The Great Item Squish (or Not) of Pandaria
Originally Posted by Blizzard (Blue Tracker / Official Forums)
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.


Fig. 1. Item level vs. character level. Brown = vanilla. Green = BC. Blue = LK. Red = Cat.

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.


Fig. 2. A theoretical item from patch 5.3.


Fig. 3. A theoretical item from patch 6.3.

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).


Fig. 4. Mega Damage. Name/screenshot not to be taken seriously.

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.


Fig. 5. Item level vs. character level before and after ‘squish’. Brown = vanilla. Green = BC. Blue = LK. Red = Cat

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.
This article was originally published in forum thread: The Great Item Squish (or Not) of Pandaria started by Boubouille View original post
Comments 848 Comments
  1. jayremy's Avatar
    Quote Originally Posted by SentryGunAirlines View Post
    Well, item squish sounds like it must be done. This game is NOT Disgaea, manageable numbers are better than crazy numbers that begin using scientific notation in an MMORPG.
    I'd wish they'd do/done this for many of their features that may have been on the fence changes to begin with anyways. I feel when they are trying to make this game good for attracting so many as a primary goal I feel they do too much changes, just the way they feel like seeing it done, making us be test subjects to their experiments because even in PTRs or Betas its normally to go back on large features.
  1. Sand Person's Avatar
    Squish! Squish! Squish! Squish! Squiiiiiisssssshhhhhh!
  1. mmoc9bca5565b2's Avatar
    I was hoping they would do this since they announced Cataclysm. Let's just hope it will work out al right, and that they are able to put it in when 5.0 hits.
  1. rockdontroll's Avatar
    surely everyone uses miks scrolling battle text anyway so there's no problem?..
  1. Vangar's Avatar
    Squish pleeeaaassseeee!!
  1. Baelic's Avatar
    What if they went with something like this? (darker lines are what I'm suggesting) Blizz still gets the "significance" of gear, while not having it go out of control. http://imageshack.us/photo/my-images...erslinear.jpg/

    PS - I'm aware the levels dont represent the expansions properly, this is only meant to express my idea, it can obvious be tweaked to be more accurate later.
  1. mmocee72ac48eb's Avatar
    Part of me knows it has to happen.The other part of me doesn't want to feel like every expansion is just resetting my characters power, one of my favourite things about WoW is going through every expansion and my char gets stronger, kills the next big bad guy, then another bad guy pops up and we collect more gear to get stronger to kill him etc etc.I know eventually it would get silly when we get to the +300,000 strength on each item stage but I would feel a bit sad if we suddenly lose 90% of our hp/dps/hps when every expansion comes around."Oh congratz you killed Deathwing, now keep farming him for a few months while we work out how weak we're gonna make you when the expac comes out"I liked doing as much dps as I possibly could during every raid tier since Molten Core to Firelands and I'll do the same in Dragon Soul and again in MoP, I'll just feel a bit sad if I have to go back to doing TBC dps during MoP, I guess it will just feel like my character didn't gain anything from killing everything in Cata, silly I know but I guess thats why I play the game.
  1. Ragu's Avatar
    I support squish.
  1. jayremy's Avatar
    Quote Originally Posted by Rorcanna View Post
    Idiot....

    I'm a person with Aspergers Syndrome, which is within the autism spectrum and my IQ is on the high end of the scale. Your way of writing, your idiotic prejudice and your wrongful assumptions just to prove your point here shows that you're not as intelligent as you'd like to think.

    Some people will have a harder time adjusting to their characters getting nerfed, others won't care as long as it's well balanced with everything else in-game, so that we do not suddenly have to struggle to take on level 70 mobs again. Doesn't make one half "autistic" and the other "intelligent"...
    You can choose to be offended or you can instead acknowledge what he meant, he likely meant retarded, but because people are idiots themselves these days saying its offensive to say retarded when its both scientifically correct and the common term for low intelligence.

    Just to point out IQ is potential intelligence, not actual or current. Regardless, I am not assuming your retarded or anything but take points made as points not personal insults make your life and others a bit more at ease, I highly doubt it was a comment made to bash, but more of... ignorance.
  1. Aedail's Avatar
    If the problem is big numbers and computers not being able to handle larger and larger numbers (eventually there's a cap of what number a computer can handle based on the data type used), why not normalize the computational numbers while leaving the display numbers alone? Much like a z-score in statistics, this would reduce the computational part of the game, where your "Fireball" hits from anywhere between 1.00-1.50. A number is randomized, and output as the "display value" of 1,000,000-1,500,000 coming from a lookup table or something similar.

    Blizz gets a more efficient computation, we keep our ginormous numbers. Win-win.
  1. BrerBear's Avatar
    Quote Originally Posted by gums View Post
    If they do this correctly, you will still be able to burn through old content.

    In order to do it though, you will have to be max level and have the item 'inflation' in your favor.


    So 1-85 would be streamlined, but 86-90 will be the exponential item growth that we are seeing. When you are 90, you should be able to blow through old raids as all the 60, 70, 80 numbers will be tuned way down. But your new lvl 90 gear will be grossly inflated.
    You're correct, but only if they scale the old content down and not the new content (MoP onwards).

