worth the effort… and reworking every expansion to scale and be viable for levels 10 to 50 was a lot of work… make that a thing?

Part of it is hard to appraise because you’re viewing from the outside.  And when you add in the long content drought after the Shadowlands launch and then the company blowing up with the lawsuit it is easy to think that Blizz could have spent their time better.

So I am left feeling neither all that positive or all that negative on the change, which is odd because a year ago I it seemed like a big freaking deal.  So it goes.

Tuesday, September 8, 2020

The September EVE Online Update brings Quantum Cores to Upwell Structures

This highlight of this month’s update to EVE Online is more complexity for Upwell structures with the introduction of Quantum Cores.  Announced last week in a Dev Blog, these will make putting up a structure even more expensive.

How are these cores actually “quantum?”

The essence is that anybody deploying a structure will have to buy and install a quantum core in order to finish deploying the structure.  Without the core installed the structure will sit there, unable to online, and able to be destroyed immediately.

There are, of course, many details and a timeline.  While the cores are going into the game today, they won’t be required for a while.  The key dates are:

  • Seeding – September 8, 2020

Beginning with the update on 8 September, Quantum Cores will become available on the market. This will allow you to begin acquiring them and moving them to your existing structures in space, or to prep for deployment of new structures.

All existing structures will have a new bay available to them, the Core Room. During the seeding phase, you will also have the ability to install the core into any existing structure’s Core Room to be fully prepared for the future.

  • Required for new structures – October 13, 2020

The second phase of the rollout will enforce the rule that Quantum Cores will be a required installation to complete the anchoring process for any newly deployed structures. This phase is expected to go live during the October update.

Deploying a structure in space will also include a notice of requirement for the installation of a core through the deployment UI window when choosing a structure name, profile, and reinforcement settings.

  • Required for existing structures – January 12, 2021

The final phase for the rollout of Quantum Cores will see some basic services that all structures offer become disabled until a core is installed. Without a core installed, ship fitting, tethering, and ship/module repair services will be disabled. As soon as the core is installed into the structure, these services will become operational again. This phase is expected to go live in the December update.

Today starts the seeding phase, which will let people begin to purchase cores for their existing and planned structures and get them moved into position.  Buying and moving them come with their own challenges.  CCP has the price list with the core size posted.

Quantum Core Price List – Sep 8, 2020

(The Keepstar and Sotiyo core sizes have been reduced to 95,000 m3 to accommodate the needs of wormholers, a group almost always forgotten when CCP does these sorts of things.  They are the ‘collateral damage’ demographic.)

So you can add that price on top of the price of the structure, plus the need to haul another big thing out to where you have deployed it.

The thoughts I have seen seem to think that this is another step in CCP’s plan to respond to complaints about structure spam.  Previously we got the the who abandoned structure routine with the Forsaken Fortress update, which removed asset safety under some circumstances.  That got people to go out and blow up a lot of structures in search of loot.

Now that the abandoned structure festival has played out, CCP appears to be offering a new incentive to blow up structures.

The thing is, the Quantum Cores are set to drop 100% of the time and some NPC corps will buy them back from you for full price.  So not only will it cost you 600 million ISK more to anchor and Astrahus, but that core is now a 600 million ISK incentive for somebody to blow it up.

I suspect that this will hinder some forms of structure spam in null sec.  I doubt we’ll drop another 70 Athanors in TEST space, as we did back in week six of the war.  But we likely won’t be pulling down any structures either.  As I mentioned yesterday, we put up some new Keepstars to add to the defense of Fortress Delve.  We don’t need to get cores into them, or any of the 60 or so Keepstars in Delve, until January.  We will need 1.8 trillion ISK just for those cores.  Maybe they’ll all be dead by then and save us the cost.

Meanwhile, smaller orgs with structures will likely find themselves targeted by groups looking for a core payout, so the long term result will likely be less orgs bothering with structures.

Others notes about Quantum Cores:

In addition to the Quantum Cores, the update also brings another round of module Tiericide, this time to shield boost amplifiers.  The whole range of modules has had stats and meta levels normalized, though only two modules needed to be renamed for this round:

  • ‘Stalwart’ Particle Field Magnifier is now Stalwart Restrained Shield Boost Amplifier
  • ‘Copasetic’ Particle Field Acceleration is now Copasetic Compact Shield Boost Amplifier

Details on the stat changes are in the patch notes.

