Showing posts with label #FFXIV. Show all posts
Showing posts with label #FFXIV. Show all posts

Saturday, August 22, 2015

[FFXIV] Extrapolating the Subscriber Count

Recently Square Enix released their yearly Eorzea Census for 2015 and it has some really interesting numbers. They've also talked about how they have over 5 million registered accounts now. Syncaine believes this directly correlates to active subscribers, but at first blush I'd say that assumption is unsubstantiated hogwash.

However, thinking on it further, I'm not actually completely sure off-hand. So between the census and some other "registered accounts" numbers I figured I'd perform some numerical analysis to see if he's really off-base or not.

First of all, let's talk about the numbers Square Enix has released. We know they were relatively flat at 2M accounts registered from April 2014 to 2.5M accounts at December 2014. Then they jumped like crazy, reaching 4M nearly 3 months later in February 2015. Finally, they've hit over 5M in August 2015.



I still think it's fallacious to directly correlate accounts registered with active subscriptions, however, if we keep in mind FFXIV is still early in its lifecycle, and the meteoric rise in accounts created relative to the previous year, I imagine that slightly more than doubling their registered accounts in a year probably means that they've more than doubled their active subscribers. For example, if you're not generating new accounts, you're extremely likely to be losing active subscribers over time. Natural attrition as folks decide they have played enough and drop their subscription. By that logic, it's likely that the more recently someone has registered an account, the more likely it is that someone is still subscribed.

That's not a perfect assumption--there are plenty of counter-examples--but it would support Syncaine's theory to a certain extent. So why don't we take a look at the Eorzea Census 2015 data under the assumption that registered accounts is equivalent to active subscribers and see if it makes sense.

Side note: I'm going to work under the assumption of one character per account. This isn't strictly true, but given FFXIV's ability to be whatever you like on a single character, removing the necessity for alts that other games generally have, I think this is an okay assumption to make to give us an upper bound of subscriber number estimates.


Total Playing Hours



The first metric I want to look at is total playing hours of all characters. Nearly 97B hours of play time since the inception of the game. Thankfully, they give us the total playtime a year prior, which reduces this number to just under 96B hours. Seriously, like two orders of magnitude difference, which is actually pretty nuts.

It's also interesting, because the prior year their registered accounts were relatively flat from launch through August 2014. There's no way those 2M registered accounts only accounted for 823M play hours if 2.5 times that number of registered accounts were actively playing for 118x that amount by the end of the next year. This by itself would clearly show that registered accounts does not equal active accounts.

96B hours played is about 8B a month, or 266.66M a day. That would require 11M characters playing 24H a day for the full year. There is literally no way that is correct. Square Enix must have misplaced a decimal point here because that would require every registered account to have 2 characters logged in constantly.

If we assume they did misplace a decimal point, that brings us to 1.1M characters playing 24/7, or 3.3M characters playing 8 hours a day. Or 6.6M playing 4 hours a day. The 6.6M is clearly impossible (as they only have 5M registered accounts), so either Square Enix has a really impressively addicted fanbase compared to the previous year, or something is seriously wrong with the scripts harvesting their numbers. These values don't make sense.

Last year's values make sense though, because 823M hours played would mean about 0.56M characters playing 4 hours a day, and that jives with their suggestion that they had over half a million players logging in daily. A number that would make far more sense for 2015 would be in the ballpark of 5.2B total hours played, as that would mean 3M character logging in daily for 4 hours a day plus the 823M from the previous year.

This just doesn't add up. The data is clearly flawed.


Dungeon and Raid Runs



217,817 characters have entered Alexander: Gordias, the LFR-esque version of the latest raid. If Square Enix truly had 5M active subscribers, this number would be an abysmal failure. 4.35% of the population, with 0.7% ever setting foot in the Savage version. For a raid that's been out for a month and a half, that's a pretty small number.

If we look at stats for WoW's Blackrock Foundry raid nearly 2 months in at the time, we're talking about 36% of players who completed the first wing on any difficulty.

Granted, FFXIV moves a lot slower than WoW does, and there are plenty of folks who aren't yet max level, even 2 months in, but if we use that value as a basis then we're looking at a lower bound of 605,000 subscribers.



Dungeons run similarly shows a low number for potential subscribers unless an extremely significant portion of the population has no combat jobs above 50 period. Sohm Al is required for the main story past 54, and yet, it's only been attempted 450,000 times. This means, at a maximum, ~450,000 characters are through that section of the story. The actual number is probably quite a bit lower than that as multiple attempts would be made while leveling, especially through the duty roulette.

But again, FFXIV is a slower game, and I know a lot of folks who came in for the expansion and hadn't finished the 2.55 main story yet, so it's quite possible this number is low compared to the general populace of active subscribers. But even if I'm generous and say, only 25% of players have a combat job at over level 54, that's still only an upper bound of 1.8M active subscribers.

Edit: It's possible that the dungeon attempts isn't per character, but per instance spun up, which would basically multiply that 450k number by 4, bringing us to 1.8M characters through that section of the story maximum. That doesn't seem unreasonable. In fact, that kind of makes more sense given the 217k character number for entering Alexander: Gordias. With 1.4M runs of Neverreap plus Fractal Continuum combined for enough Tomestones of Law to hit the 170 ilvl requirement for Alexander, that would be under 7 runs per character if the dungeon runs were per character, which isn't quite enough to hit 170 if memory serves. That would bring the Expert Roulette dungeons to 5.6M or so runs on a character basis, which seems to be a little more reasonable as it'll be more than the Alexander populace which probably does make up more than half of those runs.

Given that, I doubt only 25% of the populace is over 54, so if we bump that to 50% that would mean an upper bound of 3.6M active subscribers.


