I cannot comment on this right now because I feel too betrayed and angry to be rational. Just thought you might like to know that anyone who wants to keep their real name private can't use any Blizzard forum anymore, including WoW and SC2 forums.
http://bit.ly/9ZfjeD
Fuck you, Blizzard.
UPDATE: some comments added. This is what I posted in the thread under one of my alts (gotta savor the anonymity while I have it):
This is a terrible idea, Blizzard. I know that you're going to go through with it no matter what we say, but hey, I gotta try. I love this game and I had a lot of respect and loyalty to your company, and that is all gone now with the advent of Real ID and it's expansion to other parts of the WoW experience. How long until giving out my personal information is no longer optional for simply playing the game?
You say that you're trying to improve the level of discourse on the forums. Do you realize that what you are doing is driving out every intelligent adult?
Any grown-up with a career outside the games industry? No longer posting on the forums, because it will hurt their career for their boss and peers to know they play WoW. Gaming is not understood by the masses, especially the career-minded.
Anyone mature enough to have a healthy sense of how to protect themselves online? No longer posting on your forums.
Any female who has ever been stalked (ie almost every female)? No longer posting on the forums.
Any female who has ever been ignored or disrespected simply for being female, but found herself finally treated as an equal in WoW because her gender was hidden? No longer posting on the forums.
What's left? Teenage boys who don't have enough career aspirations to want to keep their gaming a secret. The dumbest, most immature, most dead-end teenage boys.
That's the forum culture you are building. Good job thinking that one through.
UPDATE 2: You can post a complaint to the ESRB here:
https://www.esrb.org/about/contact.jsp
I'm all for parents supervising the gaming activities of their children. It is in no way the game company's responsibility to protect children. BUT the ESRB has taken that goal upon themselves to help inform parents. And a "TEEN" rating is not high enough when the game is giving out your personal information on the net. No minor, including 17 year olds, should be allowed to purchase this game without the presence of a responsible adult who is well-informed about the parental controls available to them. No minor should be able to choose to give out their personal information this way.
Here is the content of my complaint to the ESRB (limited to 500 characters, excuse the grammar):
Filing a formal complaint about Blizzard's announcement today that their forums will display your real first and last name.
It poses a security and privacy risk, especially for minors. Please raise the rating for all Blizzard games to at least what you would give Grand Theft Auto (preferably Adults Only).
Giving out personal information is more dangerous today than letting a child see the content in GTA.
The move also shows a startling disregard for privacy that you should keep an eye on.
Showing posts with label Load of Crap. Show all posts
Showing posts with label Load of Crap. Show all posts
Tuesday, July 6, 2010
Monday, June 28, 2010
Interview Reveals that RealID is a Scam
Can't believe it took me nearly 2 months for me to come across this interview. In USA Today!
http://content.usatoday.com/communities/gamehunters/post/2010/05/blizzard-and-facebooks-friendly-social-networking-deal-launches-with-starcraft-ii-/1
Holy crap. Blizzard's plans for Real ID are beyond what I even imagined.
So back at Blizzcon, Blizz announced that they were going to be using Battle.net to add cross game/faction/server communication. This sounded great. It would let me ask a friend logged into WoW if they wanted to come play some Starcraft . . . in the form of a whisper to their character! Yay!
Oh wait. Now it turns out that they weren't adding cross game/server chat as a benefit to the players. It's simply bait to create their own social network to get a piece of the Facebook revenue pie.
http://content.usatoday.com/communities/gamehunters/post/2010/05/blizzard-and-facebooks-friendly-social-networking-deal-launches-with-starcraft-ii-/1
Holy crap. Blizzard's plans for Real ID are beyond what I even imagined.
So back at Blizzcon, Blizz announced that they were going to be using Battle.net to add cross game/faction/server communication. This sounded great. It would let me ask a friend logged into WoW if they wanted to come play some Starcraft . . . in the form of a whisper to their character! Yay!
Oh wait. Now it turns out that they weren't adding cross game/server chat as a benefit to the players. It's simply bait to create their own social network to get a piece of the Facebook revenue pie.
Labels:
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Friday, April 16, 2010
Never thought I'd be afraid of a sparkly pony
First off, this hilarious video by Totalbiscuit:
I have verified -at much risk to life and limb - that the reference to homosexuals is not anti-gay, but just a statement that the sparkly pony is "faaaabulous!"
Anywho, quick statement on the horse: overall, I find the insanely high demand for the thing terrifying given it's price.
I am also kind of sickened by the (frankly unecessary) marketing ploys they're using to artificially increase demand.
But it doesn't scare me for the reasons you may think. I'm not worried Blizzard is going to compromise the integrity of the game by selling gear or achievements. I don't think Cataclysm will be an RMT-palooza.
But I am worried that the millions of dollars they just made in one day in return for a few hours of work by an artist and a programmer is going to . . . skew their priorities a bit. After all, they are a for-profit company, and in the end their goal is to make the most money, not make the best game. Making such good games is just a good way to make money.
Companies are meant to make money, and there is nothing wrong with that. I don't begrudge Blizzard the millions they made yesterday at all. Obviously, hundreds of thousands of people thought $25 was a fair price for a mount. I'm not even criticizing them. The whole thing was generally a win for everyone all around: people who wanted the mount for that price got it, Blizz made a ton of cash, and no one who didn't want the mount is hurt by the whole thing.
Or are they? (dun dun DUNNNNNN)
The only thing I'm worried about is a priority shift. Now that Blizzard has invested so much in laying the groundwork of creating a game that so many people love so much that hundreds of thousands of them are willing to pay half the cost of an entirely new video game just for a new graphic on their mount - quite an accomplishment in itself - what is their motivation to keep investing those resources into polishing the rest of the game? Are the i's going to be dotted and t's crossed anymore? Let's look at a hypothetical (and likely hyperbolic) example just to get my point across.
From Blizzard's point of view:
Option 1: Release an innovative, deep dungeon full of new art, cool lore, and great music, voice acting, and sound effects (think Ulduar). Make a number of new models and animations.
Option 2: Take half of those artists off of making the dungeon and have them design a few cool pets and mounts for the store instead. Phone in the dungeon with stale graphics and mechanics, very few bosses, and with every single enemy model fully recycled (think ToC).
Let's say both of those options cost the same amount of money. Option 1 has an indefinable value in keeping customers interested and excited about the game. But ToC showed that releasing a crap dungeon with no new assets will have little to no effect on subscriptions numbers (the main effect is lowering overall excitement for your game, which may eventually lead to a noticeable reduction in profits).
Option 2 will make you 3 million dollars in one day.
As a for-profit company, which of those two options do you pick?
That's why I'm worried that the rest of the game will start being phoned in. We'll see fewer new character models as the artistic resources get redirected towards filling the store. I'm scared that the game, overall, will get worse because spending those resources on pets instead is so much more financially attractive.
/sadface
I have verified -at much risk to life and limb - that the reference to homosexuals is not anti-gay, but just a statement that the sparkly pony is "faaaabulous!"
Anywho, quick statement on the horse: overall, I find the insanely high demand for the thing terrifying given it's price.
I am also kind of sickened by the (frankly unecessary) marketing ploys they're using to artificially increase demand.
But it doesn't scare me for the reasons you may think. I'm not worried Blizzard is going to compromise the integrity of the game by selling gear or achievements. I don't think Cataclysm will be an RMT-palooza.
But I am worried that the millions of dollars they just made in one day in return for a few hours of work by an artist and a programmer is going to . . . skew their priorities a bit. After all, they are a for-profit company, and in the end their goal is to make the most money, not make the best game. Making such good games is just a good way to make money.
Companies are meant to make money, and there is nothing wrong with that. I don't begrudge Blizzard the millions they made yesterday at all. Obviously, hundreds of thousands of people thought $25 was a fair price for a mount. I'm not even criticizing them. The whole thing was generally a win for everyone all around: people who wanted the mount for that price got it, Blizz made a ton of cash, and no one who didn't want the mount is hurt by the whole thing.
Or are they? (dun dun DUNNNNNN)
The only thing I'm worried about is a priority shift. Now that Blizzard has invested so much in laying the groundwork of creating a game that so many people love so much that hundreds of thousands of them are willing to pay half the cost of an entirely new video game just for a new graphic on their mount - quite an accomplishment in itself - what is their motivation to keep investing those resources into polishing the rest of the game? Are the i's going to be dotted and t's crossed anymore? Let's look at a hypothetical (and likely hyperbolic) example just to get my point across.
From Blizzard's point of view:
Option 1: Release an innovative, deep dungeon full of new art, cool lore, and great music, voice acting, and sound effects (think Ulduar). Make a number of new models and animations.
Option 2: Take half of those artists off of making the dungeon and have them design a few cool pets and mounts for the store instead. Phone in the dungeon with stale graphics and mechanics, very few bosses, and with every single enemy model fully recycled (think ToC).
Let's say both of those options cost the same amount of money. Option 1 has an indefinable value in keeping customers interested and excited about the game. But ToC showed that releasing a crap dungeon with no new assets will have little to no effect on subscriptions numbers (the main effect is lowering overall excitement for your game, which may eventually lead to a noticeable reduction in profits).
Option 2 will make you 3 million dollars in one day.
As a for-profit company, which of those two options do you pick?
That's why I'm worried that the rest of the game will start being phoned in. We'll see fewer new character models as the artistic resources get redirected towards filling the store. I'm scared that the game, overall, will get worse because spending those resources on pets instead is so much more financially attractive.
/sadface
Labels:
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Wednesday, April 14, 2010
Cataclysm Class Population, or "World of Paladins 2: Now With More Paladins"
As promised, here I am bringing out my Crystal Ball of Dubious Accuracy and telling you what I think will happen to the class populations in WoW based on the design intent evident in the class previews that were released over the past few weeks. I consider class population balance to be crucially important to WoW, and I find it shocking how little Blizzard developers seem to consider it when balancing classes. But I'll get into that in more detail later.
