Bypassing Security Using Brute Force

24th February 2011

Getting in to Theodosia's inner sanctum may not be entirely straightforward. The acolytes have followed the trail of the assassin and influential cult member to a church on Ambulon, but now a locked basement door stands between them and discovering the truth. Never fear, though, as Matthias has trained in security and is confident he can bypass the locks.

'Stand back, lads, I'll take care of this', he says, before shoulder barging the door quite inpetly. A D100 roll of 96, when looking to roll below your skill, makes fools of us all sometimes. 'I'll spend a fate point', he declares, turning time back to cancel his previous roll and make a new one.

Matthias takes a careful look at the mechanisms securing the door, steps back, and heaves a mighty kick at the lock. A re-roll of 77 is not much better at overcoming security systems, it seems. 'This lock is proving more difficult than I predicted.'

There is one more effort made to get through the locked door. Matthias gets his shotgun out and blows off the hinges, in an effective if unsubtle brute force attack against the door. They're in.

Sharp Question

17th February 2011

On deciding their next course of action, the acolytes consider the information they've gathered so far. 'We could make enquiries about the Serrated Query', suggests Xerxes.

'Or the other group', says Matthias, 'the one with the weapon and mark as their symbol'.

'Yes, that's the Serrated Query.'

'No, they have the question mark', Matthias clarifies, 'these had an exclamation mark'.

A confused silence hangs over the conversation, empty faces looking back at Matthias.

'...or I may have made that up.'

'What is this other group called', asks Xerxes, 'the Serrated Emphasis?'

It's Blindingly Obvious Now

10th February 2011

'We got some night-vision goggles and flash grenades in one of our great strategic decisions.'

Or We Could Meet Him There

10th February 2011

'We're following Theodosia.'

'Where's he going?'

'That's what we're trying to find out.'

Call Him By His Name

3rd February 2011

Getting good answers out of The Oracle, the ancient source of knowledge on the moving city of Ambulon, turns out to be rather smooth after the first hurdle. There are some obvious questions to ask, whose answers prompt further questions. It is almost as if the encounter were scripted.

'Who is the master of the Serrated Query?', asks Xerxes, responding to new information from The Oracle.

'He has no name that we've ever heard', The Oracle replies, using the royal 'we', apparently, 'but he is called the Faceless One'.

'He's actually called Ian', Matthias interjects.

'Really? Okay, thanks. I'll put that in my databanks. It will come in handy for the next time some acolytes come through here.'

The Oracle's mystical nature is diminished a little, but at least he can admit when he doesn't know everything.

You Tell Me

3rd February 2011

Rudely awaken from the slumber by mercenaries, the trail of evidence leads the acolytes to the moving city of Ambulon. Some convenient transport gets them to the city, and they have to struggle once again with a new undercover identity that more fits with the life on a forever-maintained machine. Nobles from Fenksworld would not be here. Not that they are nobles from Fenksworld, but trying telling them that.

A contact in the city points the acolytes towards The Oracle, an ancient entity, part man, part machine, who has an answer to every question. But, as the acolytes discover, sometimes the answer happens to be 'That is unknown'. It's still an answer. Even so, the acolytes have plenty to learn, and The Oracle knows more than they do.

The acolytes ask their first question, surprisingly not about the existence of spoons, and The Oracle answers. 'That is not the question you have come to ask me', he says, being incredibly smug.

Not to be out-smart-arsed, the acolytes spring at the chance to counter with, 'what is the question we've come to ask?' Sadly, meta-gaming the situation doesn't quite work, and they have to actually think about the plot a bit.

Space is the Place

27th January 2011

I'm jotting down a few notes, conscious that doing so could slow the game down and trying to keep circumstances moving as I scribble. 'Are you thinking about questions to ask', I say to the players, referring to the mercenaries they've just captured, 'or are you staring in to space?'

'Huh, we could be thinking about that. I was glazing over.' And this is why interrogations end up as tea parties.

If Only We Had the Training

27th January 2011

The acolytes have got someone's attention, but not the good kind. Mercenaries storm the mansion the undercover acolytes are staying in, quickly sweeping the building for signs of life and exterminating it. Matthias unfortunately ventures out of his room in time to be shot at point blank range by two mercenaries coming up the stairs, Dariel's taking only seconds longer being all that saves him the same injuries.

The master of the house is ex-navy, though, and hardly ill-equipped to deal with the incursion. He has both the training and the weapons to fight back, vapourising one mercenary and, with his augmented arm, crushing the neck of another, saving Matthias from certain death. The acolytes are hardly useless either. Dariel fights back, spraying two other mercenaries with fully automatic fire from his autogun, cutting them down where they stand. But his eyes light up when he sees Strophes's plasma weapon in action.