Putting it Together

My guess for the active subscriber base is somewhere between 0.6M and 1.8M, probably closer to 1M in my opinion. If the actual number was 1M, that would mean about 21.7% of the populace have seen Alexander: Gordias, but still only puts a maximum of 45% of the populace higher than level 54 on one combat job. There's no way their total played time is remotely accurate. Frankly, I really don't think "registered accounts" is a good correlation to active subscriptions.  

Edit: Given my edit above, the guess expands to between 0.6M and 3.6M, but frankly the lower bound is bound to be much higher than 0.6M given the Expert roulette dungeon runs. If the dungeon runs is per instance rather than per character, I'd double my estimate to 2M.

#FFXIV, #Statistics

Monday, June 22, 2015

[FFXIV] Flying Through Heavensward

Having opted into the Heavensward Early Access, the past weekend has been super fun binging on excellent MMO content. Well, when you can beat the lobby login boss, anyhow. My Paladin is 58, 20% away from 59 (max is 60), and I've been having a blast following the story, getting flight in each zone, and running dungeons and trials. 

Lots of screens ahead, so putting in a jump!


Thursday, May 28, 2015

FFXIV vs. WoW: Content Delivery Comparison

I'm nearly finished the story content in FFXIV, and wow, it's been a long--but extremely entertaining--haul through it. FFXIV has a lot of content. I recently finished the Hildebrand quest line, finished the Shiva line (to the commenter previously who said I'd enjoy the music, good call that!). I still only have a single job at 50, Paladin, so I've been tanking it up through the group content.

Compared to WoW, where I'm literally only logging in once per week for 3 hours for our Blackrock Foundry raid (10/10 N, 4/10 H now, yay!). But I do admit I still really enjoy WoW's raiding content.

One of the things I've heard mentioned numerous times is that Square Enix is putting out content at a much faster clip than Blizzard is. Blizzard has also made mention numerous times they'd like to speed up the delivery of content. There's also a question of quality of content, but in a themepark MMO quantity is still pretty important. So I decided to sit down and make a comparison between the two games.


Types of Content

Both games are very similar from a content type perspective. As mentioned before, they both are heavily curated themepark MMOs, and therefore have a lot of the same features:
  • FFXIV's "Light Party" (4-player) dungeons, vs. WoW's (5-player) dungeons
  • FFXIV's LFR-style 24-player raids, vs. WoW's LFR 25-player raids
  • FFXIV's 8-Player difficult raids, vs. WoW's Mythic 20-player raids
  • Both have group-based PvP
  • Both have mini-games (WoW's pet battles vs. FFXIV's Triple Triad)
  • Both have story quests (Albeit FFXIV's are much more cut-scene and dialogue heavy versus WoW's sit back approach of just tossing a wall of text)
  • Both have rare monsters to find and kill out in the wild, including raid-level bosses
  • Both have treasure hunting of a sort
Some of the features of the games are unique, however, when compared to the other. Note that yes, other MMOs have a lot of these features; however, that's not what I'm interested in currently setting the stage for this discussion.
  • WoW's Normal/Heroic versions of the same raids are unique to WoW excepting one set of FFXIV's Coil of Bahamut, which has a "Savage" version; Also, FFXIV's version of LFR are entirely different raids compared to other raid content
  • FFXIV's Guildhests (4-player trinity training scenarios) and Trials (8-player bosses similar to WoW's Malygos where it's literally just the boss) are mostly unique to FFXIV
  • FFXIV's FATE system with dynamically appearing content in the world is unique to FFXIV, excepting a brief time during WoW's 5.3 Escalation patch
  • WoW's Garrisons are very mobile game-based, vs. FFXIV's player/guild housing which is primarily for looks, but has some functionality like chocobo training/ingredient farming
Clearly that's not all the features, but that encompasses a lot of the (current) primary game content, ignoring gathering/crafting because that is another discussion entirely. These are the things we're going to focus on in terms of determining what content each team is delivering.

I will be comparing FFXIV 2.0 through 2.55, and comparing it to Mists of Pandaria as well as Warlords of Draenor side-by-side. One thing which muddies this is that FFXIV prefers smaller, more frequent content patches, whereas WoW seems to prefer mega-patches. So let's take a look.


Patch Frequency

Below are two timelines, readjusted to the year 1900 because I couldn't find a generic timeline thingy (Flash objects, sorry!), which demonstrate FFXIV's major patch schedule versus WoW's MoP.



Two things are immediately obvious: FFXIV is like freaking clockwork at about 3 - 3.5 months per major patch, preferring smaller patches. WoW attempted this in MoP, and honestly I think it worked rather well. Except that as discussed previously they probably should have spaced out their patches a bit more. They were generally within about 2 months of each other: probably a bit too short, which led to the second observation: WoW's massive gap between content and next expansion. FFXIV clearly didn't suffer this issue.

So from a cadence perspective, ignoring the actual quantity and quality of content, FFXIV's team is amazing at keeping a tight schedule.


Patch Content

So what did each patch bring to the table? One thing to keep in mind is that WoW's expansion releases tend to have a fair bit more to them than FFXIV's 2.0 in terms of end-game, so FFXIV spent a lot of time catching up. But it's still not quite apples to apples, because FFXIV's 2.0 was basically a new MMO launch. I'm not quite sure how much work they had lined up before kicking off 2.0, but as an end-user, I don't really care. All an end-user cares about is, "Themepark MMO, where's my content?"

So it might be a bit strange to ignore the initial releases of both Mists and A Realm Reborn, but I see no other easy way to measure content delivery over time. Heavensward and the 3.0 patch schedule is going to be very interesting to see if the FFXIV team can keep things up.

