Ghostcrawler details potential solutions for gear inflation

Item inflation is the continually increasing numbers we see on gear, getting larger and larger each expansion. Eventually (perhaps even now, according to some), the numbers become so large that they become difficult at a glance to make quick computational decisions about.
Is the difference between 1,600,000 and 1,400,000 health really concerning or not? Probably not, at least in terms of percentages, but the loss of 200,000 health is something that makes you stop and think for a second -- and in a raid, that second might be the time you wipe.
Ghostcrawler has detailed two potential plans to deal with this inflation in a new blog post.
Mega damage In what sounds like a nod to scientific notation, numbers would be visually collapsed into easier-to-consume units. So instead of 5,000 strength, you'd have 5K strength, or instead of 1,500,000 HP, you'd have 1.5M HP. This is what Blizzard does for bosses now, and it'd expand the system to player numbers and other stats.
Another way to think of it: Instead of launching a Shadow Bolt that does 12,000,000 damage, you'd do 12 Mega Damage instead.
The Great Item Level Squish The second possible solution Ghostcrawler outlined is an item level squish, where all item level increases at the end of expansions are squished down. (Inflation occurs mostly at the end of expansions, where the gear increases greatly with each content patch.) This would have the effect of reducing numbers across the spectrum, so a player before MoP might have 200,000 health, and then when MoP launches, he might have only 20,000 health. Item levels and assorted numbers would be squished, potentially quite dramatically.
Ghostcrawler makes a big point, and we're going to put it in bold: These are just possible solutions and might not even be the ones Blizzard goes with in the end. So don't kiss your tank's massive HP goodbye just yet.
Ghostcrawler's full post, after the break.
Is the difference between 1,600,000 and 1,400,000 health really concerning or not? Probably not, at least in terms of percentages, but the loss of 200,000 health is something that makes you stop and think for a second -- and in a raid, that second might be the time you wipe.
Ghostcrawler has detailed two potential plans to deal with this inflation in a new blog post.
Mega damage In what sounds like a nod to scientific notation, numbers would be visually collapsed into easier-to-consume units. So instead of 5,000 strength, you'd have 5K strength, or instead of 1,500,000 HP, you'd have 1.5M HP. This is what Blizzard does for bosses now, and it'd expand the system to player numbers and other stats.
Another way to think of it: Instead of launching a Shadow Bolt that does 12,000,000 damage, you'd do 12 Mega Damage instead.
The Great Item Level Squish The second possible solution Ghostcrawler outlined is an item level squish, where all item level increases at the end of expansions are squished down. (Inflation occurs mostly at the end of expansions, where the gear increases greatly with each content patch.) This would have the effect of reducing numbers across the spectrum, so a player before MoP might have 200,000 health, and then when MoP launches, he might have only 20,000 health. Item levels and assorted numbers would be squished, potentially quite dramatically.
Ghostcrawler makes a big point, and we're going to put it in bold: These are just possible solutions and might not even be the ones Blizzard goes with in the end. So don't kiss your tank's massive HP goodbye just yet.
Ghostcrawler's full post, after the break.

Ghostcrawler
The lead designers were originally going to talk about this topic at BlizzCon, but it didn't really match the content of the rest of our "Intro to Pandaria" presentation, and seeing as how we finished our 90-minute slot with 93 seconds remaining, there wouldn't have been room for it anyway. But several of us did bring up the issue with players and media we talked to, and it even ended up in at least one FAQ, so we figured we'd go ahead and get the information out there. Note that unlike much of what we presented for the upcoming Mists of Pandaria expansion, this is not an announcement. It's more of a problem we'd like to address, and a couple of ways we potentially might do so. Feedback is certainly appreciated.
Big Number Syndrome
Hey, our stats are growing exponentially. If you look at everything from the Strength on a weapon to the damage being done by a Fireball crit or the amount of health the Morchok boss has, they look downright absurd compared to the numbers for level 60 characters in the original shipping version of World of Warcraft. It's not exactly a surprise that we were going to end up here, and we knew where we were going every step of the way, yet regardless, here we are.