Current Populations:
Before going into predictions, it will be useful to look at the current class populations statistics. Despite the prevalence of max-level alts to switch to, the class of each player's current "main" will likely be the biggest deciding factor in which class they play in Cataclysm. There will need to a strong reason to switch, especially since mounts, pets, and achievements are non-transferrable (something that I'm almost begging Blizzard to change, even if it's for a fee). For instance, I have not been willing to begin to entertain the thought of switching mains away from my Death Knight because of his Rusted Proto Drake . . . plus all the pets (many impossible or horrendously difficult to replace), mounts (including a 12k gold motorcycle), and achievements.
All of this data considers only level 80 characters.
Right now, Armory Data Mining puts the classes at:

To back up that data with a second source, here are the likely-less-accurate numbers from the Warcraft Census:

I'm going to assume that a comparably large percentage of these level 80 DKs are not mains, given the high DK starting leve and the "shiny and new" factor. I don't see any reason to consider any of the other classes less likely to be mains or more likely to be alts.
In summary, there are way too many goddamned Paladins.
Role representation is also a concern. Basing my estimates off of the percentage of all Paladins and Warriors who specced Prot, we can assume that roughly 7% of the population is a DK or Druid tank. Add on the prot tanks, and only 16% of the population is a tank.
20% of a 5-man or 10-man is a tank. On the other hand, 12% of a 25-man raid is a tank. That means there are too many tanks for 25-man raids, but not even close to enough for 5-man or 10-man content. This indicates that Blizzard needs to balance 25-man raids to include more tanks, and if that's not enough, take more steps to increase the tank population.
The problem is similar for healers: only 18% of all level 80's heal. Sure, you only need 20% for 5-mans, but raids need about 25%.
No matter how you look at it, there is a healer shortage, and a massive tank shortage outside of 25-man raids.
Pure DPS classes have nosedived in Wrath, filling out the bottom of the population list. Overall, they make up 32% of the population, vs 34% who are hybrids playing a DPS class. It seems clear that the community perceives the benefits of hybrids, especially with dual-spec available, as far outweighing the unevenly-implemented "hybrid tax". Unless something is explicitly done to prevent it, I believe this trend will continue.
Take-away points:
In predicting class populations, it also makes sense to consider the current popularity of each race. It stands to reason that many players will be loathe to leave their favorite race, or consider race as a factor when considering a new main.
Armory Data Mining:

Warcraft Census:

Humans and elves are predominant. The most physically imposing races come next, as does the "darkest" race. The ugliest and smallest races take up the rear. Apparently, the type of people who play WoW a lot want to roleplay as something beautiful, big and strong. Whodathunkit?
Worgen will be explosively popular. They will hit the ultimate trifecta heretofore untouched by other races: they will be the Shiny New Thing, and the "darkest" thing, and also be able to look exactly like the most popular race at the drop of a hat, all at the same time! Everyone will make a Worgen. But few will make a Worgen their new main before they are opened up for race changes from existing characters. So 3 months after Cata release, they will be few and far between at 80. 6 months after and beyond, they will eventually overtake most other races, just as the Blood Elves have since BC.
Goblins are both ugly and short. Being shiny, new, and highly anticipated will help them, but they will never exceed even Orcs in population.
Rating Each Class Preview
So how did each class preview pan out? Look! I rate them from 1-10! Based on how much they would make people want to main that class in Cata!
Death Knight
Blood became the dedicated tanking tree, which is a good change but won't help the numbers. Rune system change is great, but a bit under-the-hood, so would only lead to modest population uptick. New abilities are extremely lackluster.
Rating: 4
Druid
Almost every change addresses something wrong with druids. They are getting a few cool abilities, more buttons to push as bear, an easier cat rotation, eclipse is getting overhauled, their heals are staying largely intact and benefiting from crit and haste, and there are no clear nerfs. Wow.
Rating: 8
Hunter
They are getting Focus instead of mana, which will push away almost no one and draw a few more in. The increased pet stable will be a big draw. Their rotation is getting less frantic. Annoyances like Ammunition are going away. Pets are getting increased raid utility. And the new abilities are very exciting.
Rating: 6
Mage
Bloodlust, only better. Since BL isn't going away, keen players will find the buff to be a big draw to a mage or shaman. Other new abilities are OK, but there are very few mechanics changes.
Rating: 5
Paladin
Are you fucking serious? Cool new abilities (one of them is literally "flashy") that all have utility in both PvE and PvP, easier buffing, and Paladins become the only class with an exclusive buff (Kings, though GC started a rumor that Druids might get it).
Rating: 9.5
Priest
Strong mechanic improvements, and flashy, cool new spells like Life Grip (though Life Grip will turn some people off because it gives them extra responsibility). The changes should rope in some people who would otherwise be turned off, but priest populations will always remain relatively stable.
Rating: 7
Rogue
The combo point system is improved (that system was the biggest annoyance with rogues) and survivability is going up, while stunlocks are nerfed. Smoke Bomb is super-flashy. Rogue population will go up among raiders and down among gankers.
Rating: 6
Shaman
Lots of flashy, cool new spells, but little in the way of mechanic changes or real improvements.
Rating: 8
Warlock
Shard overhaul, decent new spells, and green fire. A few nice mechanics changes.
Rating: 7
Warrior
Awesome fix to rage. Heroic Strike going away as an on-next-attack spam button. New abilities are booooring. No news on exactly how they will be improved to be brought in line with the other tanks on ease of aoe threat, or how the other tanks will be nerfed (yes, vague things have been said so far, but not enough concrete stuff to bank on).
Rating: 2
Healer and Tank changes:
One last thing to consider before we get to the predictions are the major changes being made to healers, and to a lesser extant tanks, as a whole.
The healing change to make them care about mana is a great design idea, if I understand it correctly. We won't know how good it is until we play it, but it sounds like we won't need to keep people topped off at all, instead doing triage based on leaving some people who aren't in danger at medium health. It follows that someone at half-health isn't likely to die in the next few seconds unless they are staying in the fire.
But the healing change is a major turn-off for healers. No matter how much PR GC tries to do, the bottom line is that it sounds like a nerf, and sounds like more work (even if it's not going to turn out that way). What GC needs to do ASAP is release a video demonstrating what healing will be like in Cataclysm, and showing very clearly why it will actually be more fun and less stressful.
As Gevlon and others have pointed out, if you make healer mana the limiting factor in a raid's or group's success, then you give everyone even more reason to blame the healers. Even if it isn't the healer's fault, the social perception will be that it's easy to blame the healer. And Blizzard is continually thinking of this game too much as a game system when they should be thinking about it as a social environment a lot more. Hire Tobold to be your social engineer!
Meanwhile, the tanking changes that make threat scale better with gear are broadly appealing, though talk of making AoE tanking more difficult will likely be misunderstood by some as a nerf.
Predictions:
Now that that's out of the way, here are my predictions, from lowest to highest, of populations percentages for each class at 85 about 3 months after the release of Cataclysm.
Shaman: 6.5%
Bad news, shamans. No amount of Healing Rain can save you. Mages are getting Bloodlust, and none of the most popular races can be your class, including Worgen (and lots of Draenei players will switch to Worgen). The only new Shaman will be Dwarves and Goblins, two of the least popular races. The mana change will be perceived as a nerf, hurting the representation of healers of every class. Totems will remain an annoyance, and you still won't have escape mechanisms, and Enhance will still play like a weaker Ret Paladin. Sorry.
Death Knight: 7.5%
Yeah, you read that right. Biiig cut. Most people will not level their 80 DK as their main in Cata. Paladin popularity will hit this class the worst, but the unexciting new abilities and the loss of freshness won't help either. Expect a good number of Worgen DKs who want an easy way to get a Worgen to 80 early, but few Goblin DKs, as most players will want to roll a Goblin only to see the new starter experience. The appeal of seeing the new 1-60 content will cut into the number of DKs, since they start at 58 (once they get out of their starter zone).
Warlock: 7.5%
Warlocks will see a tiny increase due to their improvements, especially the soul shard system. They will be hurt by the lack of a new pet and what I expect will be a surge in mage popularity.
Priest: 8%
Priest population should stay pretty steady. More than any other class, priests attract a certain type of person, and there is nothing in the preview to suggest they will lose players. Nevertheless, there will be a sizeable drop due to the mana change to healers driving away many players from healing classes. That is the main reason I have them rated so low. The popularity of Druids, especially as Worgen, will also take a bite out of the Priest population.
Rogue: 8.5%
This is also a modest increase for rogues. They will be popular Worgen and Goblin classes, and more popular as raiding mains because of their improved combo point system. They will lose some people who are PvP fans.
Hunter: 9%
I expect a signifiant increase in the hunter population. The biggest factor here is that many of the most popular races can already be hunters, as can both of the new classes, and even humans and undead will be able to hunt in Cata. Also, the improved pet system and the addition of focus will attract more people than it drives away, noticeably increasing the hunter population. I expect them to increase in PvP popularity as well as the focus turns away from Arena and toward BGs.
Mage: 10%
A class with Bloodlust, except it can be played by all of the most popular races, including humans, worgen, and now both kinds of elves? Buy stock in this class, folks.
Warrior: 11%
I originally thought that the boring new abilities in the Warrior class preview would hurt them. And it will hurt them slightly. But no one will notice while rolling their Worgen and Blood Elf warriors and enjoying the fixed rage mechanic, now will they? A perennial popular class will only get more popular.
Druid: 15%
And here we come to the biggest problem. What we've heard about Cataclysm so far has given us no indication that the value of hybrids will decrease. Players as a community are already picking up on this, which explains why the current druid population is so high for a class that can only be played by 2 races and can't see it's own hard-earned armor 90% of the time. As a 3-role hybrid, and the only one that can do both melee and ranged dps, you have a recipe for popularity in a land of dual-specs and little to no downsides to playing a hybrid. GC even hinted that Druids might be the only other class to get Blessing of Kings!