    Why would they put all that effort into fixing the problem only to revert immediately to the old scaling technique and face this again in 2-3 expansions?
  1. Ramman's Avatar
    Combine Vanilla, BC, Wrath, Cata, and MOP. By this I mean make them all 1 set vice a series of expansions and then Squish them. You would be able to smooth out all of the iLvL jumps by making them smaller. This could be done seperate from the game and then when the next expansion is set to go out it gets downloaded and really nobody will notice a difference in game play.
  1. Yellercat's Avatar
    Squish iiiit! I hope it makes a whoopy cushion fart noise when you do so.
  1. gums's Avatar
    Quote Originally Posted by OXSereneiXO View Post
    I think that instead of having 650,000 arcane blast we have the option to have the numbers say 650.0K or something like that.By mass scale down those who are level one will get something like hitting 0.5, it would go into the dicimals and that would be a more strange feeling them simply adding the metric system. I support the option of one.If however you were to just scale everything down except for the low levels, the level 1s will still be hitting 20sish while the 90 will be at 10k dammage for example, that may make it significantly harder to solo old contant without additional scale down for the raids. Soloing raids is a huge part of what makes the game fun for people like me. Keep in mind that these are just numbers, whats wrong with big numbers as long as they don't croud your screen. a 650,701 Arcane blast could be replaced with a 650.7K arcane blast. In the Far future a 6,501,500 Mind Blast could be replaced with a 6501k It would take up as much space on the screen as 65010 hit which is pretty common now a days.\So as a personal opinion and behalf of many whom I've talked to in-guild about this issue of number exponential growth, we would prefer to add in some kind of metric system for the numbers. Replacing the 650,000 blast with a 650K. As for Item Level squishing, I have no opposition to such an idea, but I am not for it either, im Ok with whatever happens to the I level.But then again thats just mines and some of my guildies opinion. Thanks.
    That is a good idea.

    However, when the game/computers are computing numbers, they still have to do the whole 6,501,500 Mind Blast calculation. You start doing a lot of these huge numbers and calculating them quickly, things will naturally slow down.
  1. Queen of Hamsters's Avatar
    Quote Originally Posted by Prothall View Post
    Yes, because being able to get your hands on loot from not two tiers, but two (soon to be three) expansions ago is why we play this game, right?
    You tell me..why do we play this game? Could be to...I don't know...play it the way we WANT??

    I for one LOVE going back in old content and see how far I've got in terms of "power". Content I used to need 25 people for being soloable with just my trusty pet by my side...

    Loads of us solo-players were looking forward to soloing Onyxia, Naxx, Malygos and so on, and becoming even stronger and increasing our power against those bosses...now though, it seems we'll be going back 4 years in stats and damage, and unless they downscale EVERYTHING to keep us as powerful as we are today relative to older content, we'll be missing out. I was looking forward to going with 3 or so friends to Hyjal/other TBC raids when in MoP gear at full level to grind mogging gear...won't happen.

    You can play the game the way you want, others play it the way THEY want.
  1. Veroxa's Avatar
    Not being able to level inn dungeons whit lfd inn the transition between wotlk and cata prety much says it all. Yes you need the step-up whit new content but it just keeps getting weirder for each time. This will at leas make levelling seem reasonable and dont make you dependent on upgrading gear from questing to do dungeons or progress to the next zone even if you have levelled up. (heirlooms comes to mind) problem is if you outpace normal levling zone inn wotlk cata you are inn truble whit stats.

    Wry good change inn my opinion I rly hope they make it. Numbers are just that afther all, dont rely mind what my dps meeter says, but the transitions between the "x-pacs" are way off now inn my opinion.
  1. gums's Avatar
    Quote Originally Posted by BrerBear View Post
    You're correct, but only if they scale the old content down and not the new content (MoP onwards).

    Why would they put all that effort into fixing the problem only to revert immediately to the old scaling technique and face this again in 2-3 expansions?
    That is exactly what they would be doing.


    Squishing all old content (raids, numbers, etc.) but anything 86-90 will see the same exponential growth that we are used to.
  1. Yellercat's Avatar
    If they do mega damage can we hear an amazing guitar rift everytime we crit? \m/
  1. taylor20k's Avatar
    Quote Originally Posted by Kendeura View Post
    They could write the stats as 6(10e4) or something, looks less fancy, but that allows for numbers up to the trillions without much clutter.
    but then you still have the problem of bogging computers down as they try to do math 1000 times a second with 12 digits.
  1. bergmann620's Avatar
    First off, it would make the game much better if the system were more linear. If you were to nail down most of the item inflation, you could smooth out each expansion curve, keeping the previous tier of raiding more viable. You would thus eliminate the need for multiple difficulty levels- if current content is too difficult, you fall behind a bit, and as you level, it gets easier, and end-of-expansion raid gear would still be better than most of the blues/greens from the new expansion.Honestly, there should have been a 4-track [Small Group, Questing, PvP, Raiding] progression path that allowed for a basically linear progression from patch to patch and expansion to expansion in place by the time TBC came out. You could even have had a tier of gear for each path that was tailored to those roles. Of course, they spent so much time creating filler and nerfing encounters that they wouldn't have had time to develop the necessary amounts of content.Honestly, the whole loot system, from creation to distribution has been a bit off for the entirety of the game. It was just masked a bit in vanilla because you couldn't look up a BIS list the day a new patch hit.

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