NOTE: CONTAINS SPOILERS
You can find the details of patches here: http://talarian.blogspot.com/p/wow-vs-ffxiv-patch-note-comparisons.html

If we extremely arbitrarily assign a value of 1 to each boss, and perhaps a value of 0.25 for each difficulty added for a given boss, we can get a pretty good estimate on at least sheer quantity of bosses. But again, not an apples to apples comparison. As I mentioned previously, Blizzard's dungeons tend to be prettier and tell a story via environment extremely well. FFXIV's spaces tend to be utilitarian.

But I much prefer FFXIV's Hard Mode dungeons to WoW's Heroic dungeons. WoW's are just the same thing, but tuned a little higher. FFXIV's are entirely new bosses and mechanics; your starting point is altered and they'll often send you to different areas, so it's not really the same.

Also, whereas WoW uses zone-wide tunes, FFXIV has unique music for each trial, which as discussed before takes cues from the battle itself.

Basically, it's fascinating to see where each company puts its resources in terms of content creation.

Anyways, here's the high-level rollup of MoP versus A Realm Reborn patch cycle:

Mists of Pandaria
  • 7 World Bosses
    • (7 "Boss Points")
  • 12 Bosses w/ 3 Difficulties + 14 Bosses w/ 4 Difficulties + 1 Boss
    • (27 + 0.25 * 2 Extra Difficulties * 12 + 0.25 * 3 Extra Difficulties * 14 = 43.5 "Boss Points")
  • 9 Scenarios + 6 Heroic Scenarios (Repeats w/ Bonus Objectives)
  • 2 Raid Zones
  • 2 World Zones, 1 World Sub-Zone, 1 Altered World Zone
  • 3 Reputation Grinds, 3 Currency Grinds
  • 1 World PvP, 1 Arena, 1 Battleground
  • New Feature: Flexible Raids
  • New Feature: Proving Grounds
  • New Feature: Brawler's Guild (Something like 40 solo fights with unique mechanics)
  • New Feature: Pet Battle Stones

A Realm Reborn
  • 20 Raid Bosses + 4 Savage (* 0.25) + 12 Trials + 8 Diff. Difficulties
    • 36 "Boss Points"
  • 15 Dungeons
    • 5 Entirely New
    • 10 Altered Hard Mode versions
  • 5 Raid Zones (Might also be said 2, split up in piecemeal across patches)
    • 12 "Boss Rooms" in Trials, each significantly different
  • 1 World Zone, 0 World Sub-Zones, 1 Altered World Zone
  • 5 Reputation Grinds, 1 Currency Grind
  • 1 Arena, 2 Battlegrounds
  • New Class/Job: Rogue/Ninja
  • Significant Side Quests: Hildebrand, Delivery Moogle
  • New Feature: Treasure Hunting
  • New Feature: Guild Housing
  • New Feature: Aesthetician
  • New Feature: Gardening
  • New Feature: Challenge Log (Weekly Quests)
  • New Feature: Glamours (Transmogrification)
  • New Feature: Retainer Ventures (Similar to Follower Garrison Missions)
  • New Feature: Sightseeing Log (Similar to GW2's Vistas)
  • New Feature: Chocobo Training/Recolouring
  • New Feature: Private Rooms in Guild Housing
  • New Feature: Hunts (Rare Spawns)
  • New Feature: Ceremony of Eternal Bonding (Marriage Ceremony)
  • New Feature: Chocobo Racing/Breeding
  • New Feature: Triple Triad
  • New Feature: Assorted Mini-Games in Gold Saucer

Overall, if you like raid combat, WoW is your winner. WoW has more unique bosses (by 2) and way more difficulties, but FFXIV isn't that far behind. WoW's raid bosses tend to support much larger raids than FFXIV's. The grand majority of FFXIV's are 8-players, excepting the 12 LFR-style Crystal Tower raids which are 24-player. Note I say LFR-style, but the difficulty of those raids are probably closer to WoW's Normal difficulty than LFR.

That being said, my personal preference for bosses is still WoW. Don't get me wrong, I enjoy FFXIV's immensely, but WoW's been in the business for much longer, and they've really got that good raid fight down to an art. WoW just seems to have a much larger repertoire of encounter mechanics to pull from right now. Whether that's a technical issue or a design issue, I'm not sure, but I'd be willing to bet FFXIV will catch up pretty quickly given their pace so far. But FFXIV's music is way better. Also, new music for every trial is pretty sweet.

WoW's world zones, Isle of Thunder and Timeless Isle, were amazing bits of content with an immense number of things to do. Where FFXIV uses FATEs to shore up the whole faffing about from a combat perspective, WoW's zones are fantastic. The interesting thing here is that this is probably informed by their different play models: WoW has alts, whereas FFXIV you just switch classes and start leveling that up, necessitating re-doing earlier content such as low-level dungeons and FATEs. This means that FFXIV gets way more mileage from lower-level content than WoW does, and therefore likely doesn't need to invest as much in max-level world zone content. But I really enjoyed WoW's new zones.

That being said, if you like smaller group content like dungeons, FFXIV is the way to go. Their dungeons are a lot of fun, and there's a lot of them. Mind you, as I've said multiple times, WoW's are prettier, but FFXIV's get the job done decently. Especially later dungeons. Their early dungeons are ugly and dull. Ones built later seem to exhibit a lot more craftsmanship from the designers, which is nice. FFXIV may eventually close that gap.

If you like story, FFXIV is where you want to be. They do major story updates with each patch, which ends up being a couple hours of questing with actual storyline. And not just big bad takes over the world, but with politics, economics, mystery, humour, and so on. FFXIV also has significant side-quests (Hildebrand, Moogle Delivery) which are hilarious, and literally hours more of awesome content. Whereas WoW focuses on grindable and repeatable content, FFXIV seems largely content to hand out very JRPG run-once content. WoW's story in Mists was quite well done--Landfall and Isle of Thunder in particular were quite engaging. It's tapered off since, however, and Warlords' post-100 story is nearly non-existent.

