Tuesday, May 22, 2007

Solving the Problems of Azeroth

My Mage managed to ding level 56 last night, while thinning out the population of Un'goro Crater. As I systematically eliminated a variety of Pterodax, Ooze, and Dinos I realized that I was racking up requirements for no less than 4 quests simultaneously. It's not unusual to see the counters up for 1 or even 2 quests at a time, but...4?

Amazing.

I mentioned previously that I'm following a leveling guide, at least for the past few levels, and I am truly in awe of the person who put it together. It reminds me of something from my college days that I thought would never have a practical application. Let me explain.

One of my classes in the field of Operations Research involved methods of solving difficult problems. Perhaps the most difficult problem is the Traveling Salesman Problem. This is a classic problem that has been taught for many, many years. Here's how it goes:

A traveling salesman needs to make sales calls in 4 different cities. Given the distance between each city find the optimal (shortest) route which includes all cities only once and returns to the starting point.

At first glance this may not seem to be a difficult problem to solve, and in fact if you only have 4 cities you can probably look at a map and figure out the fastest route. But...if you add additional cities, say 10 or 20 or more, it then becomes much more difficult.

There are only two way to solve this problem. The brute force method involves computing each possible combination of paths in turn and then selecting the shortest one. The number of possible routes for 4 cities is 4! (4 factorial), which is 4x3x2x1 = 24 possible routes. This is certainly manageable, tedious with pencil and paper, but simple if you use a computer. As you increase the number of cities, however, it gets exponentially harder.

Number of Cities

Possible Routes

5

120

10

103,628,800

15

1,307,674,368,000


Using a computer, you could still use the brute force method, but even a computer takes a good long time to calculate and compare over a trillion possibilities.

The second way to approach the problem is by using some sort of heuristic method. This essentially means that you make a series of educated guesses as to a good route, then compare other possible routes to your guess to see if they are better or worse. There are several possible algorithms designed to tackle this, and using any one of them you will get a good answer, but you will never be able to prove that you have the best route since you didn't test all of the possibilities. Looking at the map to guess which route is best for the initial example of 4 cities was essentially an heuristic method, since you would be eliminating the obviously longer routes based on your innate perception of distance. Unfortunately once you increase the number of cities you quickly outstrip the capability of this common-sense approach.

The point of this little ramble is that creating a leveling guide is much like solving the traveling salesman problem. Each quest is like a city, but even more complicated, because there are not only locations for quests, but also varying degrees of travel difficulty, different modes of transport available to different classes of characters, and prerequisites. There can also be multiple requirements for each quest, and they can begin and end in different locations. In short, a huge number of variations which would make the brute force approach to solving the problem even more daunting. There are also several constraints which limit the possible routes to take in completing quests, such as quests available only to one faction, race, class, or profession. And of course the menu of possible quests changes as you progress through the levels with new ones popping up and old ones going gray.

I'm pretty sure that the guide's creator didn't use the brute force approach, since in addition to requiring a huge amount of time and computing resources to solve, it would also require an extensive database of quest information to be compiled and programmed. Therefore the guide must be the result of an heuristic solution, otherwise known as educated guessing confirmed by experience gained by leveling multiple characters. I'd go even further and guess that the convergence of 4 simultaneous quests was more of a happy coincidence than a planned outcome. If I were to try to create a guide, here's how I would proceed.

First, I would narrow down the possible quests by faction and level, and then use Thottbot to find the ones with the largest XP rewards. Then, I'd try to find those featuring common locations and try to group them together. Finally, I'd draw myself a map and try stringing them together in several different ways. Once I had a route that looked pretty good, I'd run a character through it making careful notes on locations, the collection of items, and the rewards gained.

This is certainly a very tedious and time consuming approach, made even worse by the fact that it takes a considerable amount of time to get the test characters to the right level in the first place. And of course there's no way to guarantee that I would find the best solution, in fact my route might only be mediocre. Bet even so, it would still be much better and faster than randomly wandering through quest-givers never knowing if there was a better way.