They will also remain the strongest healers once Paladins lose dominance of tank-healing, kitty dps will be easier, bear will be more interesting, and moonkin will finally get a non-spec-breaking version of Eclipse. Plus, the new abilities are pretty cool. Add in that fucking Worgen can be Druids, and iiiit's ovaaaaah for most of the other classes.
Paladin: 17%
The saddest thing about how giant this number is? The fact that it's such a small increase over the current number! The class is getting some great new abilities and almost no clear nerfs. Holy Paladins will become more popular as their toolbox increases and they get raid healing capabilities. Retribution Paladins will pick up a number of refugees from other dps classes, particularly DKs and Warriors, who have been watching them in jealousy for months now. And though there are hints that Prot Paladins will be brought back into line with other tanks, it's hard to dispel the long-running perception of them as the best tanks, the easiest to play, and the ones with the highest and most dependable aoe threat. Plus, they certainly won't be the weakest tanks, and if they are, you can just play dps or healing instead!
The only saving grace here is that Worgen can't play them - though Tuaren will be added to the list, which can only increase their popularity.
Yes, I am predicting that about a third of all players will main either a druid or paladin. Have fun forming raids in 2011, kids!
-----------------------------------------------------
So what does Blizz need to do between now and Cataclysm to prevent a disasterous healer shortage and gross class imbalance?
1) Change the healing mana "nerf" to make it more palatable.
2) Better PR for the increased importance of mana for healers and the cleanse changes. We need video demonstrations of how the game will be changed to compensate and keep these changes from being nerfs, and we need some social engineering changes in the game mechanics to take some of the responsibility for failure away from healers, at least in the public perception. Perception matters.
3) Increase the "hybrid tax" in some way so that players don't flock to Paladins and Druids for being the only 3-role classes in the game (and top-tier at some of those roles at the same time!). It doesn't need to be limited to the current (failing) damage tax. Change around buffs so that hybrids provide fewer of them, rather than more, compared to pures. Make sure hybrids have the weakest CC, and make it very well-known to the WoW population how much CC will actually matter - with demonstrations. Give some extra utility to pure and 2-role classes that the 3-role classes will lack. Continue to suppress the druid population by keeping them from seeing their gear in bear/cat/moonkin. Stop letting Paladins be so goddamn powerful while being so easy to play.
4) Allow Worgen and Elves to be Shaman, and simplify totems even more.
Current Populations:
Before going into predictions, it will be useful to look at the current class populations statistics. Despite the prevalence of max-level alts to switch to, the class of each player's current "main" will likely be the biggest deciding factor in which class they play in Cataclysm. There will need to a strong reason to switch, especially since mounts, pets, and achievements are non-transferrable (something that I'm almost begging Blizzard to change, even if it's for a fee). For instance, I have not been willing to begin to entertain the thought of switching mains away from my Death Knight because of his Rusted Proto Drake . . . plus all the pets (many impossible or horrendously difficult to replace), mounts (including a 12k gold motorcycle), and achievements.
All of this data considers only level 80 characters.
Right now, Armory Data Mining puts the classes at:

To back up that data with a second source, here are the likely-less-accurate numbers from the Warcraft Census:

I'm going to assume that a comparably large percentage of these level 80 DKs are not mains, given the high DK starting leve and the "shiny and new" factor. I don't see any reason to consider any of the other classes less likely to be mains or more likely to be alts.
In summary, there are way too many goddamned Paladins.
Role representation is also a concern. Basing my estimates off of the percentage of all Paladins and Warriors who specced Prot, we can assume that roughly 7% of the population is a DK or Druid tank. Add on the prot tanks, and only 16% of the population is a tank.
20% of a 5-man or 10-man is a tank. On the other hand, 12% of a 25-man raid is a tank. That means there are too many tanks for 25-man raids, but not even close to enough for 5-man or 10-man content. This indicates that Blizzard needs to balance 25-man raids to include more tanks, and if that's not enough, take more steps to increase the tank population.
The problem is similar for healers: only 18% of all level 80's heal. Sure, you only need 20% for 5-mans, but raids need about 25%.
No matter how you look at it, there is a healer shortage, and a massive tank shortage outside of 25-man raids.
Pure DPS classes have nosedived in Wrath, filling out the bottom of the population list. Overall, they make up 32% of the population, vs 34% who are hybrids playing a DPS class. It seems clear that the community perceives the benefits of hybrids, especially with dual-spec available, as far outweighing the unevenly-implemented "hybrid tax". Unless something is explicitly done to prevent it, I believe this trend will continue.
Take-away points:
- 25-mans must be rebalanced to require more tanks.
- Tank and healer populations need to be increased
- Pure dps classes need to be be more appealing for dps relative to hybrid dps classes
- We need fewer plate dps and more leather dps
In predicting class populations, it also makes sense to consider the current popularity of each race. It stands to reason that many players will be loathe to leave their favorite race, or consider race as a factor when considering a new main.
Armory Data Mining:

Warcraft Census:

Humans and elves are predominant. The most physically imposing races come next, as does the "darkest" race. The ugliest and smallest races take up the rear. Apparently, the type of people who play WoW a lot want to roleplay as something beautiful, big and strong. Whodathunkit?
Worgen will be explosively popular. They will hit the ultimate trifecta heretofore untouched by other races: they will be the Shiny New Thing, and the "darkest" thing, and also be able to look exactly like the most popular race at the drop of a hat, all at the same time! Everyone will make a Worgen. But few will make a Worgen their new main before they are opened up for race changes from existing characters. So 3 months after Cata release, they will be few and far between at 80. 6 months after and beyond, they will eventually overtake most other races, just as the Blood Elves have since BC.
Goblins are both ugly and short. Being shiny, new, and highly anticipated will help them, but they will never exceed even Orcs in population.
Rating Each Class Preview
So how did each class preview pan out? Look! I rate them from 1-10! Based on how much they would make people want to main that class in Cata!
Death Knight
Blood became the dedicated tanking tree, which is a good change but won't help the numbers. Rune system change is great, but a bit under-the-hood, so would only lead to modest population uptick. New abilities are extremely lackluster.
Rating: 4
Druid
Almost every change addresses something wrong with druids. They are getting a few cool abilities, more buttons to push as bear, an easier cat rotation, eclipse is getting overhauled, their heals are staying largely intact and benefiting from crit and haste, and there are no clear nerfs. Wow.
Rating: 8
Hunter
They are getting Focus instead of mana, which will push away almost no one and draw a few more in. The increased pet stable will be a big draw. Their rotation is getting less frantic. Annoyances like Ammunition are going away. Pets are getting increased raid utility. And the new abilities are very exciting.
Rating: 6
Mage
Bloodlust, only better. Since BL isn't going away, keen players will find the buff to be a big draw to a mage or shaman. Other new abilities are OK, but there are very few mechanics changes.
Rating: 5
Paladin
Are you fucking serious? Cool new abilities (one of them is literally "flashy") that all have utility in both PvE and PvP, easier buffing, and Paladins become the only class with an exclusive buff (Kings, though GC started a rumor that Druids might get it).
Rating: 9.5
Priest
Strong mechanic improvements, and flashy, cool new spells like Life Grip (though Life Grip will turn some people off because it gives them extra responsibility). The changes should rope in some people who would otherwise be turned off, but priest populations will always remain relatively stable.
Rating: 7
Rogue
The combo point system is improved (that system was the biggest annoyance with rogues) and survivability is going up, while stunlocks are nerfed. Smoke Bomb is super-flashy. Rogue population will go up among raiders and down among gankers.
Rating: 6
Shaman
Lots of flashy, cool new spells, but little in the way of mechanic changes or real improvements.
Rating: 8
Warlock
Shard overhaul, decent new spells, and green fire. A few nice mechanics changes.
Rating: 7
Warrior
Awesome fix to rage. Heroic Strike going away as an on-next-attack spam button. New abilities are booooring. No news on exactly how they will be improved to be brought in line with the other tanks on ease of aoe threat, or how the other tanks will be nerfed (yes, vague things have been said so far, but not enough concrete stuff to bank on).
Rating: 2
Healer and Tank changes:
One last thing to consider before we get to the predictions are the major changes being made to healers, and to a lesser extant tanks, as a whole.
The healing change to make them care about mana is a great design idea, if I understand it correctly. We won't know how good it is until we play it, but it sounds like we won't need to keep people topped off at all, instead doing triage based on leaving some people who aren't in danger at medium health. It follows that someone at half-health isn't likely to die in the next few seconds unless they are staying in the fire.
But the healing change is a major turn-off for healers. No matter how much PR GC tries to do, the bottom line is that it sounds like a nerf, and sounds like more work (even if it's not going to turn out that way). What GC needs to do ASAP is release a video demonstrating what healing will be like in Cataclysm, and showing very clearly why it will actually be more fun and less stressful.
As Gevlon and others have pointed out, if you make healer mana the limiting factor in a raid's or group's success, then you give everyone even more reason to blame the healers. Even if it isn't the healer's fault, the social perception will be that it's easy to blame the healer. And Blizzard is continually thinking of this game too much as a game system when they should be thinking about it as a social environment a lot more. Hire Tobold to be your social engineer!
Meanwhile, the tanking changes that make threat scale better with gear are broadly appealing, though talk of making AoE tanking more difficult will likely be misunderstood by some as a nerf.
Predictions:
Now that that's out of the way, here are my predictions, from lowest to highest, of populations percentages for each class at 85 about 3 months after the release of Cataclysm.