The numbers grew so much primarily because we wanted rewards to be compelling. Upgrading from a chestpiece that has 50 Strength into one that has 51 Strength is undeniably a DPS increase for the appropriate user, but it's not a very exciting reward. Such negligible increases can drive players to do some weird things, such as skipping over tiers of gear or entire levels of content. This is particularly relevant when we're talking about a new expansion. We don't want level-85 players to have a reasonable shot at level-90 dungeons and raids (or PvP opponents) just because that content is balanced for gear that isn't much better than what the level-85 players have.
So we arrived at this point in a logical fashion, and we don't really think we should have handled things any differently. However, it's still a weird place to be, and it's about to get weirder. These aren't real items, in that we don't know for sure what the item levels will be in patch 5.3 and patch 6.3 (if only we planned that far ahead!) but they are reasonable guesses, and you can see just how ridiculous the items look.
So what do we do about it? There are two general categories of solutions. The first is to make the numbers appear more manageable and the second is to actually change the numbers.
Mega Damage
The first solution could include changes like adding commas and the like to large numbers. We could also compress all of those 1000s to Ks and all of those 1,000,000s to Ms, much like we do with boss health today. Internally, we have been calling this the "Mega Damage solution" because instead of your Fireball hitting for 6,000,000 damage, it would hit for 6 MEGA DAMAGE (queue the Arcanite Ripper guitar solo).
If we can make numbers such as floating combat text and boss health and item stats a little easier to read at a glance, then maybe we can endure numbers increasing exponentially for many digits to come. Now there are some very real computational limitations. PCs just can't quickly perform math on very large numbers, so we'd have to solve all of those problems as well. Even today, tanks can hit the ten digit threat cap on some encounters.
Item Level Squish
The second solution actually involves compressing item levels, which is why we call it the "item level squish solution." If we can lower stats on items, then we can lower every other number in the game as well, such as how much damage a Fireball does or how much health a gronn has. If you look at the item level curves, you can see that most of the growth occurs at the maximum character levels for the various expansions. This is because we keep rewarding more and more powerful gear to make the new raid tier and PvP season in an expansion reward significantly better gear than the previous one. However, those huge item level jumps don't accomplish a lot once the character level has increased again. Very few players notice or care how much of an upgrade the Black Temple loot is over the Serpentshrine Cavern loot when their characters are level 80.
With that in mind, we could go back and compress the big item level increases that occur at level 60, 70, 80 and 85. The Mists of Pandaria gear would still grow exponentially from patch to patch, but the baselines would be a lot lower. Health could go from 150,000 back down to something like 20,000. The big risk of this approach is that players will log into the new expansion and feel nerfed... even if all the other numbers are compressed as well.
In other words, your Fireball will still do the same percentage damage to a player or a creature that it does today, but the number would be smaller. Logically, this seems like it would work, and it does. But it feels weird. When we tried this internally, everyone agreed that it just felt off throwing a spell for hundreds of damage when you are used to it doing thousands of damage.
I came up with an analogy -- even though I know logically that people drive on the left side of the street in the UK (we drive on the right side of the street in the US) and wouldn't be surprised to see it, it would still feel really disorienting if I was driving in the UK and had to make a right-hand turn.
So Now What?
As I type this today, we haven't decided on which if either solution we want to try. Maybe we'll come up with yet another solution. Maybe it's the kind of thing we can put off for another expansion so that players don't have to adjust to the new talent system and a drastic item level compression at the same time. Or maybe it's better just to pull the Band-Aid off fast and fix everything at once. Time will tell. I did, however, want to outline the problem lest any of you believe we don't think there is a problem. There is. We're just not sure of the best solution yet. If your answer is that stat budgets don't have to grow so much in order for players to still want the gear, our experience says otherwise, and thus these proposed solutions exist. Your thoughts on the matter are valuable.
Greg "Ghostcrawler" Street is the lead systems designer for World of Warcraft. The last time he used "Fig. 5" in an article, it related fish predation to estuarine hydrocarbon contamination.
Big Number Syndrome
Hey, our stats are growing exponentially. If you look at everything from the Strength on a weapon to the damage being done by a Fireball crit or the amount of health the Morchok boss has, they look downright absurd compared to the numbers for level 60 characters in the original shipping version of World of Warcraft. It's not exactly a surprise that we were going to end up here, and we knew where we were going every step of the way, yet regardless, here we are.
