Shifting Perspectives: Tanks, bribes, and player behavior, part 2

This week we return for the conclusion of our series examining the likely impact of the new Call to Arms system debuting in patch 4.1. If you're looking for last week's article, you'll find that here: Shifting Perspectives: Tanks, bribes, and player behavior.
To summarize the observations and argument of the first article as quickly as possible, Cataclysm returned players to the difficulty of The Burning Crusade instancing model without the benefits that tanks gained from building a reputation as competent players -- namely, the reasonable expectation that groups would cooperate with kill orders and any requests for crowd control. The dungeon finder, arguably a tool better suited to the ease and speed of Wrath of the Lich King heroics, has left tanks in an unfortunate position: They now attempt to lead groups through more difficult content with the unreliable vote kick as their sole defense against obstreperous players. That DPS queue times have soared under the present circumstances shouldn't arrive as a shock.
I'm going to try to explain why Call to Arms may very well result in more tanks queueing for 5-mans through the dungeon finder and who we're likely to see if and/or when this happens.
The most pertinent observation to be made here is that players aren't as easily separated into "tanks," "DPS," and "healers" as you might think. At any given moment, yes -- you have to be playing one of the three. But as the expansion advances, more and more people will have multiple geared toons at 85, and with the Call to Arms reward bag being BoA, they are theoretically more likely to to run a tank character through the dungeon finder if the potential rewards appeal to them. As of now, the bag's contents are a chunk of gold, randomly generated flasks, and a small chance at 5-man dungeon mount drops.
This article is written with two assumptions that I think are pretty reasonable: that most players have a designated main, and that they care the most about sending desirable rewards to this character over others. Most people are only interested in putting titles, mounts, and expensive/prestigious items on one toon at the most, given the amount of effort involved.
So who's out there tanking right now, anyway?
For the purpose of this argument, I think the game's tanks and potential tanks can be classified as follows:
- Raiding Professionals Main-spec tanks and off tanks in current raiding content. Their gear is often better than that of the general population, and they can usually be counted on to know the 5-man fights. For most people in this category, this is their main.
- Professionals Main-spec tanks in 5-man content. For whatever reason, they're not raiding, and the quality of their gear is necessarily restricted to badge and crafted pieces (granting them less margin for error with threat versus more geared DPS), but they know the 5-man fights. For most people in this category, this is their main.
- Apprentices Beginner to intermediate tanks still learning the dungeons, mobs, and pulls (and developing the sixth sense necessary to anticipate when that mage jumping around in the back is going to blunder into a patrol). This may or may not be a main character and/or reroll.
- Mercenaries Off-spec tanks. These are druid, warrior, paladin, and death knight players who have a DPS or healing main spec and reserve their secondary spec for tanking rather than PvP. May or may not be a main, and their experience with tanking runs the gamut from Apprentice to Raiding Professional/Professional level.
- Opportunists Just what the word implies -- players who tank in order to take advantage of some external incentive, not because they're particularly enamored of the role. Nowadays, as our commenter Snuzzle observed, the only reward for tanking is an instant queue. Of the five types of tank here, most likely to be an alt.
Why do any of these folks queue through the dungeon finder now?
- Raiding Professionals Beats the hell out of me. If you're in a raiding guild with competent DPS and healers, you're not likely to be pugging through the dungeon finder; the hassle just ain't worth it. It's for this reason that the maxim, "There isn't a shortage of tanks. There is a shortage of tanks willing to tank PuGs" is so commonly repeated on the Tanking forums to DPS exasperation over queue times.
- Professionals Valor points and little else. Like a Raiding Professional, if you're a Professional-level tank and you're guilded, there is no real incentive to run with a dungeon finder group unless you count masochism. Actually, as someone who's spent most of her in-game time alternating between the Raiding Professional and Professional categories, there is even less incentive to queue as a Professional because you run the risk of getting DPS who massively outgear you. Tanking for people who have a significant gear advantage over you is a slum and always has been.
- Apprentices The need to get experience with a wide variety of groups and dungeons. Naturally, beginner and intermediate tanks capitalize on the rapidity of tank queue times in order to do this.
- Mercenaries A main-spec DPS player is mostly going to pick the tank option to avoid the astronomical DPS queue time if he's not otherwise piggybacking runs off a guild tank.
- Opportunists Ditto, assuming that the toon is guilded.
I would argue that the people most likely to be experienced tanks (the Raiders, Professionals, and sometimes Mercenaries) are less likely to be attracted to present Call to Arms rewards (gold, flasks, and mounts) because these toons are largely mains with no real need for them. One of the great attractions of the tanking role is the ability to solo lesser content, and if you're at all interested in getting dungeon mounts on a tank main, you've had ample opportunity to do this already. More importantly, Call to Arms would also require these folks to queue randomly rather than with their guildies, and that's not an attractive prospect to anyone concerned. Guilds resent the loss of a convenient tank, and tanks resent having to take their chances through the dungeon finder.