Shaman: 6.5%
Bad news, shamans. No amount of Healing Rain can save you. Mages are getting Bloodlust, and none of the most popular races can be your class, including Worgen (and lots of Draenei players will switch to Worgen). The only new Shaman will be Dwarves and Goblins, two of the least popular races. The mana change will be perceived as a nerf, hurting the representation of healers of every class. Totems will remain an annoyance, and you still won't have escape mechanisms, and Enhance will still play like a weaker Ret Paladin. Sorry.
Death Knight: 7.5%
Yeah, you read that right. Biiig cut. Most people will not level their 80 DK as their main in Cata. Paladin popularity will hit this class the worst, but the unexciting new abilities and the loss of freshness won't help either. Expect a good number of Worgen DKs who want an easy way to get a Worgen to 80 early, but few Goblin DKs, as most players will want to roll a Goblin only to see the new starter experience. The appeal of seeing the new 1-60 content will cut into the number of DKs, since they start at 58 (once they get out of their starter zone).
Warlock: 7.5%
Warlocks will see a tiny increase due to their improvements, especially the soul shard system. They will be hurt by the lack of a new pet and what I expect will be a surge in mage popularity.
Priest: 8%
Priest population should stay pretty steady. More than any other class, priests attract a certain type of person, and there is nothing in the preview to suggest they will lose players. Nevertheless, there will be a sizeable drop due to the mana change to healers driving away many players from healing classes. That is the main reason I have them rated so low. The popularity of Druids, especially as Worgen, will also take a bite out of the Priest population.
Rogue: 8.5%
This is also a modest increase for rogues. They will be popular Worgen and Goblin classes, and more popular as raiding mains because of their improved combo point system. They will lose some people who are PvP fans.
Hunter: 9%
I expect a signifiant increase in the hunter population. The biggest factor here is that many of the most popular races can already be hunters, as can both of the new classes, and even humans and undead will be able to hunt in Cata. Also, the improved pet system and the addition of focus will attract more people than it drives away, noticeably increasing the hunter population. I expect them to increase in PvP popularity as well as the focus turns away from Arena and toward BGs.
Mage: 10%
A class with Bloodlust, except it can be played by all of the most popular races, including humans, worgen, and now both kinds of elves? Buy stock in this class, folks.
Warrior: 11%
I originally thought that the boring new abilities in the Warrior class preview would hurt them. And it will hurt them slightly. But no one will notice while rolling their Worgen and Blood Elf warriors and enjoying the fixed rage mechanic, now will they? A perennial popular class will only get more popular.
Druid: 15%
And here we come to the biggest problem. What we've heard about Cataclysm so far has given us no indication that the value of hybrids will decrease. Players as a community are already picking up on this, which explains why the current druid population is so high for a class that can only be played by 2 races and can't see it's own hard-earned armor 90% of the time. As a 3-role hybrid, and the only one that can do both melee and ranged dps, you have a recipe for popularity in a land of dual-specs and little to no downsides to playing a hybrid. GC even hinted that Druids might be the only other class to get Blessing of Kings!
They will also remain the strongest healers once Paladins lose dominance of tank-healing, kitty dps will be easier, bear will be more interesting, and moonkin will finally get a non-spec-breaking version of Eclipse. Plus, the new abilities are pretty cool. Add in that fucking Worgen can be Druids, and iiiit's ovaaaaah for most of the other classes.
Paladin: 17%
The saddest thing about how giant this number is? The fact that it's such a small increase over the current number! The class is getting some great new abilities and almost no clear nerfs. Holy Paladins will become more popular as their toolbox increases and they get raid healing capabilities. Retribution Paladins will pick up a number of refugees from other dps classes, particularly DKs and Warriors, who have been watching them in jealousy for months now. And though there are hints that Prot Paladins will be brought back into line with other tanks, it's hard to dispel the long-running perception of them as the best tanks, the easiest to play, and the ones with the highest and most dependable aoe threat. Plus, they certainly won't be the weakest tanks, and if they are, you can just play dps or healing instead!
The only saving grace here is that Worgen can't play them - though Tuaren will be added to the list, which can only increase their popularity.
Yes, I am predicting that about a third of all players will main either a druid or paladin. Have fun forming raids in 2011, kids!
-----------------------------------------------------
So what does Blizz need to do between now and Cataclysm to prevent a disasterous healer shortage and gross class imbalance?
1) Change the healing mana "nerf" to make it more palatable.
2) Better PR for the increased importance of mana for healers and the cleanse changes. We need video demonstrations of how the game will be changed to compensate and keep these changes from being nerfs, and we need some social engineering changes in the game mechanics to take some of the responsibility for failure away from healers, at least in the public perception. Perception matters.
3) Increase the "hybrid tax" in some way so that players don't flock to Paladins and Druids for being the only 3-role classes in the game (and top-tier at some of those roles at the same time!). It doesn't need to be limited to the current (failing) damage tax. Change around buffs so that hybrids provide fewer of them, rather than more, compared to pures. Make sure hybrids have the weakest CC, and make it very well-known to the WoW population how much CC will actually matter - with demonstrations. Give some extra utility to pure and 2-role classes that the 3-role classes will lack. Continue to suppress the druid population by keeping them from seeing their gear in bear/cat/moonkin. Stop letting Paladins be so goddamn powerful while being so easy to play.
4) Allow Worgen and Elves to be Shaman, and simplify totems even more.
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Thursday, April 8, 2010
Starcraft 2 pricing announced. P.S.: We're screwed.
The physical manifestation of Starcraft 2 was revealed today. You can get the standard edition for $60, or the collector's edition for $100. A bit on the pricey side, but not unexpected.
What is unexpected:
Join the 21st century, Blizzard. Let us download the game on Day 1.
Wait, I shouldn't be complaining to Blizz. I should be complaining to Activision, since they are clearly in full control now. I'm assuming this decision was made by the marketing and sales departments because there is some advantage to forcing Day 1 buyers into the stores (whether a deal with Gamestop or unwillingness to pay for the bandwidth necessary to handle the demand).
What makes me absolutely sure that Bobby Kotick is at the helm are a few other little surprises in the collector's edition:
1) A WoW pet. Seriously? It makes sense from a marketing standpoint, but damn it's exploitative.
2) "Exclusive Battle.net downloadable content, including special portraits for your Battle.net profile, decals to customize your units in-game, and a..."
I cut that statement off because the last part deserves it's own number. Decals to customize units in-game? That just screams value-added content to me. Pay $100 for the base game, then get on the Microtransaction Express and keep shipping your money directly to Blizzard so they can use it on an Orc statue and paying Bobby Kotick and shareholders rather than using it on development! But that pales in comparison to:
3) "...and a visually unique version of the terran Thor unit"
...
WHAT?!?!?!
Are you kidding me?!? You're going to be able to pay to make your individual units look different?
Blizzard's motto is very quickly shifting from "when it's ready" to "anything for a buck".
Customer . . . loyalty . . . failing . . .
Everyone who believed the PR saying the Activision merger wouldn't change Blizzard: please accept this bottle of ketchup, which should make it less unpleasant for you to eat your words.
What is unexpected:
"Digital copies of the game will be available to download through Battle.net "shortly after release" of the retail Sku."
Join the 21st century, Blizzard. Let us download the game on Day 1.
Wait, I shouldn't be complaining to Blizz. I should be complaining to Activision, since they are clearly in full control now. I'm assuming this decision was made by the marketing and sales departments because there is some advantage to forcing Day 1 buyers into the stores (whether a deal with Gamestop or unwillingness to pay for the bandwidth necessary to handle the demand).
What makes me absolutely sure that Bobby Kotick is at the helm are a few other little surprises in the collector's edition:
1) A WoW pet. Seriously? It makes sense from a marketing standpoint, but damn it's exploitative.
2) "Exclusive Battle.net downloadable content, including special portraits for your Battle.net profile, decals to customize your units in-game, and a..."
I cut that statement off because the last part deserves it's own number. Decals to customize units in-game? That just screams value-added content to me. Pay $100 for the base game, then get on the Microtransaction Express and keep shipping your money directly to Blizzard so they can use it on an Orc statue and paying Bobby Kotick and shareholders rather than using it on development! But that pales in comparison to:
3) "...and a visually unique version of the terran Thor unit"
...
WHAT?!?!?!
Are you kidding me?!? You're going to be able to pay to make your individual units look different?
Blizzard's motto is very quickly shifting from "when it's ready" to "anything for a buck".
Customer . . . loyalty . . . failing . . .
Everyone who believed the PR saying the Activision merger wouldn't change Blizzard: please accept this bottle of ketchup, which should make it less unpleasant for you to eat your words.
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Wednesday, March 10, 2010
WoW.com has an agenda. It's to support entitled leeches.
Nerdrage time.
So WoW.com does a "Most uber players of the week" post. Except it isn't about uber players at all. There are none of the examples I expected, of a strong player kicking ass or succeeding where others failed, or demonstrating any skill at all. It is ONLY stories about "nice" people who take one for the team and agree to carry someone else who shouldn't even be in the instance. In fact, almost all of the stories are about someone being extra-nice to a severely undergeared and underpracticed tank who is new to 80 and couldn't be bothered to run a normal instance, instead insisting to skip a step and go straight to heroics and expecting the rest of the group to pay for it. The column is solely about compassion rather than superiority (notice how "super", uber's most direct analogue is in that word?). There are definitely better descriptive words for what you meant than "uber", professional writers over at wow.com. Like, for instance, "compassionate" or "nice".
What I'm saying is that you're being misleading by calling them "uber". You need to pick a different word now or you're going to look dishonest.
I really wish such a prominent wow site would stop openly supporting people being dicks and expecting to be carried.
Oh, and btw, wow.com readers: if you have time to read a wow site and write in about your pug experience, then you certainly can be bothered to DO A FEW NORMALS FIRST BEFORE GOING STRAIGHT TO HEROICS AT 80 YOU JERKS.