The numbers grew so much primarily because we wanted rewards to be compelling. Upgrading from a chestpiece that has 50 Strength into one that has 51 Strength is undeniably a DPS increase for the appropriate user, but it's not a very exciting reward. Such negligible increases can drive players to do some weird things, such as skipping over tiers of gear or entire levels of content. This is particularly relevant when we're talking about a new expansion. We don't want level-85 players to have a reasonable shot at level-90 dungeons and raids (or PvP opponents) just because that content is balanced for gear that isn't much better than what the level-85 players have.
So we arrived at this point in a logical fashion, and we don't really think we should have handled things any differently. However, it's still a weird place to be, and it's about to get weirder. These aren't real items, in that we don't know for sure what the item levels will be in patch 5.3 and patch 6.3 (if only we planned that far ahead!) but they are reasonable guesses, and you can see just how ridiculous the items look.
So what do we do about it? There are two general categories of solutions. The first is to make the numbers appear more manageable and the second is to actually change the numbers.
Mega Damage
The first solution could include changes like adding commas and the like to large numbers. We could also compress all of those 1000s to Ks and all of those 1,000,000s to Ms, much like we do with boss health today. Internally, we have been calling this the "Mega Damage solution" because instead of your Fireball hitting for 6,000,000 damage, it would hit for 6 MEGA DAMAGE (queue the Arcanite Ripper guitar solo).
If we can make numbers such as floating combat text and boss health and item stats a little easier to read at a glance, then maybe we can endure numbers increasing exponentially for many digits to come. Now there are some very real computational limitations. PCs just can't quickly perform math on very large numbers, so we'd have to solve all of those problems as well. Even today, tanks can hit the ten digit threat cap on some encounters.
Item Level Squish
The second solution actually involves compressing item levels, which is why we call it the "item level squish solution." If we can lower stats on items, then we can lower every other number in the game as well, such as how much damage a Fireball does or how much health a gronn has. If you look at the item level curves, you can see that most of the growth occurs at the maximum character levels for the various expansions. This is because we keep rewarding more and more powerful gear to make the new raid tier and PvP season in an expansion reward significantly better gear than the previous one. However, those huge item level jumps don't accomplish a lot once the character level has increased again. Very few players notice or care how much of an upgrade the Black Temple loot is over the Serpentshrine Cavern loot when their characters are level 80.
With that in mind, we could go back and compress the big item level increases that occur at level 60, 70, 80 and 85. The Mists of Pandaria gear would still grow exponentially from patch to patch, but the baselines would be a lot lower. Health could go from 150,000 back down to something like 20,000. The big risk of this approach is that players will log into the new expansion and feel nerfed... even if all the other numbers are compressed as well.
In other words, your Fireball will still do the same percentage damage to a player or a creature that it does today, but the number would be smaller. Logically, this seems like it would work, and it does. But it feels weird. When we tried this internally, everyone agreed that it just felt off throwing a spell for hundreds of damage when you are used to it doing thousands of damage.
I came up with an analogy -- even though I know logically that people drive on the left side of the street in the UK (we drive on the right side of the street in the US) and wouldn't be surprised to see it, it would still feel really disorienting if I was driving in the UK and had to make a right-hand turn.
So Now What?
As I type this today, we haven't decided on which if either solution we want to try. Maybe we'll come up with yet another solution. Maybe it's the kind of thing we can put off for another expansion so that players don't have to adjust to the new talent system and a drastic item level compression at the same time. Or maybe it's better just to pull the Band-Aid off fast and fix everything at once. Time will tell. I did, however, want to outline the problem lest any of you believe we don't think there is a problem. There is. We're just not sure of the best solution yet. If your answer is that stat budgets don't have to grow so much in order for players to still want the gear, our experience says otherwise, and thus these proposed solutions exist. Your thoughts on the matter are valuable.
Greg "Ghostcrawler" Street is the lead systems designer for World of Warcraft. The last time he used "Fig. 5" in an article, it related fish predation to estuarine hydrocarbon contamination.