That being said, FFXIV has introduced an astounding number of content features throughout patching. Now, to be fair, it's way easier to add new features to a newer code base. Also, FFXIV has the "benefit" of playing catch up. A lot of their new features exist in other games, and they're just getting them implemented. But holy cow, the amount of content from entirely new features that we'd normally only see with an expansion in WoW is just nuts. Also, the Gold Saucer in general was amazing amounts of extraneous content. And they added an entirely new class during, to boot.


Conclusion

Overall, I think FFXIV has the edge when compared to Mists, and has a massive lead compared to Warlords. 6.2 promises an immense amount of content, though so it should be interesting to see how it holds up. WoW's generally been gameplay first, and after playing FFXIV, I wonder if that single-minded focus is doing it more harm than good at the end of the day.

WoW seems to like dropping mega-patches. 5.4 and 6.2 are ginormous, whereas FFXIV much prefers to space things out. If Blizzard were to do The Binding Coil of Bahamut, we'd have probably seen all 12 bosses at month 6 after release, whereas FFXIV was dropping 1/3rd of the raid every 6 months (every other patch), interspersed with a different raid in the 3 month intervals in-between. Honestly, I'm not sure which I'd prefer in the end with respect to raiding.

With WoW's precipitous subscriber drop, I think we're in an era where folks will be subscribed until they're satisfied, and drop the subscription until the next content that interests them appears. FFXIV may have the advantage here, because folks can't binge on everything and complete it in 2 weeks. It's being fed at 3 - 3.5 month intervals like clockwork. On the other hand, if they complete that in 1 week and then leave for 2 months? I guess they'll still get more subscriber money overall.

Oh, and FFXIV is managing to actually put out an entire new expansion 3 months after their final patch of the current version (and said expansion looks just as meaty as any WoW expansion in terms of content, if not meatier). WoW takes a year or so each time. From that alone, I give huge props to the FFXIV team. If this pace proves to be sustainable, they may just dethrone WoW as the Themepark MMO to beat. #FFXIV, #WoW, #Patches

Tuesday, May 26, 2015

[FFXIV] The Aggravation of Aggro

I (finally) have some time for gaming--there'll be a post about that later, but for those curious as to why I haven't had time, check out this article. My boss Ed Douglas has a pretty meaty quote at the end--and so I jumped back into FFXIV. After running a few lowbie dungeons to get back into the swing of things, I took my big swing at World of Darkenss. And roflstomped it.


Aggro

FFXIV has a pretty old-school outlook on the concept of aggro. Actions generate aggro. Tanks get a bit of a multiplier on their actions, but otherwise it's mostly related to damage/healing output. Monsters will attack whoever has the most aggro (FFXIV calls this "enmity" or "hate").

So, for example, if you pull three monsters, but as the tank only attack one of them, if the healer performs any healing at all, the other two will peel off and attack them. Or if your DPS go HAM on the core...er, mob that you as the tank aren't, they'll get its attention pretty quickly. Thankfully FFXIV isn't like WoW in that such a mob will eat their face off immediately. A DPS or Healer can generally take 5 or 6 melee hits before they'll be in danger; more if they have defensive cross-class skills or self-heals.

FFXIV's enmity system actually works pretty well when all parties are within a certain gear level of each other. Yeah, depending on what level you are and if you're WAR or PLD, you may or may not have the tools to really tank effectively (30 - 40 in particular is a well-known sore spot for PLD), but besides that, if you're good at tab-targeting and using all the tools at your disposal, aggro isn't that big a deal. Occasionally someone will peel a mob off you, but you can get it back pretty quickly--unless of course you have seven people attacking seven different mobs, at which point *throws hands in the air*.


The Problem

My issue with FFXIV's aggro, however, is tied directly to how FFXIV handles group content. WoW's "Timewalker" dungeons are imitations of how FFXIV has done group content since at least 2.0. When you get into a lowbie dungeon, your gear gets scaled down. Except in FFXIV, your level actually gets scaled down, too, so you might be missing some abilities. But you're always generally running the dungeons with the intended skill set, which is actually super cool.

FFXIV's Scaling in action. A set of mostly level 15 gear vs. Synced down to 15 gear. Primary attributes are relatively close, but some of the secondaries are actually a fair bit higher with the synced-down gear.
So why is this a problem? It unto itself is not. The scaling works pretty well. It's not perfect, mind you, but it's decently close. But a super newbie tank with no cross-class skills and dealing with folks who have materia melded and tonnes of fantastic gear is still going to have a bit of a harder time. The real issue, however, is most post-50 content doesn't sync your item level at all, so you end up with tanks who have 60 ilvl gear dealing with 130 ilvl DPS.

When the DPS can outstrip your maximum aggro generation simply by performing their basic rotation on a target that you're going all out on as a tank? That's not fun, that's frustrating. There's literally nothing I as a tank can do to improve my play to avoid that.

Once you have higher gear levels as a tank? You can ignore aggro almost entirely. My Paladin is at 110 ilvl now. Short of me being asleep at the wheel entirely, or a 130 ilvl DPS blowing every cooldown they have right off the bat, nothing rips aggro off me. It's not even a question. For multi-target pulls, I do still have to tab-target to prevent BLM or healers from ripping things off me, but I only need to hit them a couple times each and they're pretty sticky from there.

There's a very small range of ilvl differentials where aggro is actually fun as a mechanic; where it matters and everyone can't pretty well ignore it.


The Solutions?

The above is funny, because WoW decided eventually that they may as well make aggro binary as a whole. Tank never touched the mob and eats the healer? Tank's fault. Otherwise, good luck peeling anything off a tank in WoW.

I don't think aggro as a concept is necessarily bad. It's how tanks and DPS largely interact in the trinity model, and is what tanks use to control the battlefield in the absence of actually being able to physically stand in the way. Aggro is an easy to understand system as an AI. Enemy behaviour is understandable by players, and therefore they can feel in control of the game.