So, to those who have taken the time to create a leveling guide, my hat is off to you, and you have my thanks. There may in fact be a better and faster way to level a character than your way, but I doubt that we will ever know for sure.

For more information on the Traveling Salesman Problem click here.

Tuesday, May 15, 2007

Making it Real

My main being a Mage, I feel so sorry for the rest of you non-Mages. Really, I do. I've already published a list of the best Mage characteristics, and today I want to expand on one a little bit.

The first thing in my list of Mage-arific abilities had to do with travel. For you non-Mages, know this: we'll beat you back to the tavern every time. Beginning at level 20 Mages can learn spells which allow them to instantly travel from wherever they are to either Ironforge or Stormwind, just like using a Hearthstone. At level 30 Darnassus becomes available as well, and Exodar too, though I haven't bothered with that one yet, since you do have to show up in the city once in order to learn the spell. At higher levels Portal spells are added so you can take your friends along with you.

While these are certainly convenient time-savers, what made a big difference for me was the role play opportunities that opened up for my character. I am a casual player, and even though I have enjoyed RP events many a time I often resent the feeling of wasted time that builds up when things drag on seemingly without direction. Imagine how much more frustrating this could be if I had to walk/ride/fly from Darnassus to Stormwind to attend?

When the Council of Magi was a functioning guild, I participated in 2-3 weekly RP events. Our back story included our base in Stormwind so almost all events were there. We used the Park for book readings, the Blue Recluse for social events, and the Dwarven Hall for guild meetings and formal events. In fact, one of the best parts of playing WoW during that time was how alive the cities - Stormwind in particular - felt to me. Since all of my guildies were also Mages, we would often cross paths in the Wizard's Sanctum, the tower in the Mage District that held the class trainers and the portal spell destination. No matter where we happened to be in our levelling progress, we'd all converge in Stormwind frantically trying to be on-time for these events. For Robing Ceremonies which we used to initiate new members I used my meager tailoring skills to provide crafted robes to the initiates. Naturally we never knew in advance exactly what type and quantity was needed, so I would run around gathering mats from the AH or friends at the last moment. Then I would stagger into the meeting hauling several large bags stuffed with robes and documents like the frazzled old geezer that I was. If I was in the mood I'd even provide some narrative in guild chat for the amusement of all. It was fun, and considering my limited play time it would have been nearly impossible were I not a Mage.

So, having easy access to Stormwind made the city feel alive and personal. Even though I've really cut back on the RP due to time restrictions, I still feel that Stormwind is my home. I know where the important NPC's are, and I remember their names. I have my favorite auctioneer. The picture next to my profile on this page is taken next to my mailbox.

One quiet afternoon the guild chat turned to all of the empty buildings in Ironforge, and how there didn't seem to be any in Stormwind. Of course several of us then had to scour the city looking for them, and I've made it a point to really explore from time to time ever since. Though we didn't find anything that we could call a house in Stormwind, there is an empty Inn in the Park that I must have walked past 100 times without seeing it. It's similar to all the other Stormwind Inns, even the jaunty music plays, but there's no inkeeper or bartender. The well in front of the Slaughtered Lamb is perfect for small meetings, like guild officers, as long as a passing Warlock doesn't ruin your fun. There's a ledge overlooking the Moonwell in the Park that's perfect for snapping that large group photo. There's a little corner off the ramp to the Gryphons that I fell into and had to Hearthstone out of.

One of the oft repeated suggestions for new features in WoW is the addition of guild halls and/or player owned buildings. These would be great, but people do manage pretty well anyway. I know of two guilds that use the Westbrook Garrison as their home base. Oddly, even though they're on the same server they never ran into each other once. The Council was briefly on a quest for an appropriate location for their secret library, and we were leaning toward a room downstairs in the Cathedral of Light that had several tables along with bookcases. Of course it didn't fit the lore very well to have it in the cathedral. We might have used the Mage tower in the way to Redridge Mountains if the guild had held together. That would have fit the lore.

