Category Archives: Rants

When losing is winning. Or: don’t blame players for Tol Barad

Only a few weeks into the expansion, factions on many servers have started to engage into “win-trading” for the honor gains in Tol Barad, Blizzard’s latest outdoor PVP zone equivalent of Wintergrasp. To give complete newcomers some background: the theoretical aim of the zone is to conquer 3 keeps and then, to hold at least one of them as defender through the consecutive rounds (games happen every 2 hours) or re-conquer them as the attacker. Now the horde and alliance have struck a deal which is to alternate between winning and losing, or to put it briefly: never bothering to defend after a win.

– Why is that, you ask?

Simply put it’s because that strategy is the most rewarding for players. A large part of PvP, just like a large part of farming the same heroic for the 20th time, are rewards. Yeah there’s the fun of playing with a team and being successful, but erm….rewards! For many or probably most gamers epics/gear/rewards translate into win. You get loot for killing a boss, not for letting him live. In PvP winning and gaining as much honor as you can is (or should be) identical. So if you want to gain as much honor as possible, what you need to do in TB is losing on purpose, every second game. To lose is to win here.

– How can that be, you ask?

Blizzard designed the honor gains in such a way that attacking gives a lot more honor than a successful defense. So much more in fact (10 times to be exact), that there is basically no incentive at all for players to defend, except for “teh fame and glory”. We know how well that one works…
This difference in honor gain is a result of attacking (claiming 3 keeps) being a lot harder than defending just one base. And while that might contain some “realism” (besieging is harder than defending), it opens a whole can of worms in this case.

Players want to attack as often as they can, so their strategy makes a lot of sense: lose your defense, so you can win more attacks. Anyone looking to optimize and with a minimum of mathematical skills would choose this strategy. The issue are not the players: Losing should never be profitable – the system should make you want to win in every case.

I. When failed game design is an exploit

According to Blizzard such “win-trading” is of course and exploit and against the rules. Now I’m a bit of a free spirit maybe, but I don’t call taking the logic road and making a strategic decision a game offers you, an exploit. To me, abuse suggests players making use of some kind of glitch or bug in game design that is there by error. Be it that you climb up a cliff you shouldn’t be able to climb in Alterac Valley because it gives you a fatal advantage, be it that you use levitate in order to cheat the fire in Crusaders’ Coliseum. That’s cheating and doing so knowingly or unknowingly usually matters not (hai there, Ensidia).

What we basically have in Tol Barad is similar to the situation we had through almost all of WotLK: “let’s lose fast”-mentality in battlegrounds. And while I didn’t like that one bit, the truth is that Blizzard made losing too profitable. And I can see where they’re coming from: obviously a lot of BG pugs are from hell and not getting any rewards for losing would seriously put many players off. Oh the whining. We cant have that, so here’s some welfare points.
And that’s why Blizzard gave losers a bit of a reward, enough to keep them going and sadly also to make them wanna lose fast. That issue was never handled like an abuse though, in fact the whole system encouraged it. Only at the very end of WotLK did they finally make losing hurt enough for people wanting to win and not sabotaging BGs anymore (although I guess they still did, there’s no fix for stupid).

Tol Barad, while being a different case, is indirectly suffering from the same effect. Worse still: alternating between wins and losses is the most profitable way to go (because you can’t win attacks several times in a row). How much sense does that make to you? I see a football team before me that gets paid more for losing every second game than bothering to win. If losing on purpose has such clear advantages, losing becomes a legitimate choice. The big difference here is only that players aren’t deciding this in BG-chat, they’re doing so openly on the forums.

Of course you can say now “but it’s illegal, Blizzard hath spoketh” and that’s right. Works just great too, “because I said so” has always been a really powerful argument in a debate. Fear of ban makes for instant insight? Not only can you not control or prove players losing on purpose, it’s a lot of fuss over something incredibly easy to fix. And yeah I’ve read the EULA – does that mean we can’t reason anymore?

After the same logic, anyone in an Alterac Valley or any other battleground, who is standing around chatting, goes to grab a drink during respawn time or stops trying half-way through, is sabotaging the point of the game. Does that make him an exploiter, strictly speaking? What if he has a clear gain from losing? Do we have a moral obligation to win or at least try to win?

II. Blame not – fix! Possible solutions for the unholy alliance

Just so I’ve clarified my personal view: I’m no fan of win-trading and I’ve detested BG sabotage with a passion for years. I want to play PvP properly and get rewards for winning and playing cooperatively (with my own faction), not for losing. I have in fact not had time to partake in more than a single TB game so far which lasted 3 minutes before it was lost. I also don’t condone deliberate exploiting in MMOs.

In Tol Barad’s case however, players are making the most practical choice in order to optimize honor gains and that choice is there by design. Blaming players to play a system that makes no sense to their advantage, makes no sense. If you design a game that nobody wants to win, you fail at designing. Nobody wants to win a TB defense game, only an attack game. So for me, the responsibility lies with Blizzard here: they need to fix this non-sense. I am frankly also a little baffled that they wouldn’t have foreseen this during the months of Cataclysm testing, but maybe they have simply under-estimated the level of cooperation servers are capable of, which Spinks so aptly calls the “miracle of Tol Barad”.

So, how to fix this? Few ideas:

  • Harmonize the required effort of attacking and defending. Why does the defender only need to defend one base when attacking requires three? 
  • Harmonize the honor gains alongside with the requirements; attack and defense should both be profitable. If anything, make the reward for a successful defense slightly higher in order to encourage players to keep ownership. This would make thoughts of win-trading obsolete.
  • Abandon the whole re-claiming concept and reset status before every new game. Maybe a more extreme change, but why does there always need to be the defense part? Make both factions go for the same attack game each round.

In a way, all of this reminds me oddly of Ghostcrawler’s commentary on abandoning the 5-second-rule for mana regen in Cataclysm, which can be roughly summarized as: “it makes no sense to reward and motivate healers to stand around and do nothing”. Exactly! There should be no reward for not playing!