But FFXIV's ability to sync up and down is imperfect, and in cases where they don't sync at all the system breaks down significantly. At high levels of gear, the system is largely ignorable because aggro modifiers scale so well. The immediate "obvious" solution would be to fix scaling in cases where it's broken, and introduce scaling where it's not. But perhaps there's a different method we can use?

What if instead of being tied to damage/healing throughput, enmity was statically generated by actions taken? Cure 1 generates 0.5 point of enmity. Cure 2 generates 1. Stone I generates 1. Fast Blade generates 1, comboing into Savage Blade generates 2 more. Flash generates 1.5 for all enemies in range. So on and so forth.

By decoupling enmity generation from numbers and tying it to actions taken, the aggro game then is not tied to your gear at all. Rather, the game as it exists when all parties are close in gear level is maintained regardless of gear disparity.

Does this lead to odd situations like a lowbie tank ripping threat off a much more geared tank? Sure, but you can do that with Provoke anyhow. Well, until you get flattened because you have so much less health. But it also would make tank swapping a lot more predictable, as in both FFXIV and WoW you have issues where immediately after a tank swap, a much better geared tank would just rip aggro again immediately due to more damage output.

So I don't think we needs throw out the baby with the bathwater, but I think an aggro system that didn't scale might be a bit more fun overall imho. At least, it'd flatten out that wacky curve from struggling to ignoring. #FFXIV, #Aggro, #GameDesign

Thursday, April 9, 2015

[FFXIV] Theorycrafting Vitality and Hit Points

So given I haven't done much theorycrafting in FFXIV yet, I wanted to start with something pretty simple: What's the relationship between HP and Vitality? I found pretty well only a single thread about it on Reddit, and it seemed easy enough to verify. Heck, that thread didn't go quite as far as I wanted, which is to say get base values for classes/jobs, races, etc.

First, a caveat: technically I've only done this work for PLD (as it's the only class I have at 50). I asked some friends and FC-mates to get naked with a sword to help shore up my findings with more numbers, which is always an interesting question. "Hi there, I'd like you to get naked. For Science."

Actually, it was pretty amusing to sit in the Ul'dah markets and take my clothes off, then put them back on one piece at a time, then take them off again, and so on. I had a few folks stop and stare at me for a bit, before moving on. I guess they assumed I was being hacked?

But doing some basic Health<->VIT ratio calculations showed that it wasn't precisely a X:Y ratio. It might've been linear, but there's a base value hidden. Taking off some gear, calculating my HP/VIT would give me a different answer than with all my gear. I needed to derive that base value and where it was coming fro, and that required knowledge of every variable.

Bonus Vitality

My first order of business was to figure out how Bonus Vitality worked. Given that's a pretty big question for tanks in what exactly are you trading by taking less VIT and putting it into STR? If I wanted to answer one question and one question alone, that's a pretty big one. And I can get at least half the answer.

So I got naked, with no gear at all, and no PLD soul (so I was a level 50 GLA), and took samples. I'd mark my health, give a bonus VIT, and repeat. Here's the raw data:



Looks like 14.5 per point of VIT to me. And that held when I put my PLD soul back on. Nothing too difficult here.

Vitality from Gear

Next was to check how much health we get from gear VIT. Is it the same as Bonus VIT, or not? One might assume it would be, but I didn't want to make assumptions. I wanted to know for sure. So I bought some started gear, and figured out the early stuff, then I just slapped on end-game gear and interpolated from there:



So 14.5 HP per VIT again. Good! That makes things nice and easy. And confirms the Reddit thread.

Vitality from Race

This is where things got a little naked. I gathered data for Sea Wolf Roegadyn, Highlander Hyur, and Seeker of the Sun Mi'Qote:



From the data, if we assume that the racial VIT is 14.5 HP, since everything else has been, ideally then once we subtract it all, they should have the same base values. And indeed they do.

The rounding "error" you see is for the Roegadyn, 23 VIT means an extra 0.5 that would be missing from the display, bringing it to 1754 base HP. For the Mi'Qote, the bonus VIT adds a hidden 0.5 because it's odd, also bringing it to 1754 base HP.

So not only can we conclude that Racial VIT is likely also 14.5, but we can also conclude that GLA has a base of 1754 HP at 50. But what's the base VIT? Subtracting my racial starting amount puts my Roegadyn at 194 base VIT for GLA. No bonus, no racial, no gear. For my Mi'Qote friend, same deal, 241 VIT - 27 bonus VIT - 20 Racial VIT = 194 VIT.

But how does 194 VIT relate to 1754 HP? That's certainly not 14.5 HP per VIT. It's closer to 9.04. Well, for now let's move on. We'll come back to this question in a bit.

Vitality from Soul

Slap that PLD soul back on, time to see what it gives us! Going from GLA to PLD with no gear on, and with my bonus VIT, I gained 20 VIT, but my health jumped 460 points, from 2522 to 2982. That 20 VIT should account for a jump of 290 if we work under the assumption that 1 VIT = 14.5 HP. Where was the extra 170 HP coming from?

Same deal for a Hyur Highlander, with +30 Bonus VIT, went from 2508 to 2968. 460 HP. And Seeker of the Sun Mi'Qote, with +27 Bonus VIT, went from 2348 to 2808. 460 HP.

Clearly the soul was modifying our base HP value, and not just our VIT.

Base HP Value

Everything so far supports that 1 VIT is 14.5 HP, regardless of source, despite what some commenters were saying in the thread linked above. The only things we haven't been able to suss out are the base HP values with respect to base VIT. But maybe that doesn't matter. We know the base HP value is the same regardless of race, but it likely differs by class/job, thanks to the data we have from the PLD soul.