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Reader Comments (Page 10 of 10)
Dementron Nov 4th 2011 6:55PM
While it would make old content harder to solo, I would prefer item squish to megadamage. Item squish would be weird for a while, but we'd get used to it. Megadamage, on the other hand, seems like it would just keep getting sillier.
Parmald Nov 4th 2011 7:10PM
Why even have numbers?
The way the game is designed now, it seems like a tedious process to constantly be changing numbers (unless they have an internal system that outsources the actual numbering). Not to mention creating all that gear and tuning around stuff..
All the numbers are littering the screen, and they don`t make any real sense!
"Oh yeah, I critted 86732 - BOOM! I`m the MAAANN!" whatsthat!?
I mean, numbers are all good and fun - I love numbers. On a spreadsheet, that is..
When fighting bosses, etc, most people filter out the numbers anyway -- why not make it a game of percents?
Make four different classes of hits: normal, good, excellent and crit. Better gear moves you up the ladder, ex. blue gear gives only >=excellent (think fishing).
Every player has a fluctating bar, showing how well you perform according to your potential. A global bar shows overall group/raid performance. No more littering of the screen -- make room for important stuff.
Same thing could be done with the gear. Each spec of each class has a fixed number of combinations (think gem configs: solid, bold, fierce, jagged).
Making gear would be easy peasy. Choose class, spec, config and tier.
Example of percentage of potency at max level:
Naked 50%
Quest greens 120%
Dungeon Blues 150%
Raid tier 1 180%
Make it a game of switches and templates, I say!
NetherLands Nov 4th 2011 7:21PM
Or they could just stop lobbing extra levelling content for thsoe who don't like levelling in the first place.
ie: Horizontal expanding of content iso Vertical
So no more levels above 85, but alternative ways to get to 85, by, for example, Oriental Adventures WOW, with new, additonal 1-85 zones.
The stupid thing about WoW design is that they keep adding levels atop of the max level, when those who enjoy the end-cap aspect of the game as a rule don't like levelling (hence the Heirlooms, the crazy fast XP etc.), and neglect the levelling content they've created earlier (que new Alterac et al.)
People who like end-cap play are used to progress by gear - so keep progressing by gear iso of adding levels. That way you can keep the numbers 'realistic' as well, I for one am not hoping for Pandarian Boars that could give Vintage Ragnaros a run for his money.
Shrikesnest Nov 4th 2011 7:32PM
I'm all for the gear squish (it's pretty inevitable anyway) but I'm worried a bit. People did a lot of complaining that Cataclysm didn't have enough new max-level content in it, and I can be sympathetic to that, even though I lurves me my revamped old world. The culprit, obviously, is aforementioned well-lurved old world revamp. There are people who are assuring us all that Mists of Panderia will have more end game content because Blizzard doesn't have to go back and rebuild the old world, but now it seems they're going to have to go back and rebalance all of the stats on every piece of gear, monster, boss, raid, etc. going all the way back to BC, if not Vanilla? That sounds like a truly astronomical amount of work, to me. Necessary work, perhaps, but work that will be going to the old parts of the game instead of the exciting new parts that keep everyone entertained for months on end and cure cancer [citation needed].
Now, I don't have much of a complaint with this. Cataclysm is my favorite expansion pack so far, and that's without a hint of sarcasm or even having to think about it very hard. No contest. But I'm not necessarily in the majority on that one. Has WoW reached the age where a third of the resources of each new expansion is going to get sucked into revamping old content to make the game as a whole work?
I'm also worried about the amount of extra stuff they're adding to the game. Scenarios, Challenge Modes and Pet Battles all sound awesome to me, but don't the devs have their hands full making content for what they already have? I'm sorry, guys, I'm not one of those conspiracy theorists, but seven bosses for an entire raid tier? Seven!? I don't care how awesome each of the fights in the Firelands is, that's just sad. And Dragon Soul only has eight. You can argue that they only got rid of fights like Lootship and Patchwerk, but it makes all the new raid tiers feel small and frustrating... it's all the hard parts and none of the balance. No rests, no background, just the main course, kicking your ass all month long until you squeak across the finish line. And yet, even though they apparently only have the time and resources to make a single eight boss raid per tier, they're going to heap a whole bunch more on their plate? Forget the balance headaches that Death Knights caused, wait until 5.1 when there's a list of buffs and nerfs a mile long for the pet battles. Just how much developer bandwidth is left after we add all that new stuff, when they're already stretched so thin?