Looking for something a little more private? One of our guildies discovered a place along the Deep Run Tram tunnel where we could jump off. There was plenty of room for a whole bunch of people, and you could walk down the tunnel from the station if you were careful of the tram. There were some drawbacks...it was pretty dark, requiring a video adjustment for visibility, and first time visitors were apt to ride by on the tram several times before leaping to their death.

One guild event, a sort of open-ended RP that went on too long, started out great. The best part was the location....a room in Northridge Abbey that included the Priest Trainer for newbies. We had about 15 characters seated on benches, with one or two standing up talking. Every few minutes a level 2 Priest would wander in and wonder what the hell was going on. I hope that seeing this group together made these new players think WoW was a really cool game.

Friday, May 11, 2007

To AoE or not to AoE

Surely anyone with a mild interest in Mage tactics and some spare time at work has read about AoE grinding. I had one experience with this Mage-only (except for Pallies sometimes I hear) ability. I was grinding turtles in Dustwallow Marsh when a fellow Mage - guildie of mine - showed up. We decided to team up and try out AoE on the local Murlock population. Being the noob that I am (and was then) my partner was in the driver's seat, I was just along for the ride and to try to learn something.

She was Frost and had read up on the how-to and where-to for AoE. There's a group of Murlocks down at the south end of the beach with no casters off by themselves behind a hill. I was Fire and didn't really know what to do, but the plan was for her to round up some mobs, Frost Nova them, and blink over next to me at max Blizzard range. Then we would both unleash Blizzard and hopefully kill them all before they reached us.

The first attempt, she rounded them up, Nova-ed them and Blinked over to me. We got off one full Blizzard each, then had to scatter. Some were dead but most were not. We Blinked off in separate directions, Blizzarding between us, until one or both of us were oom and dead. Since the plan must have been sound, we tried this several times with similar disappointing results. Eventually we gave up, but not before I learned the following valuable lessons:

  • This partner mode AoE grinding may be viable, but never assume that your partner has a good understanding of the mechanics unless he/she can explain it back to you. My partner knew what she was doing, but I didn't, and therefore I was not able to help out as much as I could have otherwise. Being a noob and knowing it, I elected not to advertise my ignorance, and instead demonstrated it.
  • Make sure the coast is clear (groan) before starting. Our location featured a couple of Coastrunners that ran in big circles around the whole camp. Until we learned to take them out separately they would show up at the wrong time and screw everything up.
  • Fire Mages are not the best choice...with no Frost Shield or Ice Block I was toast if anything went wrong. Mana Shield was no substitute because it left me oom with no options.
  • Anything that causes your carefully grouped mobs to spread out results in big trouble. It is important to pass over talents like Frostbite that could leave the mobs advancing at different speeds. In counterpoint to the famous saying, united they fall.
  • Try to find a place close to a grave yard.
Since I've been following a levelling guide I'm quite pleased with my progress, so the temptation to further experiment with AoE has faded. Looking back, the initial attraction was due to abandoning the Mage quest chain in Dustwallow due to frustration, and questing really is more interesting I think. If I had been Frost along with my partner, I think we would have figured it out that day. Partner AoE might not be as lucrative as solo AoE, but it would still seem to be worthwhile if you could survive it.

Wednesday, May 9, 2007

Scanning the patch notes

Test Realm Patch Notes for the upcoming (next week maybe?) 2.1 patch are here. Though far from an expert, here are a few things I found interesting. I apologize for the crappy formatting, it happens when I try to cut and paste, and I'm too lazy to fix it just now.