So perhaps we should just define 1 VIT as 14.5 HP, and come up with base values for our classes:

GLA -> 194 VIT * 14.5 = 2813 - x = 1754; x = 1059
PLD -> 214 VIT * 14.5 = 3103 - y = 2214; y = 889
Noting that the PLD soul always gives +20 VIT and +460 HP.

Which matches up with one of the commenters on the Reddit thread linked originally.

Putting it All Together

So for my Roegadyn PLD and all of his gear, his VIT is 531 and his health is 6810. If our calculations are correct, then I'd expect this to match up: 531 * 14.5 - 889 = 6810.5. Boom! Clearly FFXIV truncates, since my displayed health is 6810, but it seems like we're good to go.

The next question is does this hold for all classes? ie: Do all classes get 14.5 HP/VIT, and what are their base values?

But if you want to know if you should throw your bonus points into VIT or STR, you can now say how much HP precisely you're trading off. 435 health for a newly 50 PLD is pretty substantial (nearly a 10% boost), so don't sneeze at it.
#FFXIV, #Theorycrafting

Monday, April 6, 2015

FFXIV's Answer to WoW's LFR

This weekend I managed to get a few hard mode dungeons done in FFXIV and got my ilvl up to 71, via dungeon drops, my relic weapon (FFXIV's version of a Legendary, but upgradeable), and Soldiery (FFXIV's version of Justice/Valor points). That meant The Binding Coil of Bahamut Turns 1 and 3--turns being effectively wings of the raid--were available for me to try.

However, when the opportunity came up in our Free Company (guild), I was turned down twice. Despite having sufficient ilvl to queue for it in the Duty Finder and get thrown into a random group, my ilvl was deemed insufficient to raid with the Free Company. I was honestly a little incensed. I could queue for a random group, but my own Free Company wouldn't bring me? Heck, I had more health than the strategy video showed for tanks in the fight.

However, what nobody explained to me, rather, I went and researched for myself a fair bit later, is that Binding Coil of Bahamut is effectively FFXIV's heroic/mythic level raid. ilvl isn't necessarily sufficient. It requires significant coordination, and one should probably at least try for their accuracy cap--hit/expertise all over again, except no reforging and outside of super-expensive crafted gear, no materia (gems) either. I suppose I could've been petulant and tell them I do have literally nearly 7 years of raid leading, let alone raiding, under my belt (not to mention 20 years of MMOs in general), so it's not like they'd be bringing a newb, but I decided to cool off and go do something else for a bit. Like improve my ilvl and accuracy levels.

The big boon to my ilvl has been unlocking the Crystal Tower and the 24-person raids within. The Crystal Tower is, for all intents and purposes, FFXIV's version of WoW's Looking For Raid tool. The exception being that The Crystal Tower has only a single difficulty.

To understand how The Crystal Tower fits into FFXIV's raiding model means to understand how the raids have been released. As mentioned, Binding Coil of Bahamut is the heroic/mythic raid. The Crystal Tower is the LFR/normal raid. They've been released over time leap-frog style:

Raid Patch ilvl dropped
Binding Coil Turns 1 - 5 2.0 90
Crystal Tower: Labyrinth of the Ancients 2.1 80
Binding Coil Turns 6 - 9 2.2 110
Crystal Tower: Syrcus Tower 2.3 100
Binding Coil Turns 10 - 13 2.4 130
Crystal Tower: World of Darkness 2.5 120

Interesting aside, Coil is 8 players (2 tanks, 2 healers, 4 DPS), whereas Crystal Tower is 24 players (3 tanks, 6 healers, 15 DPS). I find it fascinating that in FFXIV, the harder content is for fewer players. The other interesting bit is Labyrinth bucked the trend, having 6 tanks, 6 healers, and 12 DPS. A trash pull and a boss actually required that many tanks, but most did not. It was kinda silly.

Even patches would drop the next heroic-level raid, and odd patches the LFR/normal-level raid. However, the more difficult raids always drop gear that's the highest ilvl. Even the LFR-style raids that come out after the associated Heroic/Mythic raids are short 10 ilvls of current content. Not really much different from WoW's model, other than each is unique content, and the difficulties aren't released simultaneously.

Anyhow, I ripped through Labyrinth quickly with some help from a friend giving me the strats as we went along, then I jumped into Syrcus Tower.

Inside the Syrcus Tower Duty Finder

One thing I definitely noticed going into the raids as opposed to the dungeons is the raids definitely have more character than the dungeons do. Their scale is massive, and quite pretty too.

This is the intro to Labyrinth of the Ancients. I was in awe my first time due to the sheer scope.
Like other dungeons, you get a little vignette introduction when you enter, and FFXIV does this so well. You even get to see yourself leading everybody else in the raid. A very nice touch to be honest.



And then we were off! Most of the dungeon was a single trash pull, then a boss. Trash pull, then boss. So on and so forth. Each raid has four bosses, and you've a 2 hour limit before the Duty Finder just boots you all. I haven't seen a run go past 40 minutes yet, even with a couple wipes.

An interesting note is how the raid is automatically split up into 3 Alliances of 8, each with their own tank, two healers, and four DPS. Each Alliance is automatically labeled as A, B, or C. Each fight in Syrcus Tower had three points of interest where you'd end up setting each Alliance at equidistant spots around the boss room. Often adds would spawn, or you'd have a point you'd need to run back to. The unspoken etiquette that everyone followed was interesting as well, because Alliance A would generally go left, Alliance C would go right, and Alliance B would stay at the front of the room.

An example of this in action is the final fight of the tower, Xande. You can see in the linked video at points adds spawn that we need to (quickly) DPS down. With the Alliances having predetermined groups, and folks ensuring each Alliance had a default spot, it made for easy work as everyone knew where to split up to. Very little confusion about who was DPSing what.