Otherwise, the update has the usual range of smaller changes and fixes.

CCP has reported that the update has been deployed successfully.  You can read the patch notes for the details the company has chosen to share.

Sunday, September 8, 2019

WoWCraft and Layering and other WoW Classic Tidbits

Carbot Animations, which has made a business out of doing cute parodies of various Blizzard games, including having plush versions of their characters in the Blizzard Store and that re-skin of StarCraft from earlier this year, has returned to the WoWCraft series, which launched back in 2014, to celebrate the launch of WoW Classic.

 

I suppose we shall see if the foibles of classic become fodder for the series.

As previously announced, Blizzard launched some more servers and allowed free character transfers in an attempt to alleviate the queuing issues that were still plaguing some servers.  That brings the total server count up to 77, 39 in the EU and 38 in the US and Oceania.

Blizzard had previously also doubled the amount of characters allowed on a given server, letting their layering tech soak up the extra load.  However, this was not only against their plan to get every server down to a single layer as time went on (see the Reddit AMA), but has led to concerns that people are exploiting layering in order to harvest resources from the same node in different layers.  Tales of harvest riches have been making their way around the net, with Icy Veins tweeting a screen shot of a player alleged to have 3,000 arcane crystals, declaring that layering was destroying WoW Classic.

Arcane Crystal Panic!  At least they said “alleged”

They have since deleted that tweet and calmed down a bit, though you can still find the screen shot in their forums as part of a thread discussing this issue. (Discord nicely had a version of the tweet for me.)

They have drawn back a bit because Blizzard says the screen shot, and others like it, are fakes.  In a forum post Blizzard says they are monitoring the issue and have some options should this turn out to be a serious problem.  No realm has layers into double digits and Blizz says that most realms have layers in the low single digits, but they may still put a delay into moving between layers.  To address any lingering aspect of this Blizz has a patch that will increase the amount of time you need between layer swaps, which increases the more you do it.

Over at Polygon there is a piece up about WoW Classic which concludes that no matter how popular this nostalgia ride remains, the focus it has brought back on to WoW as a whole has been a pretty big deal.  Certainly a lot of people were at least watching WoW Classic being streamed.

For those wishing to run dungeons, Belghast has a post up about the realities of dungeon groups that is worth a read.

And, having opened with a video I will close with one as well about the lurking menace that is WoW Classic.

 

Saturday, September 8, 2018

Rambling On About Being Acquired

In chatting with people and thinking on the Pearl Abyss acquisition of CCP, I starting browsing though my own memories of acquisitions.

A new addition to the logo page

Working in Silicon Valley, being bought is pretty much a way of life.  I have been through eight acquisitions directly in my career (plus working for two VC funded startups, which is like the worst aspects of being acquired only it never stops), have watched a few from close up, and have listened to friends recount their tales.

Generally a company acquires another for one of the following reasons:

  1. Customers – You are a competitor and we essentially want to get you out of the way
  2. Entering a Market – You’re in a market we want to be in and it is cheaper to buy you than do it ourselves
  3. Tech of Expertise – Occasionally true, but unless your company has some nice patents or is doing something Google is suddenly into, mostly not
  4. Brand – It can happen, though usually a secondary item
  5. Investment – Usually in one of four flavors:
    • Buy you, fix you, sell you for more or take you public to cash out
    • Buy you, fix you, keep you for the revenue
    • Buy you, strip you to bare bones, and milk your revenue (the CA model)
    • Buy you as a way to hide money, especially Russian money
  6. Synergy – This a bullshit word that means nothing when used during an acquisition announcement

I currently work for a company that acquired a bunch of other companies over the years for the first two reasons, but the part I work in was acquired for the third reason, and the whole company has since been bought out by an investment group that seem set on one of the first two sections of reason five.  We share a building with a group that was acquired for the second reason and who then had to absorb another group that was hired for the first reason.

My last company was acquired three times for the first reason, and none of the companies could get our customers to leave our product for theirs.  Rather than lose the maintenance revenue, they kept is alive and even now I know somebody who is still supporting it.

And I had a good friend who worked for Palm (and got me a refurbed then-current PalmPilot Professional, to put a time stamp on that), saw the founders split off and form Handspring, watched Palm acquire Handspring which ended up with Handspring running Palm, after which he got sick of the whole company and went to work for HP.  HP then acquired Palm and basically sent him back to his old job in the building he left.  He quit that and went to another company and HP got out of the phone business, selling the Palm name to somebody who was going to revive the name for Android phones, but even that seemed to drift off.

