26/08/2019

Operations Excitement

A few months ago I thought about sending some interview questions on the subject of operations to Bioware, similar to the interview about flashpoints I posted a few years ago. I got distracted by other things though, and was therefore pleasantly surprised to find that the Working Class Nerds podcast released an episode about operations featuring Eric Musco, Daniel Steed and operations designer Matt Pucevich a couple of weeks ago. That covered a fair amount of the sort of ground I was planning to cover myself, so now I feel I don't have to!


I'm also generally happy to see other players and content creators care about operations. I know that raiders are a minority in pretty much every MMO, but sometimes it feels like I meet even fewer people interested in it in SWTOR circles than I would have expected. Then again, maybe I just don't hang out with a varied enough group of players outside my own guild.

Anyway, I feel that this interview hasn't received as much exposure as it probably deserves, so I wanted to write down some thoughts on it and encourage people to give it a listen themselves.

As far as I'm aware the name of the new operation on Dxun hasn't officially been confirmed yet, though on the PTS its boss lockouts are listed under the name "Responsible Research Initiatives", which is quite a mouthful, so I wouldn't be surprised if people continued to just call it "Dxun" anyway if that's the final name, just like we sometimes refer to Explosive Conflict as Denova or Scum and Villainy as Darvannis.

Matt did state that it will come with five bosses though, which seems to have become SWTOR's standard for operations a long time ago, with Explosive Conflict (four) and Scum & Villainy (seven) being the only outliers.

The tone is also supposed to be a bit more light-hearted, similar to what's happening in Ravagers. I'm not sure how I feel about that, seeing how I criticised Ravagers at its launch precisely because "fighting random pirates" seemed a bit underwhelming after all the world-ending threats we'd had to deal with in pretty much every other operation. I guess at this point we at least have a precedent for having an op with this kind of somewhat lighter tone. (And it did grow on me over time.)

It's also supposed to be a bit easier than Gods from the Machine, which they said was intentionally made to be an outlier in terms of difficulty due to the time at which it came out. The Dxun op should be more around Scum & Villainy's level in terms of difficulty.

Another bit of news was that they are considering getting rid of lockouts for story mode operations in 6.0, so that if you want to keep running them over and over - like flashpoints and warzones for example - you'll be able to do that.

I can definitely see the upside to that, though for people only just starting out it would also mean that their progression won't get saved from one night to the next. So if you only did the first four bosses of Eternity Vault for example, like my guild did on my first ever foray into the place, you couldn't come back the next evening just to kill Soa; you'd have to start from boss one again.

It'll probably also mean that people can't "save" story mode lockouts anymore - among my guildies it's been common that if they were in a pug that failed to complete an operation, they'd bring their lockout back into the guild for us to complete the run without having to kill all the bosses.

On a similar note, Bioware are thinking about giving people doing veteran or master modes the option to extend their lockouts, a functionality that WoW added about ten years ago. That would certainly be helpful when it comes to pushing progression, though it can also lead to arguments among leadership about whether to extend or reset on any given night and can leave people disappointed if they "need" something from earlier bosses (e.g. achievements). Either way, Eric and Matt said that this would be a slightly more complex feature and therefore won't be in at launch in any case.

On the subject of the new scaling they are introducing with Onslaught (every operation and the players in it being scaled down to its original level instead of being scaled up to the current cap), they said that they are still working out just how powerful they want players to be in that situation (i.e. whether to simulate a progression situation or let them effectively be "overgeared" from the beginning).

Generally speaking they really like the idea of locking the old operations to their original level though, among other reasons to prevent their difficulty fluctuating every time they are re-scaled with a new level cap increase. I was surprised that Matt cited people complaining that encounters were getting harder every time this happened, because my personal experience has been that they've been more likely to get easier (with the Revanite Commanders in Temple of Sacrifice being the most striking example I remember).

Matt also explained that one general challenge with difficulty tuning is that different goals pull them in different directions: On the one hand they want story mode to be super accessible, but if they make it too easy, then making the step up to hard mode becomes more challenging unless they make that easier too and so on and so forth. They are currently considering making story mode operations even easier than they are now, but as the gap between that and hard mode is already considerable as it is, one has to wonder if that really is the best route to take right now (which is something the hosts also raised as feedback).

Matt and Eric also talked about internal operations testing and how it can be quite funny when mechanics go utterly wrong and result in things like endless add spawns or bosses killing themselves.

On the subject of naming conventions, it was interesting that they mentioned that they'd be quite happy to change the difficulty names back to hard/nightmare instead of veteran/master. (I think the latter labels have been more confusing than helpful, not least due to their inconsistent application, as veteran has sometimes corresponded to what used to be story, sometimes to hard, and likewise what's now called master mode was sometimes hard mode, sometimes nightmare.) Unfortunately changing it all back is apparently a fair amount of busywork and doesn't quite feel worth it, something I can very much believe considering for how long I kept finding places where the naming convention hadn't been updated when they made the change the first time around.

My favourite little story was Matt admitting that he's responsible for the difficulty of the bridge boss in nightmare mode Scum and Villainy: After seeing a forum post complaining about the holes in the bridge and asking for them to be filled in right next to another one expressing dread at the potential difficulty of a nightmare bridge boss, he felt inspired to combine the two by making the bridge appear to be filled in on NiM (even though it's not) and was given permission to do so during a one and a half hour downtime window where there wasn't anything more urgent for him to do. That's awesome!


Anyway, those are the things that stood out to me while listening, though a couple more questions were asked and answered during the podcast. If you have any interest in operations at all, I can definitely recommend giving it a listen.

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