Once I got the hang of that etiquette, everything fell into place. I knew which adds I should be picking up, where to gather for big AoEs, and where my dedicated healers were so I shouldn't run off to the other side of the room if I could avoid it. Sometimes, however, I couldn't. With one of the three tanks main tanking the boss in the middle generally, sometimes I'd have to run to pick up an extra add elsewhere.

Mechanically, Xande isn't a terribly difficult fight. Since I'm not as geared as most other tanks right now, I can sit in my DPS stance (Sword Oath) for the whole thing since I won't be main tanking it. Slight aside that all tank classes have a DPS and a tanking stance, which is awesome for leveling or if you don't need your off-tanks. Overall, the fight is about as complex as your average LFR fight in WoW today:
  • Stay out of Knuckle Press (Melee)
  • Stay out of Burning Rave
  • Stay out of Aura Cannon
  • Have 1 person in each golden circle for Aetherochemical Explosion. Raid takes ~500 damage per orb not dealt with
  • DPS race the Stonefall and Starfall Circles before the meteor hits or you wipe
  • Split damage evenly with the black orbs, then stand in the zones left behind to avoid Ancient Quaga
You need to have more than one or two people know what they're doing, however, or the raid will wipe. Probably sufficient to have 8 or 10, though.

A more interesting example of the chaos that these raid fights can be is the first boss of Syrcus Tower: Scylla.



Scylla is absolute chaos incarnate. Feels a bit like Ko'ragh did, except even crazier.

The fight is split into two phases, with an intermission that can wipe your raid quite easily, as it's effectively a pass/fail mechanic.
  • Phase 1
    • 3 types of Elemental Balls will target random raid members. Each must be dealt with differently. After about 15 seconds, the ball will detonate on you no matter what.
      • Lightning: Drag the ball to one of 6 towers to give the tower a charge. Each tower holds 3 charges. See Intermission for why. Will explode for raid wide damage if not taken to a tower.
      • Ice: Cannot be avoided, but will freeze you in place for 30 seconds. Try to get frozen somewhere you won't take a ton of damage. Do not get hit in a puddle or you'll freeze everyone in that puddle.
      • Fire: Drag into someone who's frozen to thaw them. This will leave a puddle on the ground that increases fire resistance.
    • Stay out of Topple (Melee)
    • Stay out of torus and strip attacks from floating staves
    • Scylla constantly casts a raid-wide AoE called Unholy. Must be healed through.
  • Intermission
    • Scylla begins to cast Daybreak
      • All raiders must stand on their designated shield zone. If not enough members stand on that zone (unsure as to the exact amount), the shield fails.
      • If the 2 Lightning pillars around your shield zone are not charged enough, the shield fails.
    • If the shield fails, your entire Alliance is petrified. This will probably lead to a wipe.
    • If the shield succeeds, Scylla is petrified for a few seconds.
  • Phase 2
    • Adds spawn, handle them.
    • Fire and Ice orbs continue to spawn. Lightning no longer do.
    • Scylla will cast Ancient Flare, a highly damaging Fire attack. Stand in puddles to reduce that damage by 90% (this will outright kill a newly geared raider if not done correctly).
    • Staves continue to AoE.
    • Stay out of Topple (Melee)
That fight is significantly more complex than many fights even for Normal mode raiding. You pretty much need a good 75% of your raid to know what they're doing or you're going to be in trouble. Granted, this boils down to dealing with the orbs correctly and staying out of the bad, and jumping into specific things at specific times. Still, as you can see in the video above, it is chaos. And fun!

Conclusion

There are a couple more fights that I'm not going to cover in detail, but you can read up on the strategies here. I have to admit, the theorycrafting and strategy community in FFXIV is still relatively nascent compared to WoW, so it's kind of neat picking up on some of this stuff now. Granted, FFXIV isn't anywhere near as transparent as WoW is in terms of nitty-gritty mechanics.

Something else I've picked up on is that the average FFXIV player in their version of LFR is a much better player than in WoW. Mind you, the playerbase is a lot smaller, and it's possible that less skilled players don't make it as far as raiding (though there were definitely some numbskulls that kept dying to the same mechanics over and over again), but honestly I feel like Scylla would probably cause the LFR crowd to rage quit. And The Crystal Towers don't have the Determination buff (called the Echo in FFXIV), so if you wipe, you don't get any boosts.

On the other hand, a lot of folks outgear this content, so that's definitely making it easier. Also, Syrcus Tower has been out for quite some time. On the other other hand, the number of folks who died to Durumu's maze or falling down Elegon's pit, even 6 months after the fact? Who knows. We'll see how I feel when I run the most recent Crystal Tower raid, World of Darkness. #WoW, #FFXIV, #Raiding

Wednesday, April 1, 2015

Epic Blog Battles of Gaming: FFXIV vs. WoW

Last week I hit max level in an MMO other than WoW for the first time. My Paladin in FFXIV is now ready for post-leveling content, and I've being doing some of that when I'm not busy making my own video game.

All my pretty paladin gear <3
It's not that I haven't played other MMOs, it's just except for WoW, none of them ever held my attention that long. I've played The Realm Online, Everquest, Ultima Online, Asheron's Call, Final Fantasy XI, Ragnarok Online, EVE Online, City of Heroes, WoW, Guild Wars, RF Online, LOTRO, Star Trek Online, TERA, RIFT, Guild Wars 2, Wildstar, and FFXIV. That's a lot of MMOs.

I'm hoping to get into organized raiding in FFXIV soon, so I can compare it to my experiences in WoW. The Free Company I'm in, Greysky Armada, is pretty active. I got roped in by The Bel Effect, of course, like many others, but I've stayed because the game has an immense amount of content that's quite polished. And the subscriber base is nothing to sneeze about, measuring at roughly half a million outside China by any searches I try. When compared to the behemoth that is WoW, 500k isn't very much, but compared to pretty well every other MMO? Easily in profitable territory.