Acquisitions are pretty much a constant.  There is even a Silicon Valley business model based on the idea of getting acquired, with Google being the dream buyer.

Being bought can suck.  After the first acquisition of my last company, which had been billed a as a “merger of equals,” the new CEO got up and made sure we knew it was no such thing, that we were those ones being bought and his company was in charge.  I was pretty sure that “merger of equals” was just another form of “synergy,” I was just surprised that he felt the need to discard the pretense and start treating us like shit on day one.  But that helped me feel all the better when, in the end, not one of our customers would move to their product and, after the spun us off to be acquired again, they themselves were acquired and disappeared.

And sometimes being bough can be okay.  As it turned out the company that bought our group actually wanted to tech we had, have adopted it, and continue to use it eight years down the road.

All of which brings me around to CCP and why they got acquired.

It certainly wasn’t for the first reason.  EVE Online players can’t simply be folded into Black Desert Online, and it wasn’t for the second reason as Pearly Abyss is already in the MMO market.  I don’t think internet spaceship MMOs is big enough to be a market on its own.

There could be tech or expertise reasons to buy CCP, but I suspect not.  Any tech would have to be abstract enough to be transferable, while expertise is difficult to pass along.  Likewise, I am not sure the CCP brand brings much to the table.  EVE Online gets more mainstream media coverage than a lot of games, but I am not sure how much the public retains.

And, while both companies have said a lot of synergy-like things, that is never a good enough reason to buy a company.  It is a nice to have, something that can make things work better, but as a stated reason it is BS.

So it seems like an investment.  EVE Online is undoubtedly a minor gold mine, as any MMO that can keep a six figure population is.  If CCP were able to focus on it, tend it, and keep it going it could pay off handsomely for years to come.  I suppose they could spiff up CCP and try to resell it, but it seem more like they bought a revenue stream.

And for CCP this should be a boon.  If the last fifteen years have shown us anything, it is that CCP has spent a lot of time and money trying to create another money earning product.  As a solo company, that no doubt felt like a survival imperative.  Now, however, as part of a larger company, they can just be the EVE Online division.

What I don’t think will happen is any sudden change to how EVE Online is run.  If you go to the AMA that CCP did in their forums yesterday you can see CCP Falcon repeating over and over that no changes are planned. (I recommend that you click on his avatar and click the filter button so you only see his posts, otherwise the whole thing is overwhelming.)  I do not doubt that.  The last thing that Pearl Abyss wants after spending $425 million on a company is to kill it by radically changing how things are done.  I am sure they are well aware of the Incarna and and “greed is good” debacle.

This could very well be a renaissance of sorts for EVE Online.  You’re never going to get avatars into the game.  Falcon was specific on that, so you can let that pipe dream go.  But CCP as part of Pearl Abyss and focused on EVE Online could mean good things.

Does that mean there will never be any changes?  Of course not.  During times like this people always want assurances that go out to infinity, and that just isn’t possible.  If CCP screws up, if EVE Online sees a big drop in revenue, if another company buys Pearl Abyss, or any number of other possibilities come up, the situation may change drastically.  But unless Pearl Abyss is just dumb, they’ll remain fairly hands off.  Some redundant positions will be eliminated.  That always happens.  But for the most part I would guess we’ll see business as usual.

Only time will tell.  But if you’re in a lather about a Black Desert Online pay to win cash shop appearing in New Eden any time soon, you’re kidding yourself.

Saturday, September 9, 2017

EQ2 Wire to Shut Down after Nine Years

In what I can only call a blow to the extended EverQuest II community, Feldon of the site EQ2 Wire has decided to call it quits.

The site, which has been in operation for just over nine years, has been my go-to for news and updates about EverQuest II.  Feldon has been something of a crutch for me, helping me keep track of a game I care about but haven’t played in any serious way in at least five years.

Unfortunately, Feldon has also moved away from the game.  In his post announcing the end of his coverage, he pointed to that, his deteriorating relationship with Daybreak, and the fact that he has many other things going on in his life as factors that led to his decision.