To the extent that Call to Arms rewards are attractive, I think they're largely a draw to players who have rerolled a tank class and are "building" a new main or who want to send the BoA reward bags to their main from a tanking alt (e.g., if you're a priest without the ability to solo, say, heroic Utgarde Pinnacle for the Blue Proto-Drake you want but you've got a warrior tank alt). But in an odd way, Call to Arms is kind of a raw deal to a DPS main attempting to do this. Not only does these people still have to do their weekly dungeon runs on their mains for valor points, but they're now tasked with an extra set of runs on a tank alt under the worst possible circumstances -- a random PuG.
I have to conclude that Call to Arms, at least in its present form, doesn't convince existing tanks to pug as much as it attempts to add tanks to the population in the form of alts. So how is this going to work out in practice? Let's see what the DPS queue times look like in a few months.
Should we restrict the dungeon finder to same-server groups only?
This option was suggested frequently in the comments to last week's article. I think players are right to say that this should be an option, but limiting the dungeon finder only to your own realm wouldn't necessarily do much to address queue times on smaller servers. However, I would absolutely jump at the chance to queue for server-only groups. Being able to return to the reputation-driven tanking days of BC without having to spend the time to put a group together would be pretty neat.
Stray observations
- I thought Neirin's comment here was pretty cogent.
- One of the realities drilled into me over recent weeks tanking and healing the new Zul'Gurub and Zul'Aman on the PTR is that how demoralizing and humiliating it is to tank for uncooperative groups. I say this as someone who is normally very "up" on PuGs and generally enjoys the dungeon finder and the people I meet there -- but all it takes is one asshat to eighty-six a run.
- I think commenters are largely correct that vote kick is, at best, a clumsy tool for enforcing good behavior through the dungeon finder.
Shifting Perspectives helps you gear your bear druid at 85, tempts you with weapons, trinkets and relics for bears, then shows you what to do with it all in Feral Druid Tanking 101. We'll also help you gear your resto druid.
Filed under: Druid, Paladin, Warrior, Analysis / Opinion, (Druid) Shifting Perspectives, Death Knight






Reader Comments (Page 1 of 6)
Alterigo Apr 20th 2011 9:38AM
One of the main reasons I cancelled my account after being a wow addict since 2005. The playerbase is a joke. Good riddance.
Antti Apr 20th 2011 10:24AM
Unlike the angels on xbox live, psn, the internet and every other mmo
Sinthar Apr 20th 2011 10:32AM
@ Antti
1) is the Xbox a mmo or a games console you can play solo?
2) are you forced to rely on 4-24 others to play the games on other systems?
3) the OP did not say he played ANYTHING else, let alone other MMO's - so why the sarcy response?
Austin Apr 20th 2011 11:29AM
I don't think he's necessarily wrong, though. It isn't uncommon to find groups with griefers. bots, people spamming autoatack, etc. While most groups are moderately bearable, they still aren't as social as I think they should be. And yes, XBL and PSN don't have very good online communities because they don't have to be; running around the map with Commando Pro and Marathon on requires only so much teamwork, compared to the average heroic. Yet you still quite commonly see groups out there for most normals and some heroics with groups that refuse to say a word.
So is a quiet community consisting of people you would never see again better than one that's loud and rowdy that you'll also never see again? Just food for thought.
Hatred Apr 20th 2011 2:43PM
Yeah, same here.
I too cancelled my account and one factor was indeed current playerbase.
Matters were even worse than with average player since I only played during latenight hours and every rudeness you can think of was repeated tenfold during those times. No fun.
Stella, I too keep on eye on matters of the game that I played for years.. nothing wrong in that.
Bynde Apr 20th 2011 4:19PM
Did it start with stopping PUGing first then quitting the game altogether? Cause I know a lot of people at the "won't PUG" stage. I'm at it, myself but I haven't quit yet. Once I complete all the dailies and get bored with BGs , I can see me moving on from a game I never thought I'd quit. And I blame the asshats.
It's not Blizzard's fault. I see no way to control asshats and their behavior in a fair way. So the asshats win.
Gaurisk Apr 21st 2011 8:42PM
I'm a quitter. I come back and read articles like this because it helps keep the rose-colored glasses off my head. Community still sucks? Grinding still a flimsy mask for a lack of content? I guess I remain a quitter for this patch.
contact Apr 20th 2011 9:28AM
I miss the good old burning crusade days. Sure it was harder to put a group together. But I find that by using summoning stones and asking people if they want to do a dungeon and perform a certain role makes them more dedicated to the run, if they join your group. And completing a dungeon gave me a greater sense of accomplishment back then and also netted me more good friends.
http://www.swordsaxe.com/
Lloren Apr 20th 2011 9:45AM
I think this is a double edged sword. I started in early Wrath, so I can't speak about things in BC, but I did get all the way to 80 and spend a few months doing heroics before the new dungeon tool was added. I love that I can just queue up, go about my daily business, and then pop in to my dungeon uninterrupted from what I was doing before, and I don't miss the days of spamming the lfg and trade channel "lfg for the daily heroic". But on the other hand, I can't tell you the last time I made a new friend in wow, and this used to be something that happened all the time. You got to know people on your server, and you could sometimes make some great friends. Wow seems to have lost a lot of its social allure for the sake of convenience, but I don't know how many people would truly give up that convenience if given the choice.