Tol Barad, even if not designed to be played that way, indirectly encourages doing nothing. Or rather: Tol Barad rewards cross-faction cooperation more than conflict at the moment. All it takes for this to change are a few small fixes. We’ll see what happens next.

Shut up and play

I have to get something off my chest as I’ve been increasingly annoyed by certain comments from some people ever since Cataclysm launched. The posts I’m referring to are typically by ex-WoW players getting back to the game right now, the sort of more casual gamers that only show up for the first few weeks every time and bugger off to other games again after. The ones that will write how addictive and wasteful WoW is and how good it is they stopped each time they have left, and still re-subscribe for every new expansion until content becomes old and boring for them again (which happens soon).

I frequent several more general gaming boards that are crowded with re-subscribers like these and read how they publicly try to “justify” playing Cataclysm there, adding lines à la –

“Oh noes I’m such a freak, I just resubscribed to WoW! /facepalm”

or

“Me too, I’m so weak! But I promise it will only be for a few weeks!”

……….

Seriously, can you people just shut up and play? Enjoy the expansion maybe and let others enjoy it? I’m all fine with people unsubscribing and re-subscribing to WoW when they feel it’s lost its glamour for them or they simply can’t find the time – I’ve been there myself. What I can’t stand is all the cliché nonsense that follows when some ex-WoW players leave the game, making a scene how much the game sucks or the people still playing it are such sad individuals….and then actually come back every time to play new expansions! If you need to act like a jerk, do me a favour and at least be consequent.

I know it’s an alien concept, but a lot of people play WoW because it’s a great game. And maybe you re-subscribed because Cataclysm looks awesome and like lots of fun. So how about leaving it at that and cut your pitiful attempts at self-redemption? It would make sharing our servers with the likes of you much more pleasant.

It might sound weird (though I’m sure many WoW players out there know exactly of what I speak), but “visitors” like these make me feel like I am hosting guests in my home who sit on my chairs, drink my wine and eat food at my table and then smash the bowls after they’re fed up, ruin the carpet and kick the cat on their way out. The sole difference being that the lock on that door ain’t mine – more’s the pity.

Or in short: Just shut up and play Cata, mkay?

Holy qualms and related Cataclysm healing links

So Discpriests got some sweet buffs last week to boost their raidhealing power and having gone through various articles on healing in Cataclysm and the state of priests on the beta servers lately, I am beginning to wonder more and more where that will leave Holypriests in the upcoming expansion.

[/rant on]

I can’t say that I am very happy at the moment. The echoes from the test servers so far were disheartening – “priests have the lowest throughput”, “priests go OOM before everyone else”, “priests are the least efficient of the lot”. Blizzard states that druids and paladins are getting the nerfbat and that priests apparently are the only healers that are working as intended for lvl 85 while everyone else is still slightly overtuned. Wonderful…
While Disc gets buffed, our Chakra sounds duller by the minute and Blessing of Sanctuary got nerfed along with the respective AoE heals from other healers. And with the distribution of heavy AoE healing to everyone in Cataclysm, Holypriests will definitely not hold their niche of powerful raidhealing in the same way they have done in WotLK anymore, with our fabulous CoH (since nerfed) and bursty PoH – the two spells that really set us apart from Disc and the shammies or druids on raidhealing duty.

What will be the state of Holypriests in the expansion? Does our strength come down to “gimmicks” like Lightwell and Leap of Faith now, while we’re struggling to maintain our Chakras AND Evangelism stacks (an issue I have seen coming for a while)?

All the articles I’ve read so far have done nothing to improve my initial mood on the holy tree changes. From day one I have played a holypriest in WoW and those of us rolling priests back then chose the class because they wanted to be healers – good healers, THE healer. Continuously Blizzard homogenized all healing classes in WoW and I am fine with equally powerful healers as long as you still have reasons to favor every class for their individual strengths. This was true in TBC and mostly in WotLK too. Holypriests were never the most efficient healers but we were always the most versatile while producing great raid healing together with the shammies. It seems this is true no longer.

At the same time I don’t see we were given buffs to make up for this loss: where’s our improved single-target power? Heal-Chakra (still too slow @ 1500+ haste)? We do not have access to the buffs and shields of Discpriests and we don’t have the Holy Paladins single-target throughput. As for HoTs, they’ve just taken our extra HoT away again with the removal of Renew-Chakra.

Where’s my share Blizzard?

[/rant off]

Further reading

Dawn Moore from WoW Insider recently published a detailed and insightful overview on priest healing in Cataclysm heroics. I linked this in our guild forums as it is a very useful read for healers of all classes, while including some more priest-centric advice. To highlight a few of her most interesting points:

  • The new heroic dungeons are properly challenging and will require players to prepare a lot more than before due to more complex encounter mechanics. For this reason, you might want to lay off PuGs for a while – a long while.
  • Priests might find themselves in situations where they want to use Psychic Scream (glyphed) as CC.
  • You will want to encourage parties frequently to use Lightwell so you have more time for mana breaks.
  • Yes, you want to spec into Evangelism and Archangel – and things are going to get rather complicated for Holypriests:

So let me lay it on you … You will want to take the talents Evangelism and Archangel. I’m talking to both disc and holy here.  […]

Anyway, let’s get back to Evangelism and Archangel. The key to not going out of mana with these talents is upkeep. Especially with holy (and all the Chakra maintenance), it’s pretty easy to forget about your Evangelism stack and just heal until you realize you’re nearly out of mana (OOM). When this happens, you can freak out a little and pump out four or five Smites in a row — and hell, you might even pull it off without anyone dying. But if you do that, you fall behind.[…]

As a holy priest, I will look for natural breaks in the damage to Smite, then heal the rest of the time. You have to get comfortable riding out the duration of Evangelism (make a Power Aura for it if you have to), and if you must use Archangel at three or four stacks to keep from losing it, do so.[…]

While I always look forward to a challenge and welcome anything that adds to our versatility, I am very skeptical about coordinating for Archangel as a Holypriest. I’ve never liked the idea of smiting several times in a row just to regen mana and I have yet to see just how chaotic this will get while we are also trying to heal, cleanse, manage CDs and juggle Chakra states. Then again, if Chakra really ends up not being much of a choice anyway that should simplify matters, huh? /sarcasm

To finish off,  Matticus recently posted a Cataclysm raidhealing video that gives healers a nice idea of what to expect for the first raid encounters. I am actually looking very much forward to the more technical and tactical aspects of healing in Cataclysm – I just do have my justified worries about holy right now and how all players will cope with the required switches in mindset. Alas, we’ll cross that bridge when we come to it, I guess.