'That is so cool,' he says, admiring the gun, continuing that 'if the mercenaries kill you that pistol can be ours', not quite respecting the hospitality already afforded to him so far.

Thankfully, Strophes is not killed, and neither are the acolytes. The mercenaries are overwhelmed, not quite expecting the level of resistance they encounter, and are either killed, seriously wounded, or routed. The acolytes tie up the surviving mercenaries and examine the clothing and weapons of the intruders, but find no distinguishing marks or any form of identification on any of the bodies.

'We have no way of finding out who they are', laments Dariel, frustrated that what could have been a promising lead becomes a dead end. There's a long pause as a sense of helplessness hangs in the room. 'Oh', he perks up, finally remembering that they are acolytes, agents of the Inquisition, 'we could interrogate them!'

Retelling Azeroth

24th January 2011

The inflation in Cataclysm is ludicrous. Gear inflation, gold inflation, XP inflation, it's all silly. Gear inflation is particularly obvious, though. My first green quest reward in a new zone was not only better than my current weapon, it outstripped it in every way. The minimum damage of the new weapon was the same as the maximum damage of the old, the speed and thus damage normalisation being equal. And this is an epic crafted weapon—perhaps not close to the best to be found in Northrend but certainly the best a fairly casual player like me could ever attain—replaced by a mundane quest reward, from the very first quest I complete in the new zone.

It's depressing. I won't claim that I worked hard for the epic weapon, but I was still proud in having crafted it. You could argue that I shouldn't get so attached to virtual items that are likely to be both replaced and rather ephemeral by nature anyway, and you'd have a good point. It's not really that I have to discard these items—I have taken long sabbaticals and not missed them, after all—it's more that they become irrelevant so quickly, and by such a margin.

There are practical reasons too why the inflation is undesirable. All the time spent at the level cap, happily collecting materials or spending time in battlegrounds, getting the best items possible, is put in to perspective. I have to wonder if it will be worth my going through the same process if the gear I manage to get will also be made vendor trash the moment the next expansion arrives. Luckily, I found my actions fun in themselves, the gear being a side benefit to my actual enjoyment, so I will probably be quite happy to go back in to battlegrounds or dungeons purely for fun. For more fun online games you must want tot try ???????????????.

I still feel rather unpowered in the new zones of the cataclysmic Azeroth, though. All of my weapons and armour, despite being some of the best in the game, simply cannot prepare me for the new mobs, who seem to be expecting Cataclysm gear, hitting harder and needing to be hit harder in order to be defeated. Before I get through enough quests, or pick up enough random drops, to replace most of my gear I am hitting far below my level, severely weakened by the inflation that has seen my gear fall from epic to inefficient through no action, or inaction, of my own. I struggle at first, suffering a few deaths, only because my gear is suddenly so poor, as if it has decayed in to obsolescence.

I am not entirely sure why there needs to be such inflation in the first place, and I know it didn't used to be so pronounced. I remember my warlock gleefully getting a cape in the original 40-man Naxxramas, on one of the early bosses too, which lasted all the way from 60th to 70th levels, not being replaced even then, and I was quite proud of that. I could wear my Naxxramas cloak all the time I adventured, and even though there was a trace of pity whenever another new cloak had to be disregarded because it didn't quite match up to my Naxxramas cloak, I always liked knowing that it was only because of the teamwork and skill of a whole raid group that got me the cloak I continued to wear.

It seems to me that players can be broadly split in to groups when an expansion comes, although obviously making sweeping generalisations to do so. The hardcore raiders won't care too much about the new continents and regions, levelling quickly so they can reform the raid group and hit the new dungeons. They do this to get access to the new best gear and, as such, don't really care for any items they pick up when levelling as they will be replaced just as quickly as they are gained. Another group will be the casual raiders, with some decent gear but happy to experience the new content more fully. The third group are the casual players, unlikely to visit even heroic dungeons, and slowly taking in all the content at their own pace.

The hardcore raiders won't care for inflation, as they discard any new gear as soon as they enter heroic dungeons and then again when they raid. Offering inflated gear along the levelling path will only slow them down, as they have to pause to consider which item is better to keep. I imagine this group would be happy to have their current epic gear remain epic until the new raid dungeons, to speed the process. The casual raiders also probably don't want gear inflation, for much the same reason I outline for myself. The epic items become nondescript greens, trophies of your achievements wiped from your character. Needing them to be replaced instead with blue items, only one step down from epic items instead of the two that greens are, would give a better sense of progress to the casual raider, and would let them bask in their epic glory for a little longer. The casual players will be hit hardest by inflation, struggling against the harder mobs until they can replace their horribly insufficient blues and greens with wonders they've never seen before. If there were no inflation, and just the same incremental progress as before, this group probably wouldn't even notice and remain happy to explore at their own pace. If you want to try a different game that you can also play with friends and have some fun, visit ??? ??.