Okay, this got really tangential and negative. I'm really looking forward to where we go from here, but part of me can't help but worry.
Scratch Nov 4th 2011 8:03PM
I'd prefer megadamage to the squish. Keep gear power increasing exponentially but maybe visualizing it in a logarithmic scale. So a +1 in str would be a 10 times increase in power within the current system. Within the logarithmic scale a small numerical difference would result is significant power increases.
Now all that needs to be tuned is the base of the scale 10 might be a bit to high.
On another note: adding a 32bit integer to another 32bit integer is equaly complex to a computer system if the integer is 0, or 111111234 within the decimal system, it simply does not matter at all.
lividmonkey Nov 4th 2011 11:54PM
Maybe it's just me, but I really don't care that the numbers are huge. I mean, yeah, 1.5K or 2.4M is a great way to compress numbers, but I think the item compression idea is ridiculous. Not that I think that it'd be bad, but more of that it is unnecessary.
Rick Nov 5th 2011 6:40AM
I think the thing that bothers people the most about squishing is not the reduction of numbers on our bars or when we use our spells but a lack of being able to solo things we once couldn't. In this game we are used to getting stronger, whether it be through new spells, being able to kill previously unkillable npc's, random elites and raid bosses included. Who is to say that the lich king is stronger than an aspect of the earth, and assuming that the aspect is stronger, how can one justify the ability of the same group of 25/10 people to tackle that when they could barely beat a weaker obstacle. It is this idea of progression that is present not only in fantasy novels, rpgs or even mmorpgs but in real life also. We all can attest to the fact that talking, walking and writing twenty page papers have gotten trivial as we've gotten stronger(both mentally and physically). No one likes a nerf, and this idea of cognitive dissonance of us killing raid bosses is easily explained when we consider other more glaring issues of such a thing. The old ragnaros was a shell of himself on our mortal plane, illidan and Kael'thas were once people who reached great power and logically any threat we face after the current tier raid bosses has to be a stronger, if not bigger, threat and thus stronger than what we face before. We have to grow and become stronger to meet these challanges. We are, first and foremost, heroes, and we are made to feel that way in our actions, and not taking out soloable content makes, at least to me personally, the character feel even less of a hero in an already crowded universe. Yes I realize its a massively multiplayer game, but I am not arguing about removing that aspect, I am just arguing to keep the choice of feeling heroic on my own if and when I so choose to do so at little to no expense to anyone else.
Tl:DR- do what you will with the numbers but let me solo old content and feel heroic when I want to.
Brandonp12x Nov 5th 2011 9:52AM
Scaling down all the numbers seems like the best option. The numbers from 80-85 were just a HUGE gap. If the numbers and gears stats were knocked down, the ridiculousness of MEGA numbers could be avoided. If stats on gear were less, but each stat brought more effect, a small upgrade like 50 to 53 strength would be worth it. What I mean by that is increase the amount of health 1 Stan gives, AP strength gives, etc
Stormtalon Nov 6th 2011 12:27PM
Funny, unlike most people, the first thing *I* thought of when looking at the gear, and at the megadamage wasn't Rifts.... it was Disgaea.
Now there's a game series that handles stat inflation with style, panache and gusto!
Honestly, even that 2nd piece of hypothetical armor doesn't even come close to the stats available on the best Disgaea gear, especially after the items have been leveled to max.
Yes, it's a game series where you not only level up your characters (to a max of 9999), but also your items. Being able to do 10,000,000,000 damage in a single attack is *doable.*
WoW has a long way to go until it reaches that sort of absurdity.
Wandsbane Nov 29th 2011 11:05AM
I have a novel solution for this problem. Squishing the item level is a good idea but combine that with reconfiguring the stats and their benefits. In other words reduce the bonus attack power for strength, spell power for intellect etc... The new gear can still show improvement in base stat numbers but the damage would not be so ridiculous. A player would choose to upgrade their weapon for a +10 str bonus even if the dps output was more scaled to prevent insane numbers of damage and health. Just my thoughts