So how do the games stack up? They're both Themepark MMOs, with your standard action bars, classes, real-time cooldown-based combat, small and large group-based content, and an expansive world. When your mechanics aren't terribly unique due to genre, what you have left to differentiate is the aesthetics of the game. Things like graphics, story, sound, and so on. So here's a few comparisons.

Graphics/Visuals

FFXIV has the benefit of a much newer engine compared to WoW. A friend of mine once commented that WoW's graphics looked like mud, and while I still disagree with him, FFXIV's graphics certainly shine in comparison. They're much sharper, a lot more details overall, and more vibrant. While WoW's stylized graphics have allowed it to stand the test of time a lot better than other games that go for semi-realistic, I have to admit, FFXIV's are pretty damn good.

WoW on the left, FFXIV on the right. Not quite a fair comparison: Shadowmoon Valley on the left is perpetually night, but you can see the sheer lack of polygons in WoW's graphics.
Granted, WoW's graphics allow it to run on machines much less beefy than are require for FFXIV, which probably helps WoW's popularity long term, but for me, eh, I'm a cutting edge kinda gamer, so I don't mind cranking my graphics settings to max.

However, the interesting thing here is that in content such as dungeons, I'd actually say WoW has the better visuals. I'll touch on this later, but many of FFXIV's dungeons are pretty boring visually. Perhaps it allows them to shove content out faster, but compared to the details you see in WoW's dungeons, it's just not as interesting.

WoW on the left, FFXIV on the right.
That's not to say they aren't pretty, but WoW's dungeons have a vibrant story being told in all the little details, like scrolls strewn about in a library, or cargo in a train depot. FFXIV's dungeons feel like corridors with a few repeated doodads here or there. So while the graphics engine makes FFXIV's graphics "prettier" and sharper, WoW wins hand's down in terms of feel.

That being said, the spell effects? FFXIV wins, absolutely beautiful.

Music

I'm not a huge fan of the whole "ambient" thing Western RPGs seem to have going. I prefer my music to have strong musical themes and an actual melody. Warlords of Draenor brings some of that, and it truly has some great music, but FFXIV's music is fantastic. I'll admit to being totally biased in favour of the JRPG style of music, and FFXIV does not disappoint.



One thing that FFXIV does so well that WoW does not is music based on context. When in combat, you get different music. When in a dungeon, you have different music for the zone, vs. battles, vs. the bosses. Major bosses throughout the game even get their own themes, whereas WoW you only get music for the zone as far as I've ever been able to tell. Some of the zone music is quite good, but the variation and context I get with FFXIV's means I don't just turn it off in favour of my own music.

Not only that, but again music provides context. In a video later I'll show off myself doing Titan Hard Mode, and you'll notice the music changes depending on what phase of the fight you're in. During the DPS race to kill his heart in the middle of the battle, the music changes to something more harried, frantic, before going back to the heavy guitar of the rest of the fight if you succeed. It's an amazing touch.

Seriously, the music in FFXIV overall is just better in my opinion.

Story

Interestingly, FFXIV ties a lot of content to the main story. You unlock things like dungeons,  airships, mounts, and so on through the main story. Anytime you're not sure about when a specific mechanic will become available? Just keep going through the story.

And what a story. Very Final Fantasy in nature, with crystals, big summoned bads, some politics, and an evil empire. I've completed the initial main story up to level 50 and it was really quite good with a satisfying ending. However, that's apparently only about half the content available story-line wise.

One of the big things that differentiates WoW and FFXIV is who is the main character of the story. In FFXIV, it's unequivocally you. You're the star, the hero. In WoW, it's mostly about the NPCs and you're just there to clean up messes (friggin' kill-stealer Thrall, most of all). Heck, early kills that players made like Onyxia got ret-conned to be prominent NPCs. You're not important, you're just another pawn in the grand scheme. FFXIV, however, you're the lynchpin of most heroic deeds.

That's not to say there aren't memorable NPCs in FFXIV. There are quite a few, from the heads of state to the members of your merry band of heroes. Also, the name Hildebrand will conjure up both eyerolls and giggles from the FFXIV player populace.

There's also a number of cutscenes (oh man, are there ever a lot of cutscenes!), both in dungeons and in questing. A lot of showing, some telling, and a lot of cases where both are occurring. But there's rarely any plain old quest text that isn't explained in either a discussion with the NPC directly, or via cutscene. The quest text is supplemental to that to remind you of what you discussed, but you can get away with not reading it at all because all the information was handed to you already otherwise. A much more engaging way of questing than WoW's method of throwing a wall of text at you.

Honestly, I think WoW's story has a lot more potential than FFXIV's right now. There's so much more world in World of Warcraft. However, Blizzard's largely squandered it, because they don't really care. I cannot for the life of me find the quote, but it's been said by Blizzard that they're not Bioware, that story isn't the focus of their game. And that's okay, but if you want story, FFXIV right now is the stronger bet in my mind.

And More...

There's so much more to talk about--like the community and the tools that FFXIV uses to enforce/encourage better community interactions; or the content and how it rises in a pretty smooth difficulty curve; or how some of the end-game content compares to WoW's; or how FFXIV has more content each patch than WoW does, and patches come faster; or how gathering/crafting differs significantly from WoW; or just the sheer amount of content in general. So on and so forth.

The basics between the two games are pretty well equal: we are talking your bog-standard MMORPG. But so far it feels FFXIV is out-Blizzarding Blizzard in terms of polish and evolving the genre. And that's a good thing! Perhaps FFXIV will start eating WoW's lunch and Blizzard will light a fire under their butts. There's definitely more blog posts coming on my experiences, but here's a video of me in Titan (Hard Mode) to give you an idea of how some of the end-game content looks. #WoW, #FFXIV