It is sad to hear he his giving up his role in the EQII community.  I have often repeated that I wish there was a Feldon for EverQuest and Rift and a few other MMOs out there.  But it can be a lot of work and his efforts have not always been appreciated by SOE and Daybreak, so I can only thank his for all his has done and wish him well in whatever he chooses to pursue.

I do hope he will keep the site up for now, if only out of selfish reasons… I don’t need another raft of dead links here, as I have linked out to EQ2 Wire often.

He has stated that he will continue to maintain the EQ2U Players site for now as it still gets a significant amount of traffic from player look ups.

When fan sites like this depart, it points out both the strength and weakness of online gaming communities.  On the one hand, the efforts of a single player can touch a wide swathe of the community.  But our tendency to depend on such sites is exposed when they depart and we feel the hole they have left in our world.

And so it goes.  Good luck Feldon and thank you for all you’ve done!

Friday, September 8, 2017

Daybreak 30 Months In

30 months seems like a nice round number for a review.

I was thinking about Daybreak over the weekend.  It has been about two and a half years now since they ceased to be SOE and began living the “indie” lifestyle as Daybreak.  Freed from the shackles of their PlayStation overlords there was the promise of being able to do new things… mostly on XBox.

First though, they had to clean house.  That started with staff cuts.  They cut games, Dragon’s Prophet, PlanetSide, and Legends of Norrath, though they had already cut some games as SOE to get ready for the deal.  Then they killed off the long suffering EverQuest Next project and released Landmark, only to close it down less than a year later.  That left them with a tidy array of games.

Daybreak Lineup – Fall 2017

DC Universe Online

Profitable on PlayStation, DCUO was the beneficiary of the whole “we can develop for XBox!” plan, getting an XBox One client last year along with the promise of being able to play on servers with Windows players.  I can’t recall if that ever happened.  The game does get regular content updates and likely continues to be profitable.

EverQuest and EverQuest II

The foundation of the company.  I remain of the opinion I expressed on a podcast a year and and a half ago, that these two titles are in the strongest place they have been in a long time.  Both games get yearly content expansion and regular updates and Daybreak has continued to successfully play the nostalgia card with both titles, rolling out fresh servers focused on old content.  Those are consistently the most popular servers though even I, a big fan of the idea, wonder how long these titles can live largely on that sort of thing.

H1Z1 – King of the Kill

The surprise break-out battle royale aspect of the H1Z1 saga, it still hasn’t managed to exit Early Access despite Daybreak’s parent company considering the game launched 30 months ago.  And there is a question as to how long its reign of success will last now that PlayerUnknown’s Battleground is now the darling of battle royale titles and Twitch streamers.  You cannot live on selling $5 in-game hoodies when a new game is stealing your audience.

Yeah, who owns Battle Royale now?

Having to differentiate yourself from your new competitor… which has sold 10 million units already… is never a good sign.  Meanwhile, the promised ports to PlayStation and XBox have never materialized.

Just Survive

The aptly named twin of King of the Kill and once the main focus of the plan.  Then the battle royale idea proved more popular, the game was split into two titles, with Just Survive mostly neglected for the next year and a half.  The biggest announcement during that time was that Daybreak was removing the “H1Z1” prefix from the title.  That came with the promise of a big revamp, but I don’t know if that will be enough to undue the damage from the time of neglect, which has left a recent legacy of “mostly negative” reviews for the game.

PlanetSide 2

The successor to PlanetSide and Smed’s favored child, it is hard to gauge how well it is doing in the post-Smed era.  It continues to get balance changes and updates.  On the other hand, almost two years back the Daybreak was saying that the title was having problems on the revenue generation front.  When you’re giving it away for free and not charging to play the core of the game, people will take advantage of that, a business model that remains the same today.  Has this gotten any better?

Something New?

The above is just the way things go with titles that are on the market and have to survive over time.  Some days you eat the bear, some days the bear eats you.

What differentiates a going concern from a company just riding out its end days and milking its current titles is ongoing development of new games.  And I haven’t seen any of that from Daybreak.  Moving one five year old title to XBox was nice, but hardly a substitute for new work.

All six titles in the Daybreak lineup come from the SOE era.  H1Z1 might have gone into early access shortly after the Daybreak deal, but it was announced and work was in progress well before then.