Firestyle Apr 20th 2011 10:38AM
I preferred the BC days, when it was ok NOT to get the daily heroic done. Every boss from Attunemen through Kil'jaeden provided badges. There wasn't a weekly cap, if you were good enough to kill everything - but then you didn't need to, right?
Yea, I had a ton of failed groups in BC. Whatever, it was fun.
Wawi Apr 20th 2011 10:41AM
Lets not forget that anyone can still use server chat channels to find a group for a random, just like the old days. However the Call to Arms incentive makes that option less attractive for tanks.
Jack Spicer Apr 20th 2011 4:29PM
If you've played since BC and regularly participated in dungeon runs, you know that the dungeon finder tool has removed a lot of the socialization that made running dungeons so rewarding, but on the other hand it is so damn convenient.
The two cancel each other out for now, until someone comes up with a better idea.
Wild Colors Apr 20th 2011 5:03PM
I think that the big difference in Burning Crusade was the culture. During that point in WoW's evolution, it really was a virtual world. The dungeons and raids fit in very well with their environments and the story of the game, and the players were perceiving the world through the eyes of their characters. It was ok if you didn't run through a heroic every day. There was plenty of other stuff to do. When you were in a dungeon, you were working as a team, and failure was acceptable - these things were hard!
We strayed away from "virtual world" and into "e-sport" sometime during Wrath. In many ways, WoW is now a giant graphical lobby, from which small teams go an engage in small amounts of repetitive content again and again (dungeons, battlegrounds, and to a lesser extent raids and arenas).
In this new context, you aren't rewarded for existing in the world, exploring it, and doing cool things. Instead, you're rewarded primarily for repeating content as quickly as possible. There's no incentive for people to be patient. If you are slowing them down, you're directly hurting their bottom line. Since they aren't seeing the world through the eyes of their character, they don't see you as someone to be encouraged, taught, and helped along. Instead, they see you as an impediment. It's easier to kick you, or drop group, than offer advice and make another attempt.
Tanks -- and to a lesser extent, healers -- have this worst, because they need to rely the most on other people behaving and acting patiently, whereas the other people have no real incentive (or, in the context of the game, desire) to be patient or behave well.
Call to Arms attempts to address the symptoms of this (fewer people queuing as tanks) without addressing the underlying problem (the change in culture which has led to tanks shunning the LFG tool).
vocenoctum Apr 20th 2011 6:39PM
in Late wrath it was common to see groups looking for achievement runs advertising in trade. It's not like they removed the ability to assemble a group or get to know people, it's still there. I can't see the Stone as a big thing, since only 2 people ever made the effort to head there, the others awaiting a summon...
So, by all means, ask around in trade, assemble a group, look up the armory page on those that whisper you to decide if they at least know how to dress, if not enchant/gem, and use the DF to queue for a random or specific dungeon. Nothing is stopping you but the inconvenience of the "Old Way".
Wild Colors Apr 20th 2011 7:39PM
I should point out that I don't think we should return to a BC-type culture, though I have fond memories of it.
The big problem now is that Blizzard is trying to give us BC-type content while maintaining a Wrath-type culture. This mismatch is leading to serious problems, especially with PUGs and the LFG tool.
What we need to do is switch over to a Cataclysm culture and Cataclysm content, but I'm not sure what that would entail.
A couple obvious suggestions are (1) let us have a cross-realm friends list so we can actually run with people again after meeting them via LFG; (2) scrap the current Justice/Valor points system...or at least the aspects of it that encourage us to try and run lots of heroics as a chore, rather than because we enjoy it. If the main point of the points system is to give people a path to gear up for raiding, then give us an alternate path. If the main point is to get people grouping and running dungeons for the fun of it, then give us some other incentive, along the lines of more interesting rewards for guild runs (to encourage social activity) or more interesting novelty rewards for dungeon runs (to encourage people to run them for fun rather than just for gear).
Neirin Apr 20th 2011 9:25AM
My comment got mentioned! I think joyful dancing, frolicking, and general displays of happiness are in order.
Snuzzle Apr 20th 2011 12:36PM
Mine too. I'm shocked, but flattered.
contact Apr 20th 2011 9:28AM
I liked the BC dungeon system more. You had to make use of the summoning stone. And you had to look for people willing to run a dungeon with you and perform a certain role. This meant that everyone was more dedicated to the run and you could make good friends like this. Also it gave me a greater sense of accomplishment back then. Now it feels to easy and haphazard. What do you guys think?
http://www.swordsaxe.com/
mibu.work1 Apr 20th 2011 9:30AM
You are quite right, and I feel this post should be moved out of the Shifting perspectives column, and become a general one, as everyone needs to read it.
Khirsah Apr 20th 2011 10:37AM
+1. I said almost the exact same thing last week after part 1, and part 2 did not dissapoint. I just wish a part 3 was in the works.