Bugs bugs bugs!!!

They’re everywhere, have you noticed? Every time I log into WoW since last Wednesday’s patch, I seem to discover something else that is currently broken in the game. I don’t remember when a patch broke so many things in the game before lol – 4.0.1. buggiest patch ever? What’s going on?

Today several of my guild mates got their characters stuck in limbo while trying to enter instances. Half the time I find myself “not in a guild’ after logging on. I am also wearing a tabard, when really I am not. And I cannot seem to inspect people anymore. There’s something odd going on with guildchat and the guildranks too and the inbuilt item comparison simply ignores stats on some of the gear.

Then yesterday, I realized that I do not exist in the BGs I’m currently playing in. When trying to find myself on the BG charter to check honor gained or healing done, I do not exist! There is also some weird, small nametag flashing up on my screen during PVP now, overlapping my hotkeys or then moving on top of my minimap….ermm? Apparently I am also the only one with this issue, quite unnerving!

At least I was able to buy the Wrathful weapon now, after realizing that those angry red tooltips on all the last season PVP gear are simply bugged (yes you can buy everything now, no rank required anymore!).
Oh and don’t even try to compare your converted points for honor or justice points with other guildmates, because it won’t make any sense!

In case you hate  the new Blizzard raidframes as much as I do and want to get rid of the minimized tab they leave on the top left of your screen even if disabled, you might wanna macro this command:

/run CompactRaidFrameManager:UnregisterAllEvents() CompactRaidFrameManager:Hide() CompactRaidFrameContainer:UnregisterAllEvents() CompactRaidFrameContainer:Hide()

Simply enter this once when inside a raid and the tab will disappear completely. There’s no other way currently to do this, as far as I know.

….so much for bugs and post-patch annoyances. That said, I am not actually too annoyed, I find it more amusing than anything to discover more and more bugs as I am playing! =D

I am a little surprised there was no big hotfix yet this morning though – or maybe that’s bugged too?

Patch me if you can!

So the big patch of 4.0.1 is finally upon us and you’ve all spent the past 2 days re-speccing and re-glyphing your chars like mad, frowning over those odd stats and mastery on your brand new character pane and trying to figure out reforging. Maybe you’ve also spent half of Wednesday swearing in front of the computer like me, because that damned patch took a lot more space than indicated, so you ended up re-downloading it all and a second time after that, due to some critical errors. Or maybe you’ve been luckier and the patch just slowed down at the strangest time or then the updater did. Patching….it ain’t easy business!

Syl vs. 4.0.1

This patch is really a 50-50 deal for me so far, meaning to say I have probably never been more undecided about whether I should hate or love the changes before me. I’m generally a bit of a ranter type when it comes to WoW patches, not because I dislike all change but let’s face it, they often really mess things up! I also naturally focus on negative things a lot more, I see the good for the good but then it’s back to the negative for me, because that’s where things still need to improve and we got work to do!

Anyways, I’ll be forcefully un-Syl today and start with the good things: I love what they did to glyphs. I can see how the new glyph system will cause scribe whining, but on a general note it’s a great change because we’ll finally have all our glyphs on us, so a lot more accessible than before. I never bothered to switch glyphs much in the past, bagspace being one of the reasons, but now I can see myself using glyphs depending on encounter a lot more.
I also love the adjustment to mount speed, finally I get to use some of those older mounts again. And the new talent and guild windows are great (yay for the professions tab!), the UI changes seem to be a big improvement altogether.

And here comes the big but (no, not the bear one): I’ve not been looking forward much to the holy priest changes and I can’t say they blow me away. For one, re-speccing seemed already very dull. Then there’s Chakra which is Blizzard’s way of saying that holy priests are the versatile healers of the game, I know – I just don’t feel the whole triple deal in combination with HW:Chastise is such a wonderful, intuitive mechanic. But I’ll get used to that. Oh and note that Chakra is now down to 30secs!

Aside of Chakra, nothing is new for holy really. We can’t spec into shiny wings proc yet like the Discpriests, because we lack the points. That aside, I absolutlely HATE what they did to Surge of Light, taking it off general crits, making it exclusive for crappy Heal (crappy for the moment anyway) and Smite instead….I loved to get my SoL procs from almost every CoH, that was so much extra mobility!
And I really do miss Spiritual healing and Prayer of Spirit, it’s been quite noticeable statwise too…mehhh Blizzard, why did you have to take away all the spirit from this priest?

Priest Tier 11

As for our recently published T11, I’m again on the fifty fifty side:
I love gear and tier sets and once more I find myself thinking “thank you, thank you, whoever designs our sets!” because it’s BLUE! YAY! I was scared to end up with a red and brown, fiery cataclysmic looking set which is great for some classes surely, not so much for a holy healer though. Let’s see what the other colors will be, but this is a great start! It looks very royal with the blue and gold and considering the onion-shaped headpiece and overall theme, it reminds me a lot of some oriental, middle-eastern garment.

Here comes the first but – the shoulders look like those old Mage T2 water dispensers or then the Harvest Festival shoulder-piece. Either way, they don’t seem to fit the rest of the set at all! What’s up with making priests look like football players?

The even bigger but: the female tier model is the only one that comes belly-free….did the tailor run out of cloth or something? Oh, get real already! And not just about the usual stupid male designer touch, but seriously: is this what you think of priests Blizzard? The sissies in the raid that go belly-free because really, they aren’t doing that much so why not flaunt their bellies in combat while everyone else is geared up in their battle armor? Let’s tan our tank a little while some blazing AoE of doom is raining down on everybody?? Wut???