In the Mages section:

  • Added a new rank of Ice Barrier to mage trainers Ice Barrier is my favorite Frost-only spell. Mages need a "bubble" and Mana Shield isn't the same thing. When I was pure Fire (50 levels) I didn't know what I was missing. In some zones I don't even know where the grave yard is now..
  • Arcane Brilliance, rank 1, is now available from trainers. Any time a spell that used to cost talent points is made available to all via a Trainer, that's good.
  • Arcane Missiles: Rank 3-11 will now consistently pulse 5 shots of arcane damage. I knew it wasn't just me that noticed this...
  • Arcane Missiles: This spell will now obey line of sight restrictions during its entire casting. Was this broken? Loved the tracking of Missiles...they never miss. Also love how they turn the caster to face the target.
  • Arctic Winds (Frost Talent) now also increases all Frost damage caused by 1-5%. More damage for Frosties.
  • Cold Snap: The tooltip has been adjusted to indicate it only resets cooldowns caused by Frost spells. e.g.: Cold Snap will not reset the cooldown caused by Dragon's Breath. You mean I can have both Cold Snap and Dragon's Breath? Hmmmm...
  • Conjure Mana Emerald: This spell now triggers a global cooldown as intended. Who ever conjures mana gems when Global Cooldown is an issue?
  • Counterspell duration reduced to 8 seconds, and the cooldown reduced to 24 seconds. What? Why would this make any difference to anyone? Mages paying closer attention to sheep means less DPS on the bad guy. Maybe that's the intended effect, since it was already watered down for PvP methinks.
  • Water Elemental: This pet will now come into the game with full health and mana, including that gained from a percentage of its master's stamina and intellect. LOVE the Water Elemental! I'd really love it if it stuck around longer though. Not a permanent pet, like a Hunter or Warlock, but maybe 10 minutes?

  • Note that the title of the Mage section is "Mages" not "Magi." I still use them interchangeably depending on my mood.

    In the UI section:

  • Players will now be able to access the Looking For Group Channel by joining the Looking For Group/Looking for More tool. Not looking for any groups right now, thanks.
  • Using abilities and casting spells that cannot be used while mounted will now auto-dismount players as needed. This can be disabled by turning off the auto-dismount option in the UI options. Useful for sure. Probably some inconvenience too though. We'll see if it's worth it to leave this on.
  • Spells that have reagent costs will show the number of uses left in the lower right corner of the action icon, just like consumable items on the action bar. Department of common sense contributed this one for sure.
  • Holding down the shift key while mousing over an equippable item that you can use will now show you the tooltip for the item you currently have equipped in that slot as well (much like how the auction house currently works). Hoovered up a popular add-on capability.
  • The network performance meter now shows framerate and how much memory AddOns are using. For the geekier players.
  • When consuming reagents or using items on the action bar, smaller stacks will be used before larger stacks. Department of Common Sense again.
  • Players who feign death no longer appear dead to party and raid members and friendly spells will not be interrupted. This will prevent some confusion, but players who feign death causing the 6 mobs they pulled to aggro on the Mage should be permanently dead.
  • Equippable items displayed as quest rewards will always show you the tooltip of the item you are currently wearing in that slot. More hoovering of popular addin functionality.
  • The area of interest while on a flight path is farther along the path instead of in front of you.Huh?
  • Your current target will now display all of the duration based spells that you have cast on them with cooldown rings so you will know how much longer they will last. Very useful for warlock damage over time spells and druid healing over time spells as well as many others. That sounds interesting. Wonder why they choose to supply more information about why it's useful on this change? Do they think people can just sense how other changes are useful? Like the flightpath "area of interest" one?
  • Raid Windows now remember their position in the gamefield between sessions. I've only had the Raid UI up once, during a guild meeting of all things, and found it incomprehensible. Of course, I wasn't actually trying to do anything except keep up with a million people in the chat window...
  • Profession UI now has a search field. Text that is entered into the search field searches against item names, reagent names and item levels (if you include a level). For instance you can type Peace into the search field to see all of your recipes that use Peacebloom, or type in 20-30 to see all of you level 20-30 recipes. This search field only appears once you have more than 75 skill in your profession. Good stuff.
  • Profession UI now has a checkbox that allows you to search by only items that you have the materials to make. Ditto.
  • Active corpses or objects (ones with loot on them) now can be selected and looted, even if they are underneath another corpse that does not have loot on it. What about the invisible mobs...will I ever be able to loot them, assuming I manage to kill them?
  • While flying or swimming the 'X' key will now make you move down. Will certainly prevent many a noob from drw
  • Party members will no longer see a hunter who is feigning death as actually dead. What, did they think we missed it the first time? Can party members now tell when I'm feigning interest?
  • The directional indicators on the minimap for the towns have been added in Outlands. Was ity really a problem? All the noobs in Ouland were getting lost? Heh.