So WoW.com does a "Most uber players of the week" post. Except it isn't about uber players at all. There are none of the examples I expected, of a strong player kicking ass or succeeding where others failed, or demonstrating any skill at all. It is ONLY stories about "nice" people who take one for the team and agree to carry someone else who shouldn't even be in the instance. In fact, almost all of the stories are about someone being extra-nice to a severely undergeared and underpracticed tank who is new to 80 and couldn't be bothered to run a normal instance, instead insisting to skip a step and go straight to heroics and expecting the rest of the group to pay for it. The column is solely about compassion rather than superiority (notice how "super", uber's most direct analogue is in that word?). There are definitely better descriptive words for what you meant than "uber", professional writers over at wow.com. Like, for instance, "compassionate" or "nice".
What I'm saying is that you're being misleading by calling them "uber". You need to pick a different word now or you're going to look dishonest.
I really wish such a prominent wow site would stop openly supporting people being dicks and expecting to be carried.
Oh, and btw, wow.com readers: if you have time to read a wow site and write in about your pug experience, then you certainly can be bothered to DO A FEW NORMALS FIRST BEFORE GOING STRAIGHT TO HEROICS AT 80 YOU JERKS.
Friday, February 26, 2010
THIS IS WHY GIRLS DON'T TALK TO YOU
This is a rage-induced public-service announcement for all of my fellow straight guys out there:
A lot of girls play WoW. It's a fact. And yet, you don't seem to encounter any of them, right?*
Well here is why:
-As soon as someone admits they are female, or even speaks with a female voice on vent, you immediately make a big deal over how "OMG THERE'S A GIRL!" Now, let's think for a second. Do you think this makes them more or less comfortable? Think for a second about why you are saying it. Are you saying it for anyone's benefit other than your own? Or can you just not resist any opportunity to vent about your pathetic sexual frustration and loneliness?
-The Blizzard community team releases a pretty cool staff photo, and every single fucking comment is about how "the chick in the front is hot". Things to note: 1) She's out of your league, 2) Commenting on her hotness isn't going to make her cyberz with you, 3) WTF happened to everyone else in the photo? 4) Do you have any concept of how uncomfortable that makes every woman who sees it, including her?
-You say "girls don't play WoW". You know why you think no girls play WoW? It's not that they aren't there. It's because -and let me emphasize this - they don't talk to you. Because they are off talking to people who don't make them feel embarrassed or objectified for being female.
-When a guy makes a mistake, you blame it on him, and him alone. When a woman makes a mistake, you take it as damning evidence that all women suck in every way at video games and men are clearly superior because she made one mistake. You think women make mistakes because they are women, and men make mistakes because they made a mistake. Now think about whether this attitude makes a woman want to approach you, or go away. You have no fucking concept of what an uphill battle it is for a woman once she makes herself known in WoW, especially in raiding. Meanwhile, roughly half of the best raiders I know and run with are female. They got skillz, despite their boobies. Crazy, right?
-You sexually harass them. I actually had a pugger in my ICC25 run the other day say to our GM/raid leader upon hearing her female voice in vent, something unintelligible about driving his truck between her legs. He got kicked so fast his head is still spinning.
All of this can be summarize quite easily into something you may not realize:
Girls are people too.
I know, shock of shocks, they aren't just there to make you a sandwich and look pretty for you!
Learn to act like someone a woman would be proud to be partnered with.
*There are a lot of good guys out there to whom this post does not apply. Those guys probably know a lot of girls in WoW, because they don't automatically repel them. You know who you are.
A lot of girls play WoW. It's a fact. And yet, you don't seem to encounter any of them, right?*
Well here is why:
-As soon as someone admits they are female, or even speaks with a female voice on vent, you immediately make a big deal over how "OMG THERE'S A GIRL!" Now, let's think for a second. Do you think this makes them more or less comfortable? Think for a second about why you are saying it. Are you saying it for anyone's benefit other than your own? Or can you just not resist any opportunity to vent about your pathetic sexual frustration and loneliness?
-The Blizzard community team releases a pretty cool staff photo, and every single fucking comment is about how "the chick in the front is hot". Things to note: 1) She's out of your league, 2) Commenting on her hotness isn't going to make her cyberz with you, 3) WTF happened to everyone else in the photo? 4) Do you have any concept of how uncomfortable that makes every woman who sees it, including her?
-You say "girls don't play WoW". You know why you think no girls play WoW? It's not that they aren't there. It's because -and let me emphasize this - they don't talk to you. Because they are off talking to people who don't make them feel embarrassed or objectified for being female.
-When a guy makes a mistake, you blame it on him, and him alone. When a woman makes a mistake, you take it as damning evidence that all women suck in every way at video games and men are clearly superior because she made one mistake. You think women make mistakes because they are women, and men make mistakes because they made a mistake. Now think about whether this attitude makes a woman want to approach you, or go away. You have no fucking concept of what an uphill battle it is for a woman once she makes herself known in WoW, especially in raiding. Meanwhile, roughly half of the best raiders I know and run with are female. They got skillz, despite their boobies. Crazy, right?
-You sexually harass them. I actually had a pugger in my ICC25 run the other day say to our GM/raid leader upon hearing her female voice in vent, something unintelligible about driving his truck between her legs. He got kicked so fast his head is still spinning.
All of this can be summarize quite easily into something you may not realize:
Girls are people too.
I know, shock of shocks, they aren't just there to make you a sandwich and look pretty for you!
Learn to act like someone a woman would be proud to be partnered with.
*There are a lot of good guys out there to whom this post does not apply. Those guys probably know a lot of girls in WoW, because they don't automatically repel them. You know who you are.
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Thursday, February 25, 2010
Breaking News: Your Opinions Aren't Automatically Important Just Because You Write for WoW.com!
Well, I guess that's only news to the bloggers at wow.com.
Rant incoming.
WoW.com (formerly wowinsider) is in a unique and powerful position to influence the views of the community. And I believe that power comes with some responsibility (thanks, Uncle Ben) that lately (and only lately) the wow.com staff have begun to shirk.
A lot has been made about wow.com's supreme and shameful irresponsibility in posting hoax rumors about Cataclysm alpha as fact and stirring up an unnecessary shitstorm by massaging the facts from a Blizzard Support Department Budget Meeting. They explicitly tried to make a non-story seem like some diabolical plot by Blizzard to screw people, when it very clearly was not. They should be ashamed.
But that's not even what I'm posting to criticize them about.
When you go to MMO-Champion.com, you are looking for pure news, distilled down to bullet points. When you go to Tobold or Spinks or Gevlon, you are looking for opinion. You don't go to Tobold's blog expecting updates on the latest patch notes and blue posts. And you don't go to MMO-Champ expecting opinions about WoW and its community.
But there is a place in between. This place is WoW.com. It is the largest WoW blog, and holds the distinction of being the only one that actually pays a staff of dozens of bloggers to keep the spigot of posts coming constantly. It can do this because it's owned by AOL's blog network and uses its unparalleled (well, unparalleled by people working alone for free) ability to produce content to drive millions of hits to the site for advertisers. I can't find the numbers at the moment, but I remember seeing some estimates, and the number of people who visit that site every day is staggering. Good for them! (But bad for the community!)
WoW.com covers everything. They post news in a relatively timely fashion (read: after their staff reads it on MMO-Champion), have guides to all classes and aspects of the game, follow the community (including their machinima and horde-themed cupcakes), and include editorials, classifieds, and advice columns. They are basically analogous to a full newspaper, while blogs like Tobold's are limited to an opinion column, and MMO-champ amounts to a basic news feed.
For so many years, this worked well. However, lately, the staff has begun to abuse the fact that they have the ears of a massive chunk of the WoW audience to push their own personal, petty opinions (often in the guise of news posts!) without the benefit of point/counterpoint to temper their views. They are starting to act like a pure opinion site, which poses some major problems.
They have no unified editorial voice. So any single blogger can post his/her own petty feelings and have it read by millions. Meanwhile, their name, their content stream, and their massive audience all position them as seeming to be *the* definitive source on WoW. So when their bloggers express an opinion, it's going to hold more weight than it should. It's going to seem, to many readers, like this is the voice of WoW.com and its opinions should be considered greater than others.
The most egregious example of this was Adam Holisky's post from mid-December, in the wake of 3.3, entitled How the WoW Community is About to Push the Self-Destruct Button. How obnoxiously arrogant do you have to be (and this coming from someone with a PhD in arrogance) to presume to tell the entire community what they "need" to do? That because Holisky's opinion differs from theirs, they must be a "minority" that "needs" to do what he says because, for some reason, his opinion matters more than theirs? You expect more professionalism from someone getting paid. And you expect more restraint from someone with such a large audience available to him. He's abusing the audience the site gives him to trumpet his own opinion.
To all of the wow.com staff. People do not come to wow.com for your opinion. They come for information. So every time you push your opinions on them, you are failing them and failing at your job.
Wow.com did not build it's audience on your personal opinions. So every time you express them, you are abusing the audience.
Since then, it's gotten even worse, because now WoW.com bloggers are inserting their opinions into the news stories. It's not so bad when a post is clearly labeled and titled as an editorial. It's another matter entirely when it's the only post about a piece of news, and the post actual is all about the blogger's own personal feelings on the subject.
Example 1. So Matthew Rossi doesn't like it when people skip bosses in a dungeon. Tough shit. Guess what: there's a reason why so many people skip that stuff, and it has nothing to do with "not being able to bear a 20 minute dungeon". They are only there for frost emblems, and I don't get why you think your personal desire to clear every boss in OK should outweigh their desire to skip it, especially to the point where you claim moral superiority and call them lazy. Oh, and by the way, the Blue post by Cyrgil doesn't even say what you claim it says, Rossi. It actually has nothing to do with legitimate boss-skipping in places like OK, but just explains why they don't put in a mechanism to automatically skip to the last boss in all dungeons. But thanks for spreading your misinformation without even bothering to post the quote or even understand it. Now millions will read your opinion with no counterpoint and use it to make the lives of perfectly nice and rational people more difficult. Thanks so much.