I hope they get a ton of angry emails until Cataclysm! And yes, I will wear a matching shirt!

WoW Priests for a 3rd Shackle Glyph!

After reading through the recently announced glyph changes for Cataclysm, I was once more disappointed not to find my longtime desired, third shackle glyph for priests in the list – because really, the two we currently got aren’t nearly enough.
Every WoW priest loves his glyph of shackle undead and glyph of scourge imprisonment (a major one at that!), how would we ever cope without them? Yet there is a third shackle glyph desperately missing in the game right now which I’ve been asking to receive for years. Back then I assumed I was a genius ahead of my time, but I’m slowly running out of excuses for Blizzard.

No I am not kidding. I do actually want another glyph for shackle in the game. Blizzard can shove those two other glyphs where the light doesn’t shine, but there’s actually one glyph I’d love to have and would use if it was available:

Glyph of Righteous Threat
All of the shackled target’s threat will be re-directed to the player breaking the shackle.

That’s right – I want shackle to work the way it should work. No more killing the priest because that over-eager hunter keeps attacking the wrong target, the warlock dotting up every mob in sight, the melee thinking it’s a good time to use AoE next to CCed targets.

Now I won’t claim that we actually get to use shackle as often, I did use it regularly when raiding ICC25 with my guild though and I absolutely hate paying for other people’s mistakes. There’s no other priest mechanic that winds me up the same way, maybe it’s because I can usually control what happens or doesn’t happen to me (full wipes aside), but if shackle breaks constantly and your tanks are busy dealing with what they should be dealing with, chances are high you get pwned by an angry mob before you can re-shackle it for the 3rd time. It’s like being blamed for something you didn’t do and that doesn’t sit well with this priest, not well at all. If it happens once, that’s already one time too many (I am forgiving like that).

Besides that, the broken threat mechanic undermines the one and only real teacher in WoW: DEATH! And once more, death does not come to the one being stupid, it comes to me, argh! What were you thinking Blizzard?! I play a healer in WoW, dealing out life and death and letting the moron die is my province! How much quicker would DPS respect shackles if they were actually the ones being targeted by the mob they just freed, you think?!

And if that’s not gonna help – well then us priests still get something out of it at least.


WTB Glyph of Righteous Threat! Send out your requests today!

So when’s the last time you /played the game?

All MMO players and WoW players especially, know about the significance of the /played command in the game. In World of Warcraft it is often subject of running gags, guild mates teasing one another or daring each other to do a /played. Not rarely does it happen that a player will outright refuse to tell you his number and even those that do, usually cringe at least for one moment before going over to long justifications about the result, explaining how “this isn’t the net time played after all, a lot of it is also AFK” or “but I have no alts beside this” and so forth. Really, /played is a bit of a taboo in the game and it makes me a little sad because that shows us one thing: that most MMO players still feel a certain amount of shame or guilt regarding their hobby.

I’ve been reluctant to check my /played time in WoW myself in the past and really need to ask myself why – I’m most certainly not ashmed of being a gamer. I’ve been involved in video games all my life, briefly even professionally. I’m a self-proclaimed proud-to be gamer and geek. I run around wearing Leeroy Jenkins and “Green is the New Purple” T-Shirts (yes, outside my home) and there’s nobody in my family or wider circle of friends that doesn’t know about my hobbies. At my workplace I am happy to inform whomever likes to know too. There’s a shiny figureprint of Syl sat next to the monitor I’m writing this article on.

Yet and despite all of that, apparently something’s wrong with /played. I don’t know if it’s the ingame mocking à la “you addict!” that usually goes with it, even the friendly one, but somehow there’s a semi-conscious part of me deep down inside, that still believes the time I spend in WoW is outrageously too high “for a useless hobby like that” – huh? OH JUST SHUT UP!!!

The thing is, I don’t actually believe that’s true. For one, I probably have a very average playtime in WoW and the game has never created any form of issues or impacted negatively on things in real life for me – in fact quite the opposite. There’s times when I haven’t played WoW and times when I’ve played it lots. I don’t see how it’s different from enjoying any other hobbies or pastimes that aren’t directly “useful” but entertaining. I believe WoW is a great deal more social than some other activities the way I play it. You can also actually learn a lot in this game, if you chose to.

Many other WoW players will share these views with me. So why is there still this controversial, guilty feeling about the /played command among gamers? Have we simply heard the negative stereotypes for too long? After all the media are ever-eager to convince the world that online gaming equals drug addiction and causes babies to starve in Korea.

What’s the point of /played anyway?

Have you ever asked yourself what the use of the /played command in the game might be? I am wondering about this a bit. I know the feature can be found in other MMOs too and I can’t help but marvel at the idea behind this – why did Blizzard install it in the game? Why this focus on “time spent” in the online gaming branch especially?
You will struggle to find many other hobbies where measuring quantity is actually a concern; the guy that spends several nights a week in his football club, avidly plays the piano, is regularly hanging out with buddies in bars or watching TV in the evenings, wouldn’t do a /played or /drank or /TV every few months to double-check and question his favored activities. Even for most other games on PC or console there is no such data – at most you’ll find a time indication on your saves that counts net time. Nobody would ever bother to ask about it.

It almost feels as if the game you love to play is agreeing with those trying to tell you that you spend “sooooooo much time!” by storing this ever-increasing number as if it was important. I fail to see a dev’s reasoning here; in any case if they thought it would serve as player-epeen or decoration in WoW they have utterly missed their point.

Laughing in the face of /played

Anyhow, I do hereby protest against the tyranny and taboo of  /played in WoW and all other forms thereof in other MMOs! I refuse to feel guilty over a number that can never express the myriads of emotions and experiences I’ve had and made through this game, the countless adventures, moments of epic win, the endless fun and joy shared in the great company of friends over the past few years. If my time spent on the game is all that interests you about it, then GFY. ^^ I happen to enjoy this game. I’m having good times with it.