The only thing new under the sun for Daybreak has been a deal with Standing Stone Games to handle some aspect of LOTRO and DDO operations.  But that is hardly a substitute for new work, especially since SSG is a company clearly riding out its own end game scenario.  No matter how much money Daybreak is getting from that deal, it clearly has an expiration date.

So is this what the Daybreak experience is going to be?  A long ride into the sunset shepherding an ever dwindling stable to titles onward until the last one drops?

Thursday, September 8, 2016

WoW Legion Sales Numbers Stacked Up Against Past Launches

Today, Blizzard announced that players have forged a truly formidable defensive front—as of the expansion’s first full day of launch on August 30, more than 3.3 million copies of Legion had sold through, matching the all-time record achieved by previous expansions and making it one of the fastest-selling PC games ever. In addition, World of Warcraft’s launch-week player concurrency climbed to its highest point since the 2010 launch of the Cataclysm expansion…

Blizzard press release, September 8, 2016

WoW Legion launched, which almost requires that there be some celebratory press release in which Blizzard referred to itself in the third person.

WoW Legion coming to a server near you

WoW Legion has been up for a week now

My guess is that they had that press release ready to go for a bit now, as they didn’t even bother to fill in the date before they posted it.  I imagine they will fix that before the day is out, so here it is a screen shot for the record.

Roman numerals maybe?

Roman numerals maybe?

So we got some numbers.  Blizzard kept to its promise not to mention subscription numbers ever again, so they had to make due with vague claims about concurrency. (No numbers = vague in my book)

The number we did get was 3.3 million copies sold in the first 24 hours. (Yes, they said “more than 3.3 million” in the press release, but if it had been 3.4 million they would have run with that number, so it is likely 3.3 million and change.)  As usual, with any number standing alone, I start looking for context.  Fortunately, the internet provides context if you look for it.  The first day sales track record looks like this:

  • WoW Legion – 3.3 million
  • Warlords of Draenor – 3.3 million
  • Mists of Pandaria – 2.7 million (first week)
  • Cataclysm – 3.3 million
  • Wrath of the Lich King – 2.8 million
  • Burning Crusade – 2.4 million
  • World of Warcraft – 240,000

So, for first day sales, WoW Legion ranks with… I don’t want to say “the best,” since its peers at that level are not my favorite expansions… past top sellers.

Warlords of Draenor did just as well according to the Blizzard press release from its launch, which included a mention of exceeding 10 million subscribers, a mark that would soon drop precipitously.

Mists of Pandaria, which in hindsight was a pretty good expansion, maybe my second favorite, and which held on to the player base admirably compare to WoD, had to go a full week to get to 2.7 million sales, which put it below every expansion save Burning Crusade.  The pleading for a new expansion towards the end of Mists of Pandaria now seem almost quaint given the mass exodus from the game that came with WoD.

Then there was Cataclysm, which I am going to say was probably the first point when digital sales made up a significant portion of the first day sales, setting a record as yet unbeaten, with 3.3 million sales.  There were some good things in that expansion, but the destruction of the old world still stings.

Then Wrath of the Lich King and Burning Crusade check in at 2.8 and 2.4 million units sold on the first day.  That was back when Fry’s was open at midnight to sell you a copy and they had pallets of boxes out on the sales floor.  That was the era of growth, which Cataclysm put paid to.

And finally, just for completeness, there was World of Warcraft back in 2004, which sold 240,000 copies on the first day, which was a record at the time.  No digital sales in that number I bet!

So that is how the list stacks up.  WoW Legion sold well enough, though judging from what I have seen… or not seen… on store shelves, it was almost all digital. (I was at Best Buy on Monday and they had a single standard edition, wrapped up protectively in an anti-theft device and sitting alone at the bottom of a shelf.  No display.  No signs.  No big deal.  How times have changed.) That likely means WoW Legion sold directly into the currently subscribed base in the US/EU.

It would be interesting to know what the subscriber base jumped up to with the launch.  I suspect that if it had passed 10 million, Blizz might have mentioned it.  But maybe not, and we’ll likely never see a number to prove it either way.

I will have to hang on to the two WoW Legion boxes we got at our house.

Retail Boxes! Old School!

Retail Boxes! Old School!

Given the state of the retail channel for the expansion, those might be collectible in a few years.  I mean, a DVD for WoW Legion?  I am not sure why they even bother.  The patcher had everything in place already.  All I needed was the code off the label and I was upgraded and playing.  Modern times.