Example 2. This one is smaller and more petty on my part. Matt Low (who's personal blog World of Matticus is excellent) posts a brief news clip about the Night Elf Mohawk NPC being removed from the game. Then he goes on to fill space by ranting about how much he hates the grenade. Which is of absolutely zero value to anyone reading news. Stop it.
Imagine if you read a news article in the New York Times entitled "Obama Passes Health Care" in the news section and the article read: "I hate Obama, and today a disasterous health care bill was passed by the evil snakes in Congress that's certainly only going to screw the country up." Maybe you agree with that statement, but the point is it belongs in the opinion section, not the news section.
So please, wow.com bloggers: take the responsibility that goes with your massive audience and noteriety seriously. Stop abusing it to try to unduly influence the playerbase with your personal opinions without giving equal voice to disagreement. (I mean outside the largely-ignored comments section) Stop even abusing it to waste everyone else's time by venting your ill-thought-out personal feelings and masquerading it as content.
Thanks.
Oh, and if you have any sympathy for wow.com, this will kill it: check out this shit. Michael Sacco should issue a public apology. Or be . . . heh heh . . . sacked. :D
Rant incoming.
WoW.com (formerly wowinsider) is in a unique and powerful position to influence the views of the community. And I believe that power comes with some responsibility (thanks, Uncle Ben) that lately (and only lately) the wow.com staff have begun to shirk.
A lot has been made about wow.com's supreme and shameful irresponsibility in posting hoax rumors about Cataclysm alpha as fact and stirring up an unnecessary shitstorm by massaging the facts from a Blizzard Support Department Budget Meeting. They explicitly tried to make a non-story seem like some diabolical plot by Blizzard to screw people, when it very clearly was not. They should be ashamed.
But that's not even what I'm posting to criticize them about.
When you go to MMO-Champion.com, you are looking for pure news, distilled down to bullet points. When you go to Tobold or Spinks or Gevlon, you are looking for opinion. You don't go to Tobold's blog expecting updates on the latest patch notes and blue posts. And you don't go to MMO-Champ expecting opinions about WoW and its community.
But there is a place in between. This place is WoW.com. It is the largest WoW blog, and holds the distinction of being the only one that actually pays a staff of dozens of bloggers to keep the spigot of posts coming constantly. It can do this because it's owned by AOL's blog network and uses its unparalleled (well, unparalleled by people working alone for free) ability to produce content to drive millions of hits to the site for advertisers. I can't find the numbers at the moment, but I remember seeing some estimates, and the number of people who visit that site every day is staggering. Good for them! (But bad for the community!)
WoW.com covers everything. They post news in a relatively timely fashion (read: after their staff reads it on MMO-Champion), have guides to all classes and aspects of the game, follow the community (including their machinima and horde-themed cupcakes), and include editorials, classifieds, and advice columns. They are basically analogous to a full newspaper, while blogs like Tobold's are limited to an opinion column, and MMO-champ amounts to a basic news feed.
For so many years, this worked well. However, lately, the staff has begun to abuse the fact that they have the ears of a massive chunk of the WoW audience to push their own personal, petty opinions (often in the guise of news posts!) without the benefit of point/counterpoint to temper their views. They are starting to act like a pure opinion site, which poses some major problems.
They have no unified editorial voice. So any single blogger can post his/her own petty feelings and have it read by millions. Meanwhile, their name, their content stream, and their massive audience all position them as seeming to be *the* definitive source on WoW. So when their bloggers express an opinion, it's going to hold more weight than it should. It's going to seem, to many readers, like this is the voice of WoW.com and its opinions should be considered greater than others.
The most egregious example of this was Adam Holisky's post from mid-December, in the wake of 3.3, entitled How the WoW Community is About to Push the Self-Destruct Button. How obnoxiously arrogant do you have to be (and this coming from someone with a PhD in arrogance) to presume to tell the entire community what they "need" to do? That because Holisky's opinion differs from theirs, they must be a "minority" that "needs" to do what he says because, for some reason, his opinion matters more than theirs? You expect more professionalism from someone getting paid. And you expect more restraint from someone with such a large audience available to him. He's abusing the audience the site gives him to trumpet his own opinion.
To all of the wow.com staff. People do not come to wow.com for your opinion. They come for information. So every time you push your opinions on them, you are failing them and failing at your job.
Wow.com did not build it's audience on your personal opinions. So every time you express them, you are abusing the audience.
Since then, it's gotten even worse, because now WoW.com bloggers are inserting their opinions into the news stories. It's not so bad when a post is clearly labeled and titled as an editorial. It's another matter entirely when it's the only post about a piece of news, and the post actual is all about the blogger's own personal feelings on the subject.
Example 1. So Matthew Rossi doesn't like it when people skip bosses in a dungeon. Tough shit. Guess what: there's a reason why so many people skip that stuff, and it has nothing to do with "not being able to bear a 20 minute dungeon". They are only there for frost emblems, and I don't get why you think your personal desire to clear every boss in OK should outweigh their desire to skip it, especially to the point where you claim moral superiority and call them lazy. Oh, and by the way, the Blue post by Cyrgil doesn't even say what you claim it says, Rossi. It actually has nothing to do with legitimate boss-skipping in places like OK, but just explains why they don't put in a mechanism to automatically skip to the last boss in all dungeons. But thanks for spreading your misinformation without even bothering to post the quote or even understand it. Now millions will read your opinion with no counterpoint and use it to make the lives of perfectly nice and rational people more difficult. Thanks so much.
Example 2. This one is smaller and more petty on my part. Matt Low (who's personal blog World of Matticus is excellent) posts a brief news clip about the Night Elf Mohawk NPC being removed from the game. Then he goes on to fill space by ranting about how much he hates the grenade. Which is of absolutely zero value to anyone reading news. Stop it.
Imagine if you read a news article in the New York Times entitled "Obama Passes Health Care" in the news section and the article read: "I hate Obama, and today a disasterous health care bill was passed by the evil snakes in Congress that's certainly only going to screw the country up." Maybe you agree with that statement, but the point is it belongs in the opinion section, not the news section.
So please, wow.com bloggers: take the responsibility that goes with your massive audience and noteriety seriously. Stop abusing it to try to unduly influence the playerbase with your personal opinions without giving equal voice to disagreement. (I mean outside the largely-ignored comments section) Stop even abusing it to waste everyone else's time by venting your ill-thought-out personal feelings and masquerading it as content.
Thanks.
Oh, and if you have any sympathy for wow.com, this will kill it: check out this shit. Michael Sacco should issue a public apology. Or be . . . heh heh . . . sacked. :D
Thursday, February 4, 2010
Ensidia should be un-banned and given back their world first.
So Ensidiagate (thanks Matticus) exploded yesterday. For those of you who haven't heard about it: Ensidia, arguably the world's top raiding guild, got the world-first kill of the Lich King in 25-man. Then, Blizzard revoked the achievements and suspended the entire guild for 3 days for "exploiting" to win the fight. Evidently, engineering items that cause siege damage bug out the encounter, causing it to become significantly easier. Rogues with engineering are known to use Saronite Bombs on cooldown to maximize their dps, and this kill was no exception.
There's been some half-hearted debate and full-hearted buzz about the subject in the WoW community, with many trying to decide if the ban and loss of the world first was justified.
Boubouille's post on the subject, including Ensidia's raid logs, should put this matter to rest.
There was no way for them to know the fight wasn't supposed to work that way. Using the saronite bombs is standard. And now they are screwed out of not only the world-first, but they have to wait an extra week to do hardmodes. This basically invalidates an entire tier of content for a world-first guild. All for doing something that they had no idea was wrong, and no way of knowing was wrong.
I'm not a fan of Ensidia, but they are in the right here, so their treatment is disappointing. Blizz should give it all back and make a big apology. Then wipe the egg off their faces.
There's been some half-hearted debate and full-hearted buzz about the subject in the WoW community, with many trying to decide if the ban and loss of the world first was justified.
Boubouille's post on the subject, including Ensidia's raid logs, should put this matter to rest.
There was no way for them to know the fight wasn't supposed to work that way. Using the saronite bombs is standard. And now they are screwed out of not only the world-first, but they have to wait an extra week to do hardmodes. This basically invalidates an entire tier of content for a world-first guild. All for doing something that they had no idea was wrong, and no way of knowing was wrong.
I'm not a fan of Ensidia, but they are in the right here, so their treatment is disappointing. Blizz should give it all back and make a big apology. Then wipe the egg off their faces.
Friday, January 8, 2010
A Treatise on Oculus, Part 4: The Solution
Back to Part 3
So, now we have established that Occulus is different than every other Wrath heroic, and in fact 99.9% of the rest of the game, and we’ve established that, no matter what your personal feelings about the instance, these differences have caused negative consequences, especially when combined with how the Dungeon Finder works. First, I’m going to suggest three simple things to change in Occulus that I believe will “fix” it and for the most part and eliminate the negative impacts that I listed earlier. Then, I will suggest a small set of low-impact changes to the Dungeon Finder itself to put the reality of the player experience more in line with what I stated earlier to be the developers’ primary intent with the system. Finally, I'm going to give some suggestions for the Blizzard developers on how they might avoid similar mistakes in the future.
How to fix Oculus:
1) Change the spawn distribution of the enemy “trash” drakes. Instead of having them spread out in singles throughout the sky, place them in groups of 3 as “packs”. One of these packs will auto-aggro as you approach a robot platform during the second part of the instance, meaning that a normal group will face only 3 of these groups. A few more packs can be around the instance for flavor, as long as they aren’t too close together or likely to be directly in the group’s path.