As for the number, writing about it actually got me intrigued and since we’re kinda at the doorstep of Cata, it feels like the perfect time to have a look –

*quickly logging into WoW*

–  253 days.
That’s since the EU launch in February 2005, counting my main character and also the sole lowbie alt I am rumored to have. Assuming that I’ve played the game for 68 months, that breaks down to 12% of that time or 20 hours a week. If a player’s active time in the game (=actually being ingame at the keyboard) is roughly 80% of the total number, that means I’ve spent an average of 16 hours of gaming and socializing in WoW per week.
I enjoyed every minute of it (ok, not so much that one exalted grind in Silithus) and I would never wanna miss that time in my life. Yeah, I could’ve learned a sixth language instead or restore world peace – I could also have done a lot of silly or stupid things instead, so make of that what you will. I’ll say 253 days of good fun – wohoo, YAY, /cheer!

If you ever want to know my playtime in WoW again at some point in the future, I’m happy to answer your question without cringing. I also dare you all to check your /played next time you log into the game and tell all your friends (feel free to add it in a comment too!), not because it matters but exactly because it does not!

P.S. It is highly probable, if not to say very likely, that I made a calculation error somewhere in that last bit, in which case I’m happy to be rectified. It is rather late here and I’ve never been much for maths – there be dragons.

Update: I need to thank all the trolls that have repeatedly tried to derail the comment thread to this topic, spamming me with wild accusations or threatening me (on my own blog) that I have “crossed the line” – you have all proven my point better than I ever could have. It is no wonder so few WoW gamers publicly admit to their hobby or time spent in the game. Further spam or trolling will be deleted – my blog, my rules, ya know.

He who judges does not define that which is judged, but only defines himself as someone who needs to judge.”

The Good, the Bad and the Ugly. Or: the fastest way to rekindle your WoW passion

The good old pre-expansion blues is taking its toll on guilds and WoW players all around the globe. Bloggers struggle to find topics to write about while waiting for new content (or argue a lot more than usual), gamers run the same old 5mans on their alts or hunt for the last achievements they can possibly do. This is the twilight hour of the MMO: the old sun is setting as we wait in darkened shadows holding our breath, longing for the new dawn. But Cataclysm is still a good 2 months away, if we want to believe the optimistic voices.

For some it’s been too long a wait already. They take their leave from the game or website communities, some to take a hiatus, others with the firm intention never to return. Some question if they still got any future in the world of warcraft.

Well I have good news for you: if you feel your passion for the game dampened, if you doubt whether you should even bother to play Cataclysm, there is a very quick way to make up your mind. You can do what I’ve done the past few weeks, if you’re hooked to the genre like I am, knowing that you’ll always want to play an MMO because it’s ruined all the single-player games for you anyway.

It’s simple: go and check out the other MMOs out there. Get a trial subscription or try some of the free MMOs that are supposedly “not too bad”. There is NO better way to rekindle your WoW spark than by looking at what alternatives the market has to offer you.

Believe me when I say I’ve tried

The past few weeks and months, I have tried, tried real hard too, to give another MMO a chance. Even if I’ve played and loved WoW since the beta launch, I am not a fanboy, I’m generally equally positive as I am critical of the game which makes it hard for more extreme Nay-sayers or Yes-sayers to place me. I don’t love WoW unconditionally, I have too many comparisons for that. It’s still the best game I ever played and the one that has changed me the most, so that counts for something. I can discuss pros and cons of games in a dispassionate manner and I am open to new things. I am also frankly bored of WoW, so I took some time browsing general MMO sites and talked to friends to make my picks.

The games I eventually opted for were Allods, Age of Conan, Everquest 2 and Rappelz. I also meant to try FF14 at some point but alas, that ship has sailed. I intended for a mix of MMOs that complement my previous experiences and chose some of the more popular ones as much as a few free games with a small, die-hard player base. I’m not a big fan of micro-transaction MMOs but I’m still interested to see what some of them have to offer in return.

It was a dizzying and ultimately enlightening journey through the jungle, or should I say “Black Morass” of the MMOs out there. Not that I expected much in the first place, but there were a few surprises along the way, even if the painful experiences outweighed the positive. I am fully aware that I am not the most forgiving customer: if you have a strong WoW background, you’re basically spoiled, you take a lot of features for granted. Many of these MMOs have got between 50’000-100’000 subscribers. For 2010, EQ2 is said to sport approximately 200’000 and AoC around 160’000. That means the vast majority of MMOs has plus-minus 1% of the player base that Blizzard can work with.

My final judgment can still only be from a very personal and biased viewpoint. This is how new MMOs will have to convince new customers to switch over – they will be measured by what’s considered a standard in 2010+. They don’t have to be perfect and they don’t have to copy WoW (they shouldn’t, in fact), but they will have to deliver good reasons to play them instead of WoW. They will have to deliver a ‘package’, because that is what Blizzard really achieved: neither the best graphics, nor the most content depth, nor the best or most complete features, but A LOT of everything! It’s a well-rounded and coherent world we play in, with a high playability and variety that caters to more than one or two types of gamers. Even if it’s not perfect in every respect, it still achieves to be good or very good in most. When we criticize WoW, we’re criticizing on a very high level.

So I’m not gonna be particularly forgiving or aim for completeness and fairness when presenting my experiences. I’ll be short (kinda..) and selective in retelling what impression the games I picked made on me during my very first hours of gameplay, because that’s when most of us decide to continue or not. The average MMO player does not grind his way up in hope for entirely different or better endgame and that’s usually not what you’ll find anyway. I am also personally not so interested in the endgame raiding aspect anymore, like I used to be. I’ll try and be specific about why I stopped in each game’s case.
(Continue reading via the link below)
The Good…

As mentioned earlier, I was positively surprised once or twice during my ventures, namely by Age of Conan and Allods Online.

