Stats Are Realistic!

A post from Larisa got me thinking. The important parts:

By Klepsacovic:
WoW gets a bit boring when we stop caring about loot.
 By Perdissa:
Over the past month or so, I got 3 of the items I most desired on my main, including Deathbringer's Will, and 2 other 10HM items I had lusted over ever since ICC started up half a year back.

I was elated for a while, to be sure. But actually getting the loot now makes me feel a little empty. Clearly, gear isn't the barrier holding back progression, or what passes for progression in these twilight days. In fact, we have cleared what we had set out to clear in ICC, and gear isn't the barrier holding us back from what we can't clear.

Remember when 'character' wasn't synonymous with 'place to hang your gear?' I think the last game I played like that was pokemon for Nintendo's portable systems.

A similar series of games I've played didn't depend entirely on gear, either. Sure, one whip might have been better than another, but most of the upgrades were marginal at best. Plus, there was a much larger emphasis on boss-like scripts. If an enemy was standing on a ledge that you needed to climb onto, you couldn't jump up and brute force him. The way to deal with that enemy would be to convince him to jump off the ledge in pursuit of you, at which point you would climb up to take his place.

On bosses, you had options. You could do it the hard-hitting, simple, and dangerous way by jumping into the line of fire and letting loose your holy cross of boomeranging, or the slow, tedious, but safer method of remaining crouched and out of way while slowly pinging away with your whip. Or, if you farmed up a lot of potions, who cares? Just stand in one place and whack it til it dies. It's matter of playstyle, and not gear.

WoW is not as gear-dependent as most people think, either. By adjusting your strategy, even some of the latest bosses can be downed in creative ways. So, Klepsacovic, I have a solution: join Undergeared. Then you'll have something to be interested in that isn't gear.

So what is gear, and why do we care about it? Well, I'm convinced that it's a psychological trick to get us to play more, but by simply comparing characters to real-life people we can see that we actually need gear.

In real life, we do not have fancy spaulders with saronite spikes on them. Nor do we have giant swords that look like tuning forks. Instead, we have personalities. It's Perdissa that made me realize that connection: When she said, "gear isn't the barrier holding us back from what we can't clear" I instantly asked, "then what is the barrier holding us back?" What prevents me from becoming an accountant? An actor? An airline pilot?

Some people, both in game and out, have nimble fingers. Writers, programmers, thieves, surgeons. Others can follow maps, instructions, and layouts. Plumbers, soldiers, electricians. Others make those maps. Stategists, architects, developers. Some people... are good at playing other people. Politicians, nobles, succubi. Altruism is also a trait. Priests, Paladins, Nuns, Doctors. And a strong arm? Barbarians, bricklayers, sportsmen.

The list of real-life attributes goes on and on, and throughout each person's real life, they pick up, to varying degrees, each of these attributes. There are many professions in the real world, and each requires a certain distribution of skill over all possible attributes. If you're a rocket scientist, you probably need a lot of problem solving and logic skills. Rocket scientists who have, say, a lot of muscle and little brain... will not go very far.

The same is true for WoW; a rogue needs a lot of agility. A rogue who has a lot of, say, intellect, might be smart, but would not be good at what she's trying to do. I hope she has enough intellect to realize this and re-roll mage.

So yes, there can be strong scientists and smart rogues. I certainly wouldn't scoff at a +15 agility, +5 intellect bracer if I were only wearing a +12 agility one. That would be like a scientist who pumps iron in his spare time.

The stat system in RPGs makes a lot more sense to me now that I've broken it down. Thank you, Perdissa.

The only thing in this regard left to conquer is, "why are stats associated with gear, instead of your character?" The only answer I can come up with 'psychological trick.'

Stop Being So Paranoid.

I am appalled by this idea that people have that Blizzard never listens to us. They always have. No, they don't always do what we want, but they listen.

If I have a very complicated math problem, and I go ask a crack team of well-trained, professional rocket scientists to help me solve it, should I doubt the answer they give me, despite the fact their pay is dependent on being correct? Especially when their job description is to think, discuss, and dismantle equations, finding all possible solutions, and choose the best?

I understand that there's such a thing as being good for the whole while being bad for the individual (Gov't run welfare, anyone?) but I just can't figure out what people are thinking when they start complaining that Blizzard doesn't listen to its customers. Their job, for crying out loud, is to think up all the goods and bads well before it hits the public.

Everyone someone posts a response to a new idea, saying, "Well, have you thought of..." I really want to hit reply and say, "Yes, they have."

Using Rawr Effectively

Kevmar was all 'rawr' and then a lightbulb went off in my head, so I thought I'de better write it down.

The problem I most see with these ultrapowerful tools is that their usage is indirect. That is, they have such abstract information that everyone wants the tool but no one knows how to use it, like a gameshark. Okay, so you have infinite lives. Now what?

This breakdown post really demonstrates a practical use for the powerhouse that is Rawr.

1. Check for all upgrades
2. Set realistic gear goals
3. Compile cost and %-increase per item
4. Decide if ratio matches budget
5. Pursue upgrades!

And then you end up with your cost/upgrade, which isn't very useful in a void (actually it's a mind-staggering number in his post.. 3% dps upgrade from using proper enchants? On a 3500 dps player, that's an additional 105 dps. If 6/10 of your players are dpsing (5 dps + 2 tanks), that's an extra 630 dps. That's an additional 113,400 damage over a 3 minute fight. This is why you shouldn't put mp5 to chest on a rogue, even if its free. (Or should you?)

Kev's post takes you through an actual example of how to do it, so read up and stop slacking!