2) Greatly decrease both the time the final boss takes and his difficulty. Eregos is the only boss in the instance you fight while on drakeback, and as such he should be nerfed, hard. Blizzard already did this to some degree, but I don’t think it was enough. He should only summon drakes twice, and should only banish himself and send sparks after you once. Then just cut about 20% of his health off. Now he’s more on par with the difficulty and time commitment of a boss in any other heroic.
Yes, Eregos can be very easy if you have a great group. But we aren’t talking about fixing the instance for an experienced group of guildies. We are talking about fixing it for random dungeon finder pugs, which are more likely to have ungemmed pvp-geared DKs who have never seen the instance before than they are to have good players.
3) Visual guides. Probably the biggest problem with Oculus compared to other heroics is how easy it is to get lost. There are no hallways, and shockingly few ways for someone who hasn’t been there, or even someone who gets lost, to tell where they are or where they are supposed to go, and this problem is compounded by the vertical nature of the instance. I know that it’s going to sound like I’m rebuilding this instance for a short bus full of blind people (oh wait I am), but when you think about the linear hallways of every single other heroic, you have to admit it makes sense. There are a few options for visual cues that will help people find their way:
- Lines of light: This would be the best option, but I’m not 100% sure the tech is there on Blizzard’s end. When a boss or pack dies, a beam of light appears leading directly to the next objective. So, you kill the first boss, and a beam of light arcs up from that platform leading to one of the platforms above you with robots on it. Once you beat the last enemy on one of those platforms, another beam of light appears leading to the next one, etc.
- Dragon Guide: similar to the beams of light. Once you beat the first boss, a friendly drake NPC leashes to your party and helps you fight. It follows a script as each enemy pack dies, leading you to the next one.
- Platform coloration: Each “level” of the instance (sections between each boss) should be a different color, first of all. Then, ideally, the next platform you need to get to should turn a pulsing bright red until you get there.
Now that Oculus is fixed, let’s move on to how to improve the Dungeon Finder. I do not know if these are technically possible, but they are improvements that directly address the Oculus problem:
1) Weight the instances based on how many people have entered (not completed) the instance that day on that battlegroup. If tons of people are leaving Oculus, it’s less likely to show up for others. This is preferable to the mess of people leaving as soon as the loading screen is done.
2) If someone leaves in first 2 minutes, your group gets teleported out of the dungeon and inserted back into the front of the Q to replace those who left. The next dungeon will be assigned randomly. You can only do this once before you’ll have to leave Q and wait out the debuff if you want to get a different random dungeon.
Future lessons for Blizzard:
Thinking back to the early coverage of Wrath, Oculus was one of the most talked-about and anticipated pieces of content (oh, how things have changed!). It showcased the vehicle tech and promised an era of new and exciting instance design (that was only partially realized). In short, Oculus was actually a good idea. I’m glad they went for it. They just blew the execution spectacularly.
So I definitely think Blizzard should keep trying new things with instances. But how can they avoid a repeat of the failure of Oculus?
For one thing: don’t throw so much new and different stuff at us at once. If you want to add vehicles, then make sure the abilities are simple, the paths are clear and linear, the gear scaling is strong, and the enemies behave in traditional ways. If you want an open-world instance with scattered single enemies, don’t make people fly an unfamiliar drake with unfamiliar abilities in a 3-D plane at the same time. Before I knew what Oculus was actually like, I imagined it would be much like Nexus, only with a hole in the middle that you had to fly your drakes through. That would have worked much better. You clear a linear set of hallways, then do a brief drake flight across a chasm to reach the next clearly-marked linear hallway to dismount into.
Another thing to keep in mind: people like to play their characters much more than they like vehicles. If more than 25% of the instance is vehicle-based, you screwed up. Also, take a lesson from Ulduar and do not force players to start an instance in a vehicle first thing. Nothing was more annoying to me than having to do Flame Leviathan at the beginning of a raid week when I was just itching to play my character and get further into the instance.
Also, keep in mind how the instance will compare to other instances. If you add new mechanics, vehicles, or flying (or swimming! Hint hint!), compensate for it somehow. Make the instance easier or shorter than the more traditional ones. Or add an easy “freebie” boss with good loot. Plus, fully account for scaling from the very beginning. We’ve learned from Oculus that once an instance gets a bad reputation, it can be nearly impossible to improve that image in the eyes of the playerbase. By the time you start hearing complaints about how Oculus 2.0 doesn’t scale so geared people don’t want to go there, it’s already too late. Think of it ahead of time.
Finally, and by far most importantly: hire more fucking people to develop and test instances. There is no goddamn excuse for Oculus to be released the way it was, to be as ill-thought-out as it was, and to remain so shitty for so long. There is not enough content in this game. Blizzard has enabled us to consume content more quickly and accessibly than ever before, but development has not even begun to keep pace despite the literal fortune of cash we send them every month (which gets siphoned directly into Bobby Kotick’s pockets instead, awesome). Get more people on it, and get more testing done by intelligent people who know their shit. I could name 20 people in the community right now who would accept peanuts as pay (literally) if they got to go to Blizzard every day and test instances. Smart people.
People who could have made something better than Oculus with their eyes closed and using nothing but their nipples to type in the lines of code.*
Thanks for reading, and may all your randoms be VH.
*Blizzard devs are smart and skilled, I’m just suggesting they are understaffed. They had too much time pressure and too few resources to get Wrath done, and that’s why Oculus is so bad. Not because they are bad developers or people.
Monday, December 14, 2009
LFG [of jerks], or: Why I Hate the Dungeon Finder Now
Remember how, only a few days ago, I praised the new LFG system in WoW?
I'm here now to tell you that I was a bit premature. All is not sugarplums, roses, and nude models.
The bottom line is something that we all already knew: people are assholes.
The core problem with the dungeon finder is also its core value proposition: it allows you to spend more time in random groups. Not only that, but it cycles you through those groups much more quickly, and pulls those groups from a larger pool of people. Add in the fact that most of those people are from another server and will never see you again, and you have the perfect recipe for a highly concentrated example of John Gabriel's Greater Internet Fuckwad Theory. I'm far from the first person to point out this downside of the system.
Being exposed to more people at a more rapid clip for longer periods of time means 1) you are spending more time with assholes, 2) you are seeing more different kinds of assholes (and remember, each asshole only has to be an asshole once), and 3) you are increasing the number of terrible pug experiences you can have per hour.
After the first day, people started to learn how to game the system and they started to figure out that they could bring their undergeared alts to everything, and other players wouldn't have much choice but to carry them (because of the penalties for leaving and the vote-kick timer, which I'll get into later). So over the past few days, almost every group I join has two people doing 1.5k or less dps (below the tank). Out of the dozens of groups I ran this weekend, only 3 were reasonably pleasant and competent. I had no idea before just how shitty WoW's community actually is. I'm not sure I want to keep playing a game that includes so many people who are just wastes of breath and Fritos.
My stand-out bad experiences: a hunter joins heroic OK and proceeds to do 600 dps. When asked why, he says that he started the instance with his crossbow skill at 1, and he didn't bring any other weapons. He says he "could care less" about how rude, inconsiderate, and unfair that is to the group.
Or how about this: I join H Occ on my super-geared main. I see 4 people from the same guild on another server are my group, and they have decent gearscores. So I compliment them, saying "it's nice to see a geared group, so many of my groups lately have had sub 1k dps". We go through the run, and get to a part when we are about to land on a floating platform. Everyone gets into landing position, and the mage actually dismounts, so I think it's OK to land. After the mage dismounts, the tank and healer go off alone, still on their drakes, to kill a random drake nearby. The tank gets killed. On an unnecessary drake that hadn't even seen us. At the same time, the mage runs forward and aggros the pack. I assume we are dead, so I run around in circles waiting for the wipe.
After we wipe, the group starts screaming at me about how I should have gone into frost presence and prevented the wipe (without the healer, mind you), and says I'm a terrible player. I tried to defuse the situation and be classy, but they wouldn't have it. They kept flinging insults, even though they had actually just wiped in a 5 man as a group from the same guild, despite their raid gear. They must have been so embarrassed to fail like that in front of me that they had to blame me. It was pathetic. I just let it go, and just kept running the instance, because I didn't really care about what random internet idiot said. But then we kill the 3rd boss and are flying up to engage the last boss, and they vote to kick me out of nowhere so I can't get my frost emblems. Classy.

But that's not even the worst part of the dungeon finder. The worst is the number of people showing up with quest greens or empty gem slots (not even getting into the lack of enchants). Please, please, please have the consideration to at least put a green gem in there before you queue up for a heroic. Remember that your group is made up of other people whose time is valuable, and you do not have a right to waste their time. You are not entitled to be carried, and they are not "bad people" if they don't want to pick up your slack.
THe LFG system is shaping up to be a way to yoke geared, competent players and pressure them to carry crappy, undergeared, inconsiderate players (presumably so that those baddies continue to pay a monthly fee instead of quitting because they can't get a group that will keep them). More on that later, with a great quote from Comrade Ghostcrawler. Sure, no one is "forcing" you, but if your a good player who doesn't use the system, you are screwed out of a ton of frost emblems that the terribads are getting. You are punished for not putting yourself at the mercy of the system. I can't wait until good players don't need frost emblems anymore and the LFG system becomes a cesspit of bads all expecting each other to carry them to phat epix. Mmm, community!
The rapid-fire cycling of assholes would, in itself, probably be bearable if it weren't for the ruleset that comes along with the system. I understand why Blizzard used the rules they did, but I think, in light of live-server conditions, they need to be revised.
As it stands, if you join a group and someone is immediately an asshole, you have two options: 1) continue the run, or 2) leave, incurring a 15-minute wait until you may queue again. You may not vote to kick someone until 15 minutes into the run.
Think about that for a second. If you are a perfectly nice and capable person, you join a run, and someone in that run is immediately an asshole, you are the only one who is punished. You can't kick him, but if you leave, you have to wait 15 minutes before you can even queue again, while the asshole can just let someone else fill your spot. The asshole gets the run he wanted with almost no interruption, but you have to pay 15 minutes of your life (plus queue wait time, if you are a dps) because you weren't willing to let him impose his assholishness on you.