Allods
Like Rappelz, Allods is a gpotato deal. I chose to play it because it’s a rather remarkable WoW clone graphically and I was intrigued about the Russian team behind it. As expected the game has huge polish from the second you enter the character creation screen. I loved the style of the different races and even if Allods looks a lot like WoW, it shows originality in character design and other cosmetic aspects like armor and world atmosphere. I absolutely loved the Arisen, this gotta be the coolest race ever! You start your journey in a sort of intro scenario, fighting your way out of your homebase and the game controls are easily handled and intuitive.

That’s when the grind begins…..you keep doing the same fetch&delivery quests we got bored of in vanilla for a very long time and combat is slow. At some point, even though this is one of the best free MMOs out there, you ask yourself “why am I doing this?”. Why play an MMO that looks like WoW when you can play WoW without the micro-transaction deal and in the company of a lot more people?

Allods doesn’t only look good, but managed to copy many good aspects of other MMOs while still retaining its own style and unique feel. It runs smoothly and should appeal to a more mass market audience. But it ultimately fails to deliver enough reasons to switch over from WoW. Also, most gamers want to pay subscriptions rather than dabble around with ingame shops all the time.

Age of Conan
While Age of Conan drove masses of players away at its launch in 2008, Funcom have continuously improved the game since then. I spent several weeks playing (and paying) it, before I rested my lvl 60 priest for good. AoC manages to provide you with a coherent world and lore like WoW does, with its unique style and graphics that succeed to create an immersive atmosphere of High Adventure set in the more barbaric and rough world of Conan (there will be blood!). After a very elaborate character creation, your journey begins with your character washed up at a shore, trying to remember his past from there. You’ll spend your first 20 levels more or less following your own ‘destiny quests’ before you get tossed out into the actual world. The zones are beautiful and of an epic scale, I loved exploring while listening to some of the wonderful tunes. The pseudo real-time combat is fast (especially for melee) and the solo features in the game are great.

I had a good time with AoC, but I was surprised at how little care was given to the UI and controls which are highly inflexible. Features like the clunky quest log and grouping tools make it very hard for beginners to find their way around. I was also baffled that an MMO wouldn’t even bother to provide you with proper friendlist functionality. The skills and talent system are rather complex and it took some reading up to work out specs.

But these are things I can deal with. What really discouraged me and my friends from playing together, was the horribly imbalanced group mechanics and at stages dubious difficulty levels for certain dungeons or zones. It was impossible to group up without an exact number of people and classes present (even for dungeons you should out-skill) and once you managed to find the right pugs to join you, it still ended in a very frustrating experience. The tanking mechanics are supposedly better at max level, but aggro control and CC are hideous when trying to level or pug. And while the healing approach in AoC is really refreshing to a WoW healer, it leaves you tearing your hair out due to the broken group mechanics and balance. Apparently this is also a big issue on the PVP side of the game.

So while AoC is possibly the most mature and unique MMO besides WoW and should cater to a more grown-up audience too, it is not quite there yet. The good aspects outweigh the bad, but it’s still a trade-off in parts. I might re-visit it at some point though.

…the Bad…

Rappelz
Rappelz is one of many asian, free MMOs that regularly pops up in respective top 3s. While the overall graphics and character design look okay (if not slightly hermaphrodite) compared to others, the world and game play are horribly stale. The maps are boring and the music is either dull or annoying. That’s just the more superficial aspects of a game but they shape your first impressions nonetheless and are rather significant when it comes to atmosphere and immersion.

The game play does nothing to improve things: you start grinding your way into the first town with two basics skills on your hotbar. 10 levels later, you’re still grinding boring mobs on a boring plain, pushing the same two buttons (attack and smite, yay!). When you finally get to ‘upgrade’ your talent tree and chose a more individual skill path, you get rewarded with a shocking number of 0 new skills or abilities. I kept going until I received my first supposed ‘elite-quest’ and went all “Yay, finally a challenge!”, looking for a group because the NPC told me I’d need one. On my way to find people, I accidentally killed a mob which turned out to be the ‘elite mob’ for my quest…

But that wasn’t the worst about Rappelz, really. The worst is the controls: no mouse-control or WASD, Rappelz is one of the CLICKY-games! If you want to move your character, point and click the environment is all you’ll get. It annoyed me no end and I cannot fathom why some devs still think this is a good idea in an MMO – gawd what were you thinking??!

…and the Ugly

Everquest 2
EQ2 marks my grande finale. I am still utterly baffled about those that told me EQ2 was “that other game beside WoW” or allude that it’s somehow similar. Now I’ll be fair and say the free-to-play feature of EQ2 is currently in its beta but still, the game was released in 2004! That makes it as old as WoW maybe, but definitely not as good.

Yeah I care for things like character creation and looks, you know what, it matters! And EQ2 is HIDEOUS!!! I went temp-blind trying to customize one of the TWO available character models for humans and apparently they’re one of the more agreeable races. Seriously Sony, seeeeeeriously??

Maybe I shouldn’t have chosen the green-violet starting area of the silly fairies, but the optic aspects of the game didn’t improve from there. At least you can run the game smoothly, even after you fought and scrolled your way through the gazillion available ingame menus and submenus to max performance. The gameplay wasn’t so bad, it was easy enough to find your way around the UI and first quests which are rather similar to WoW; the beautiful zone map (…) assists you there. Also, EQ2 makes up for all the skills and abilities Rappelz is so reluctant to distribute: for every level gained, you get at least 2 new spells for your hotbar. At level 14, I was already half-way to filling my 3rd, losing track quickly of what each of those buttons do and when I should use which and why. The skill and talent system is equally confusing: 3 different tabs on ‘alternate advancement’ that give you no hint whatsoever on where to start, while the game keeps reminding you that you got unused skill points lying around!

The game is kinda big for letting you know stuff like that…It also tells you that your two bags are full, after which you will have no peace and won’t be able to loot anything until you found the one vendor NPC that lets you sell trash items. You’ll have to make your way there at reduced speed because apparently walking gets harder after you picked too many flowers and mushrooms.