Inflation as it stands in World of Warcraft seems to be unnecessary, from the point of view of keeping players happy, and more of a way to highlight the new content. But it essentially resets the game, and as new expansions come along the resets occur in arbitrary places. There is no reason why the gear you can get up to 60th level—58th, effectively, with access to the auction house—should be far inferior to gear after 60th level, when the maximum level is a decade or two above that. If the game is going to reset itself, perhaps it should make a better job of it. I have read about how A Tale in the Desert undergoes 'retellings', where the world is reset, everyone dropped back to where they started, as is the world itself. Everyone starts again, from scratch, albeit it personal experience intact to make the next telling smoother. Maybe this is a bit drastic for World of Warcraft, but something similar could be done.

Instead of increasing the level cap with each expansion, knock players back down levels, perhaps down to 40th level. Let them keep most of their spells, better travelling options, and access to the world. The newly introduced regions can be presented as 40th to 60th level content, letting the previously capped players level up again. The spells and talents can be rejigged much as they would normally, without having problems of inflating damage or healing ability, or of a wealth of talent points being spread more widely and creating unintended synergies. It would also offer the opportunity to reward more spells or talents at some levels, rather than restricting them, which is now the case. Gear can be adjusted to match shifting design goals, for example changing the focus from hit bonuses to haste, also without the need to inflate the numbers astronomically.

The benefits seem plentiful. Without inflation, the damage and healing done remain relatively familiar, making player adjustments minor. New regions introduced in the expansion become alternative routes to the level cap, instead of mandatory. Characters at the level cap can explore the new regions, alts can revisit their favourite areas, even mix-and-matching regions if they prefer. Grouping is made easier, as alts and new characters don't have to work so hard just to get close to playing with friends' characters at a different level, or to try a new class with guild members, the level cap not being raised. The lack of gold inflation should help to prevent costs becoming an impediment to the casual player looking to buy simple items like glyphs or enchantments for low-level characters. And, at the end, all end-game content remains viable, catering to old-school players, who want to raid Molten Core, and progressive raiders alike. Even casual players can visit any level-cap dungeon from any expansion and be the right level, seeing the content as it was designed.

There are drawbacks too. The level-restricted items, most notably the epic raid loot, will need to be removed. But this can be dealt with, perhaps making them heirloom items—a neat solution that already shows players are happy not to be replacing gear every few levels—that level with the character until it reaches its previous power, at which point the player can enter the next raid dungeon and strive for the better gear now available. The time available between expansions can still let characters accumulate plenty of gold, but maybe this can simply be reset to a reasonable maximum value, to restrict inflation. New players will only see one of the 40th-to-60th level regions, unless creating alts, but the number of new players is insignificant compared to the installed base, and the variety of play available should remain a positive aspect.

The main issue I can see with partially resetting the world is the perception of the players to seeing their progress taken away from them. But this is already happening with the inflation of each expansion, epic items being replaced immediately, gold ripped from purses as new options are introduced, and the levelling of characters starting anew. The game has reset, all your progress is gone. It seems a folly to rely on a simple deception to convince players otherwise. Reset the world, drop everyone back down, and give us more to explore, and more overall options.

Um, it's Occupied

20th January 2011

As Dariel gets bloodied, Matthias and Xerxes go exploring around the Alabaster Court, looking for anything peculiar. Xerxes is thinking ahead and wants to know on what pretence they are wandering the halls and corridors, in case they are spotted. 'We'll hit them with clubs', is Matthias's curious response.

'That doesn't really answer the question I asked. And, even then, it's akin to the 'excuse me, miester' approach.'

'Okay', considers Matthias, 'we're looking for the toilet'. It's as good excuse as any, and quite plausible, so the pair of them head off to snoop around, splitting up to cover more ground.

They find meditation rooms, a holovid room, storage bays, the kitchens, sleeping quarters, but nothing suspicious. Indeed, there don't even appear to be any locked doors. Each one they try, although not many in total, all open freely.

After a short while they both make a circuit and arrive back where they start, with one corridor remaining to be explored. At the end of the corridor and up some stairs is a single door, a door that is the first to be locked, Matthias finding out as he jiggles the handle. Curious to see what could be behind the sole locked door in the building, he tries bypassing it with his security skills, but fails. The pair head back downstairs, where the duel is winding down, signalling an end to their time to root around.

'You know', Matthias muses, 'we never actually found a toilet. All these rooms, and no toilets. That's a bit peculiar'.

'Hey, what about that locked door? Maybe that was the toilet', points out Xerxes, 'and we did find it'.

'If we did, I rudely jiggled the handle when someone was using it.'

'You not only jiggled the handle, you tried to jimmy the lock.' Maybe it was good that he failed to get in.


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