  • Tuesday, May 8, 2007

    How not to help

    WoW Insider has a post today that made me think about my recent experiences. I've spent the last few days trying to get my Mage through the 50's (54 as of last night). In doing so I discovered something that most people probably know about already, a leveling guide. I won't mention the specifics because some are free, some are for sale, and I just don't want to get into that... Anyway I will say that this is an excellent aid which is making my play time way more productive and interesting because I'm not spending nearly as much time wandering around trying to find level-appropriate quests. I am for sure a self-acknowledged noob, even after 6 months of playing, but suddenly I'm starting to feel like I know what I'm doing.

    Since I'm also a nice guy, I've tried to be helpful to other players when possible, with less than spectacular results, as you shall see.

    Helping out the lowbies. In Searing Gorge, there is an area called the Slag Pit with lots of quest activity. As I was soloing through level 50 or so mobs I noticed a group of level 47-ish players attacking a trio of elites. I had a quest to pick up a parchment on the table behind said elites, and had been trying with no luck to find a partner or group to attack this trio for a while. I walked closer and observed the battle. I immediately realized that if this group was able to clear the elites, there was a good chance I could scoot in and complete my parchment quest, and since there was something in it for me I felt I should help out, so I joined the battle by blasting away at the elites with all of my frosty uber damage weapons.

    I'll bet you can guess what happened.

    Natually, the group was not expecting my uber DPS and when I pulled aggro from the whole group there was no time for their tank to recover. My AoE Blizzards slowed them down, but still the ones that weren't headed my way were instead demolishing the other players one by one as they frantically tried to regain control of the situation. Naturally I switched to full Suicide Mage Mode and tried to achieve victory single-handedly, but fell short. As I did the corpse run I realized that this group probably would have been fine if only I hadn't disrupted their plan, and in fact when I rezzed I watched as they took care of business without my unsolicited help. I apologized...no response...and took the opportunity to nab the parchment for my quest.

    They might have welcomed my help if I had first announced my intention, but in truth they were a well coordinated group, probably a guild outing, and were capable of handling themselves even though they were over-matched level-wise.

    Helping out the enemy. In UnGoro Crater there is a cave full of gorillas. I had a quest to collect pelts from them and when I was almost finished I encountered a Horde Mage who /bowed indicating that she was not interested in PVP and only wanted to continue on whatever quest she was on...probably same as me. She even helped me burn down a gorilla which yielded the final pelt I needed, before she continued deeper into the cave.

    Not wanting to be rude, and since I have an affinity for Magi of any persuasion, I decided to help her out. I followed her in, and, since I have such an excellent grasp of Mage tactics, decided to organize an AoE roundup that would kill 3-4 gorillas at once if we were lucky. She already had one on here, so I pulled out my Water Elemental, rounded up 3 more, froze them in place and commenced with Blizzards. My plan worked perfectly but my Mage friend didn't seem too pleased with the help. I waved and rode away, realizing only later that my AoE attacks had injured her as well as the mobs, since she was of the opposite faction and PVP tagged. /doh!

    By now you've probably noticed that much of what I write about revolves around my screw-ups in this wonderful world of WoW. I hope that others might find it instructive, or at least amusing, to relive my mistakes. But I could instead choose to tell these stories from a different viewpoint. For example, in my story about the group and the 3 elites I could complain that this group was a bunch of noobs because they didn't respond appropriately to the mega DPS boost I selflessly provided, and I'll bet that there are plenty of people who, in my place, would take that position. Personally I think it's better to always give others the benefit of the doubt, and knowing myself as I do, assume that if anyone has screwed up it's probably me.