And then there’s that pesky annoyance of a pop-up that you’ll get to click away every 10minutes, telling you to upgrade to the game’s “silver version”. Apparently that’s Sony’s subtle way of encouraging their free-version players and trialists to buy the upgrade. I’m sure that works really well……not.
There’s actually a GOLD version popup following that silver one, I hear!

If you’ve played WoW for years and decide to test EQ2 nonetheless, I wish you good luck. At least you won’t have to wait for a long install and patching procedure, because the game is smart enough to download most of its ugly maps while you’ve already started playing. That is, if you can get the launcher to run without issues, depending on your windows version. ^^

A look ahead

I give every game a chance but I’m merciless if it manages to annoy me already at the start, fails to meet the most basic standards or doesn’t manage to motivate long term game play after several hours. If you want to hook players or lure them over, you better create some motivation quickly! I don’t think I’m harsh, but I got a clear focus on things like overall atmosphere, coherence and playability when having my first look at an MMO. After that, I’d like a new title to feature something unique instead of just copying WoW: it’s not enough to be as good, you’ll need to be better and different! Try and excel where WoW is lacking, have a good look at how the fathers of the genre created content depth. And make sure you’ll deliver a package, because you’ll be dealing with WoW players with a low tolerance for bullshit.

I would love to give another game a go but looking around, I doubt 2011 will change a lot. Very few games of the past years have shown promise, but they aren’t quite there yet. I have the same feeling about upcoming titles such as SWtoR or The Secret World, even if I’m probably going to look into the latter.
However, most of the current MMOs out there, free or sub-based, are a waste of space, time and nerves. It’s something Blizzard ultimately benefits from, aside of WoW being the king of MMOs for many other reasons.

Before I agree to settle for less, look like some ugly hobbit on steroids or move my character around like a unit in some freakin RTS, I pre-order my Cataclysm copy and let it be known: it’s not perfect, but it’s definitely your best bang for the buck folks!

We remember the hard times

Lately there was quite a bit of discussion on gend……..errr, I mean, there was quite a bit of discussion going on about where the MMO genre is going and also, about people being bored silly with WoW while being unhappy with the increased “dumbing down” of the game by Blizzard these past few years.

I’ll admit that I am one of those that have an issue with the continuous ‘casualization’ of WoW; not because I need to feel so l33t over more casual players and think they shouldn’t experience the same content as I do, but because I feel a sharp loss of ‘authenticity’ and immersion as a consequence of the related changes since WoW launched in 2004. And I don’t label myself an elite player, far from it.

I am not going to pink-glass vanilla WoW here: there was certain imbalances and unnecessary downtimes that were plain annoying and I wouldn’t want those back. However, I feel that Blizzard’s increased endeavor to make the game more and more accessible and easy to play for a mass market audience, ever since halfway through TBC, has killed a lot of what I consider the ‘soul’ of the true MMORPG experience. A topic that has possibly echoed most of my own feelings in brilliant detail was Wolfshead’s article on EQ3 and the future of the genre in general.
Was everything better back in the days? No. Neither was everything worse. It is rather depressing that oldtimers like Everquest and Ultima Online are still regarded as the games with the most content depth and immersion in the MMO genre up to this day.

When I think of how 5mans are being run in WoW nowadays, it seriously makes me cringe. While it’s far from being my only issue, I think it serves as a good example: queue up for an instance, wait a few minutes, zoom into some cross-server party of which hardly anyone will even say ‘Hi’ in partychat, steamroll the instance, cash your badges and leave, rinse and repeat – it’s like the zombie hour of MMOs.

  • People don’t speak to one another. And if they do, it’s most likely about gearscore or damage meters.
  • People don’t die anymore. And if they do, it is such an unheard of, outrageous thing that the tank and healer are most likely to ragequit after the first wipe because they got NO TIME FOR THIS!
  • People don’t even need to travel to the instance anymore. And if they did, they wouldn’t notice the world around them and its beautiful maps, because their super-fast epic mount flies at “ludicrous speed” somewhere up in the clouds.

Some bloggers have actually compared this way of gameplay to a “one-night stand”: no emotions involved, get in and out quickly, mutual benefits, no strings attached. And why would you invest anything more on people from different servers anyway? It’s an almost complete anonymity, even if you behave like a stupid troll there won’t be consequences. Just yesterday Grumpy described a very similar atmosphere in WoW’s battleground PUGs where communication and teamwork are at an all time low.

Now you could say “but this is all optional, you don’t need to use the dungeon finder if you don’t wish to play with strangers”, but that’s not it really. You play with strangers in MMOs all the time, it’s kinda the POINT. And whether I use this feature or not, it is there and it does impact on the community (lolz I said “community”) as a whole. It is also just one symptom of a spreading disease – and I’m saying this as somebody that is still in love with the world of Warcraft.

Of value and cost or: heroes and dragons

The underlying issue of most of my own points, but also those of other players, comes down to a strong disparity between effort (or challenge) and reward. The irony in WoW’s case is not that the game is too hard and frustrates players by rewarding them too little, but that it is on the contrary so fast and full of opportunities that you do not feel rewarded anymore, as there is hardly a challenge.
As human beings we attach value in relation to what a certain item costs us – value and cost being two very separate things in this case. If it takes you a long time to gain a reward or if it was hard to obtain and required you to overcome many obstacles, you value your reward more, as part of an accomplishment. Well, there is no accomplishment without a struggle: there are no heroes where there is no dragon.

So, where is the feeling of adventure and achievement in playing the game in its current state? When was the last time you really struggled questing in a new map, calling a friend to aid you? When was the last time you had several corpseruns in a 5man because communication on pulls and CC was so crucial? How much effort went into collecting your current set of gear? I had to think hard – the last time we struggled in a 5man was in Magister’s Terrace back in TBC. The instances in WotLK make me feel a lot of things, but certainly not heroic.

We are currently over-loaded on fast opportunity and reward in WoW, to a point where cooperation and teamwork isn’t a key feature anymore. You can solo and pug your way through almost everything with little struggle, downtimes or consequence. Even if you don’t pug, the low difficulty level itself is detrimental to any team building effect: you build strong teams over struggling together, not steamrolling together!

