Warcraft Logs is now in Beta
I'm pleased to report that Warcraft Logs has now moved out of alpha testing and is now in beta. What this means is that all of the major subsystems have
been implemented, and enough bugs have been squashed for the site to be reliable in terms of performance and correctness. As stated in previous posts, the
goal is to exit beta when WoD releases.
As I did a couple of months ago, I wanted to go over the different subsystems and let you know where they stand and what is planned for the beta
phase. At this point the subsystems are at least partially implemented, and the goal now is to begin polishing those subsystems. Here is what is
on the agenda for the next few months.
The Client Uploader
The biggest feature that people have requested from the uploader is the ability to split raids by zone/difficulty as well as time, so I hope to
add that for the client.
In terms of client bugs, I'll be testing all of the error handling cases and working on making the client more robust when network failures and
connectivity issues occur.
Rankings are in very good shape. There are now guild and character pages, as well as full report rankings pages. I plan to add a % column for rankings on
the report, guild and character pages and to sort by % rank rather than absolute rank.
Cross-realm and connected-realm rankings are now supported, so go ahead and log those cross-realm SoO runs.
Damage and Healing Panes
There will be some changes coming to the damage done by ability pages. More of the tooltip information is going to be moved into the main table.
For damage taken, I have some interesting changes planned. Damage mitigated by blocking is going to be shown (but not count towards your total), and I
plan to try to figure out Stagger damage and treat that similar to block. This may wait until I know more about WoD though, since if Blizzard fixes
Stagger that will change my approach.
Damage and Healing panes now have Casts directly in the panes, as well as uptimes and miss percentages. I plan to turn the Casts and Uptimes into
links that create the corresponding pins, so you're going to be able to toggle casts and buff uptimes on and off directly from the damage and healing
I have some improvements planned for the Deaths pane. I plan to include cooldown use information in the deaths pane so you can see what a player
did to try to stay alive. Those buffs will show up in the death events view, and in addition I will have a separate cooldowns section on the death
pages that shows exactly when those cooldowns were last used.
You are also going to be able to "zoom out" and look at much more of the fight before your death.
The ability to replay the death in combat replay is also planned.
Casts and Interrupts
I plan to invert how interrupts work so that you don't have to (counter-intuitively) switch to "Enemies" to look at what spells friendly players
interrupted. The casts pane was already re-done to be more intuitive, but Interrupts still need to be fixed.
Buffs and Debuffs
Buffs and Debuffs were completely re-done. I plan to thicken the uptime lines thicken when the auras are
applied to more people (or have multiple stacks).
In addition the pins for buffs and debuffs are going to be re-worked to make examining many buffs and debuffs at once much easier.
Resources have received a lot of polish. Only relevant resources show now for specific players, and the bugs with incorrect values have
been resolved. Resource gains have been implemented, along with measurement of wasted resources at the cap.
All that is really left to implement in this pane is the resource pins themselves.
I plan to add a new cooldowns section that will show how raid and personal CDs were used. This will basically be similar to the buffs/debuffs pane but
with a smart filter to only show buffs that are considered cooldowns. Suggestions for this feature are welcome.
Another planned feature is a crowd control pane, so that you can easily see what type of CC was applied to a mob and how long it lasted. This is
information that you can largely get from the debuffs pane now, but the CC pane will also show the type of crowd control used (e.g., Stun vs. Silence)
so you can - at a glance - see how the mob was controlled.
Pins have had many improvements made to them over the last couple of months. The ability to fix any mistakes
you make to pins without having to re-create them was the most requested feature in the history of the site, and I'm happy to report that has
been implemented (just click the gear button to the left of the close button on a pin to make changes to it).
In addition, WCL now has a very powerful expression editor. Because the expression editor also has range-based querying, you can build
some nifty expressions (such as a mega-expression to filter to relevant damage on Heroic Paragons). The resource fields of
events have been exposed as well, so you can build expressions based on mob health and positioning. For example, you can filter to specific clusters
of Embodied Doubts on Heroic Garrosh by using their map positions.
A quick filtering expression text field has been added to all panes to make it really easy to type in a quick filter without having to
bring up the full pins creation UI.
I plan to add a few more functions and fields to the expression editor and then produce many examples to help people learn the syntax.
Pin Bookmarks will be coming in the next few months, as well as a public directory of pins (with tags) that you will be able to browse
and search in order to find pins that you'd like to use.
Auto-application of pins is also planned (e.g., just always show my trinket procs or on this boss only, show the extra information that I
Pin graphs are going to get some big changes. All query pins will support separate graphs rather than being limited to lines or bands
on the main graph. Damage and Healing will be graphable either as DPS/HPS or as actual damage and healing bars. Buffs and Debuffs are going
to support both full separate graphs as well as miniaturized consolidated graphs (similar to how WoL presents buffs and debuffs when you click
the # sign).
Combat Replay is coming along nicely. Raid frames and boss frames have been implemented, and debuffs now show up on raid frames. I plan
to add source and target frames, and raid/boss/source/target frames will all support buffs and debuffs as well as cast bars.
In addition combat replay will have a damage/healing meter (similar to Skada/Recount), and there will also be a scrollable raw events
Cast lines are still planned as well in order to see who is targeting whom, but I'm working out the details for that feature first. It will
probably be the last thing I add.
Multiple map support is planned as well. I know Heroic Garrosh drives people batty. :)
The raw events view is mostly complete. It just needs some polish and a lot of the links don't go to the right place yet. Don't
expect any major changes.
Subscriptions will be coming very soon. I'll have more details on that in a separate post.
The site is now running on an auto-scaling load balanced front end, and a single extremely powerful back end machine. I believe the performance
at this point is holding steady. If you still encounter any significant performance issues (especially at peak times), let me know.
I had originally planned to defer the Web API until post-1.0, but I have been re-thinking that position. I will probably at least try to
add limited support for ranking querying (and Web widgets) so that sites like wowheroes and raidbots can get to that data.
Fight-Specific and Player-Specific Analysis
I do plan to offer fight-specific analysis, but I don't feel that adding these features for Siege of Orgrimmar is particularly worthwhile, since
for most guilds, progression is either over or nearly over, and all of these fights are very well understood.
In general, specialized analysis is something I am interested in, but I am not interested in doing all of that work twice. This means that
I plan to wait on such features until WoD.
Thanks to everyone for all of the bug reporting and testing during the alpha phase of this project. Keep the feedback coming now that the WCL beta is here!