The fact that rewards not only don’t feel like rewards anymore, but also don’t look very rewarding, is doubly ironic: we all look the same nowadays, no matter how we play the game. Our gear tells no stories anymore. It seems the more we are given, the less we got. And then there are those goons that do not even know (or remember) what a party is and how instances used to be, quitting raids over a few deaths or failing horribly whenever they visit an oldschool instance.

When times were tough and memories were epic

I don’t know about you, but personally I lose all sense of adventure when the co-relation between challenge and reward, need for cooperation and teamwork, fear of death and requirements of for example travel, become so secondary in a game. There are no essential struggles, no moments of big consequence or fear – these factors being of course all co-dependent. WoW feels further and further away from the classic MMORPG experience and there goes my sense of ‘authenticity’ down the drain together with immersion.

In his article Wolfshead compared his experience of playing a (good) MMO with watching a horror movie – I find this quite a fitting analogy. If I play in a fantasy world, I’d like some excitement, some tension and moments of terror. I’d like to be scared, calling on my companions to beat a challenge together. Or in other words, I’d like to run and scream in terror; because fear is part of adventure. What follows after, is an epic feeling of accomplishment, reward and fun shared with those that assisted you – or alternatively a feeling of shame and embarrassment over being such a chicken. It is those moments we remember in MMOs, not the easy kills, not the fast loot: what we remember is the really tough times.

I remember how my guild beat Vaelastraz after weeks and weeks of wiping in BWL, and the tremendous relief we felt to have overcome this obstacle together. I remember being scared shitless trying to cross duskwood as a lowbie, waiting for my party to escort me. I remember endless hours and corpseruns in Stratholme, BRD and UBRS because those instances were actually hard for any group. I remember grinding my way to exalted with goddamn Silithus, which is quite possibly the worst thing I ever did in this game (I have still not quite recovered), but I DID IT!

It is the times of our worst struggles and the feeling of achievement in overcoming them as a group of heroes set in a fantastic and scary world that make our best memories in an MMO. I want more “MMO-RPG” and less fast food, please. I want times to be tough and adventures to be epic!

I want memories that last.

Gamers are not a community

I have been a longterm member and mod over at a videogame forum that is rather big where I live. It’s a very active place where gamers of every flavour, but also people professionally involved in the business are posting and there’s yearly gamenights and other events being organized for the “community” to meet. Over the past 10 years that I’ve been there, I have made a few friends and met a lot of people. During my student years it even got me some marketing jobs for our national Nintendo publisher.
Yet the one thing that still makes me cringe after all this time is that even though you’d like to think that ‘gamers’ are a community of sorts, they really aren’t. I’ve had so many experiences and keep having them, that remind me how delusional this is.

On our board you’ll find all sorts of ‘special groups’ and segregation wherever you turn: there’s the mainstream gamers, the platform fanboys, the anime/manga fans, the retro fanatics, the RPGers etc. and they all make sure not to get confused with one another. And right down at bottom there’s the MMO players. Oh beware to be one of those, even if we got a whole subforum dedicated to this genre, you’re bound to listen to false stereotyping and trolling. Because really, even if the others play Xbox live every night over voice-comm with their buddies and buy a new game every 2 weeks, at least they aren’t playing MMORPGs. They’re not that asocial – they do ‘stuff on weekends’ and have a girlfriend!
I actually had to deal with a guy once writing down an entire list (with bullets) of the things he did every week besides gaming (it included things like playing tennis and drinking in bars), trying to point out how sad we all were for playing WoW. I have probably never been more embarrassed on somebody else’s behalf in my life. The funny thing is that a lot of these gamers are actually secretly jealous of you; I had one or two admitting to me that they would actually like to play WoW but couldn’t, because they’d get “too addicted” or their girlfriend “wouldn’t approve”.
Then there was that other post once where a guy stated how upset he got when a co-worker at his workplace referred to him as “our gamer” and how insulted he felt over it. Because to him gamers were real life losers and sociopaths. All of this coming from someone ‘within the community’ who is active on the same online gamers board for years and attending gamenights. I had a thing or two to say to him in that topic, for what its worth.

Even though I know this is how things really are, it makes me sad every time I note them; be it ingame or via forums or blogs. I guess it’s that naive part in me, thinking that gamers as a whole get enough stigma already from people outside their interest group that they wouldn’t need to continue the segregation amongst themselves. It’s probably human that we reach out and long to be part of a community we’d somehow like to identify with. But the truth is that this doesn’t exist, just because we play games doesn’t mean we have anything in common. If you’d like to feel at home among a group of people, you will have to keep picking the gems out of the pile of trash.

When we log on to World of Warcraft, we think that we enter some sort of fantasy. But unlike any other games, the content in MMOs is highly player generated – the whole point of them requiring social interaction and longterm teamplay is created by the people playing them. And all of these people bring their load of personal beliefs, attitude and prejudice with them – they don’t leave them at the door when they put on their mage robes or paladin armor. You got your judgmental and biased trolls, your sexists, homophobes, racists, fascists and any other flavour of social superiorists – in fact the internet is kinda big for trolls creeping out of their caves that usually would never find an audience in real life. And no matter how hard you stick to your own folks, you’ll get your share of bullshit whether you like it or not, right there in your pink fantasy dream. Even if you manage to steer free of most, you still get your casual gamers vs. hardcores, your “I’m better than you because I play less when I’m really just jealous”-people, your drama queens and psychotic real life-compensators (or both).

And I don’t actually dig ‘-isms’ at all. I don’t think we have an issue with ‘-isms’, we can spare ourselves the fancy terminology: the world has an issue with idiots. It has issues with lack of common sense all across the board. If we cannot even share our fantasy worlds, I foresee a dark future for the real version.

So we do ingame what we do elsewhere – we retreat to our own small circle of friends or guilds and play the game from inside our social bubbles. Just because we play the same game doesn’t mean we have anything in common with the rest.

World of Warcraft is an exact mirror of the real world – just with better furniture and background music.