Great thinking, Blizz.
Now let's say the assholishness only emerges later in the run. Now you can vote kick the guy. However, even if you do kick him, he does not incur a deserter debuff. So he can requeue right away and have almost no interruption in his ability to punish others with his presence.
Awesome.
I think Blizzard's current rules could be vastly improved:
1) Allow vote-to-kick from the beginning.
If I join a group, and the first thing out of the rogue's mouth is "lol you fags are gay", I should be able to kick him. I should not have to leave the group and be punished with a 15-minute wait to requeue.
The 15-minute grave period before you can vote-kick is especially onerous to me given Ghostcrawler's rationale for why it is in place (emphasis mine, of course):

"I suspect it's going to take a few tries before we get the vote kick thing feeling right. I hope it's obvious what purpose it serves though. We feared without some kind of grace period that a common behavior would be to automatically kick someone in greens or without certain achievements or perhaps even someone who would roll against you on stuff (in the partial premade situation)."
The reason you can't kick someone immediately is that - dear god, let me clutch my pearls - you might kick someone for being in greens!?!? Screw. You. It is not my obligation to carry slackers, no matter how important it is to you to keep their subscription money coming.
Aside from that outrage, the benefits of being able to immediately kick "Bustanutz" vastly outweigh the risk that we might dare to kick someone who is undergeared for the instance. Get your priorities straight, GC!
2) No deserter debuff if you leave the group in the first 2 minutes.
This way, you aren't stuck with the choice between running the dungeon with assholes or punishing yourself with a 15 minute wait while the assholes get to fill your spot instantly and keep running.
3) Apply a fresh deserter debuff if you are vote-kicked. To prevent griefing, allow a group to only vote-kick one person every 15 minutes.
You should not be able to requeue immediately after being vote-kicked.
4) Do not let a player queue if they have even a single empty gem slot.
The system should give them back an error message explaining why they were not allowed to queue, as well. The system already uses a highly lenient gearscore measurement to prevent someone in full greens from entering your heroic. Simply add this on.
I believe these simple changes will go a long way toward giving the vast majority of us, who are pleasant, competent people, a way to deal with assholes that is more punishing to the assholes than it is to us. They will also greatly encourage good behavior and increase player satisfaction with the LFG experience, while having little to no negative effect.
I'm here now to tell you that I was a bit premature. All is not sugarplums, roses, and nude models.
The bottom line is something that we all already knew: people are assholes.
The core problem with the dungeon finder is also its core value proposition: it allows you to spend more time in random groups. Not only that, but it cycles you through those groups much more quickly, and pulls those groups from a larger pool of people. Add in the fact that most of those people are from another server and will never see you again, and you have the perfect recipe for a highly concentrated example of John Gabriel's Greater Internet Fuckwad Theory. I'm far from the first person to point out this downside of the system.Being exposed to more people at a more rapid clip for longer periods of time means 1) you are spending more time with assholes, 2) you are seeing more different kinds of assholes (and remember, each asshole only has to be an asshole once), and 3) you are increasing the number of terrible pug experiences you can have per hour.
After the first day, people started to learn how to game the system and they started to figure out that they could bring their undergeared alts to everything, and other players wouldn't have much choice but to carry them (because of the penalties for leaving and the vote-kick timer, which I'll get into later). So over the past few days, almost every group I join has two people doing 1.5k or less dps (below the tank). Out of the dozens of groups I ran this weekend, only 3 were reasonably pleasant and competent. I had no idea before just how shitty WoW's community actually is. I'm not sure I want to keep playing a game that includes so many people who are just wastes of breath and Fritos.
My stand-out bad experiences: a hunter joins heroic OK and proceeds to do 600 dps. When asked why, he says that he started the instance with his crossbow skill at 1, and he didn't bring any other weapons. He says he "could care less" about how rude, inconsiderate, and unfair that is to the group.
Or how about this: I join H Occ on my super-geared main. I see 4 people from the same guild on another server are my group, and they have decent gearscores. So I compliment them, saying "it's nice to see a geared group, so many of my groups lately have had sub 1k dps". We go through the run, and get to a part when we are about to land on a floating platform. Everyone gets into landing position, and the mage actually dismounts, so I think it's OK to land. After the mage dismounts, the tank and healer go off alone, still on their drakes, to kill a random drake nearby. The tank gets killed. On an unnecessary drake that hadn't even seen us. At the same time, the mage runs forward and aggros the pack. I assume we are dead, so I run around in circles waiting for the wipe.
After we wipe, the group starts screaming at me about how I should have gone into frost presence and prevented the wipe (without the healer, mind you), and says I'm a terrible player. I tried to defuse the situation and be classy, but they wouldn't have it. They kept flinging insults, even though they had actually just wiped in a 5 man as a group from the same guild, despite their raid gear. They must have been so embarrassed to fail like that in front of me that they had to blame me. It was pathetic. I just let it go, and just kept running the instance, because I didn't really care about what random internet idiot said. But then we kill the 3rd boss and are flying up to engage the last boss, and they vote to kick me out of nowhere so I can't get my frost emblems. Classy.

But that's not even the worst part of the dungeon finder. The worst is the number of people showing up with quest greens or empty gem slots (not even getting into the lack of enchants). Please, please, please have the consideration to at least put a green gem in there before you queue up for a heroic. Remember that your group is made up of other people whose time is valuable, and you do not have a right to waste their time. You are not entitled to be carried, and they are not "bad people" if they don't want to pick up your slack.
THe LFG system is shaping up to be a way to yoke geared, competent players and pressure them to carry crappy, undergeared, inconsiderate players (presumably so that those baddies continue to pay a monthly fee instead of quitting because they can't get a group that will keep them). More on that later, with a great quote from Comrade Ghostcrawler. Sure, no one is "forcing" you, but if your a good player who doesn't use the system, you are screwed out of a ton of frost emblems that the terribads are getting. You are punished for not putting yourself at the mercy of the system. I can't wait until good players don't need frost emblems anymore and the LFG system becomes a cesspit of bads all expecting each other to carry them to phat epix. Mmm, community!
The rapid-fire cycling of assholes would, in itself, probably be bearable if it weren't for the ruleset that comes along with the system. I understand why Blizzard used the rules they did, but I think, in light of live-server conditions, they need to be revised.
As it stands, if you join a group and someone is immediately an asshole, you have two options: 1) continue the run, or 2) leave, incurring a 15-minute wait until you may queue again. You may not vote to kick someone until 15 minutes into the run.
Think about that for a second. If you are a perfectly nice and capable person, you join a run, and someone in that run is immediately an asshole, you are the only one who is punished. You can't kick him, but if you leave, you have to wait 15 minutes before you can even queue again, while the asshole can just let someone else fill your spot. The asshole gets the run he wanted with almost no interruption, but you have to pay 15 minutes of your life (plus queue wait time, if you are a dps) because you weren't willing to let him impose his assholishness on you.
Great thinking, Blizz.
Now let's say the assholishness only emerges later in the run. Now you can vote kick the guy. However, even if you do kick him, he does not incur a deserter debuff. So he can requeue right away and have almost no interruption in his ability to punish others with his presence.
Awesome.
I think Blizzard's current rules could be vastly improved:
1) Allow vote-to-kick from the beginning.
If I join a group, and the first thing out of the rogue's mouth is "lol you fags are gay", I should be able to kick him. I should not have to leave the group and be punished with a 15-minute wait to requeue.
The 15-minute grave period before you can vote-kick is especially onerous to me given Ghostcrawler's rationale for why it is in place (emphasis mine, of course):

"I suspect it's going to take a few tries before we get the vote kick thing feeling right. I hope it's obvious what purpose it serves though. We feared without some kind of grace period that a common behavior would be to automatically kick someone in greens or without certain achievements or perhaps even someone who would roll against you on stuff (in the partial premade situation)."
The reason you can't kick someone immediately is that - dear god, let me clutch my pearls - you might kick someone for being in greens!?!? Screw. You. It is not my obligation to carry slackers, no matter how important it is to you to keep their subscription money coming.
Aside from that outrage, the benefits of being able to immediately kick "Bustanutz" vastly outweigh the risk that we might dare to kick someone who is undergeared for the instance. Get your priorities straight, GC!
2) No deserter debuff if you leave the group in the first 2 minutes.
This way, you aren't stuck with the choice between running the dungeon with assholes or punishing yourself with a 15 minute wait while the assholes get to fill your spot instantly and keep running.
3) Apply a fresh deserter debuff if you are vote-kicked. To prevent griefing, allow a group to only vote-kick one person every 15 minutes.
You should not be able to requeue immediately after being vote-kicked.
4) Do not let a player queue if they have even a single empty gem slot.
The system should give them back an error message explaining why they were not allowed to queue, as well. The system already uses a highly lenient gearscore measurement to prevent someone in full greens from entering your heroic. Simply add this on.
I believe these simple changes will go a long way toward giving the vast majority of us, who are pleasant, competent people, a way to deal with assholes that is more punishing to the assholes than it is to us. They will also greatly encourage good behavior and increase player satisfaction with the LFG experience, while having little to no negative effect.
Labels:
design,
In Which Hatch is an Asshole,
Load of Crap,
news,
Opinion,
Self-absorption,
WAAAHmbulance,
WoW,
WTF
Friday, December 11, 2009
Scourge Strike: an Odyssey of Disappointment
From the moment that beta information about DKs started leaking, the Unholy talent tree appealed to me most. I liked how it focused on the disease mechanic more than the other trees, making me feel more like a DK. And why would I care about Blood or Frost when I could control a ghoul, run and ride extra-fast, summon a gargoyle, create a swirling mass of death and destruction around me, and all the while be protected by a shield of bone?
Well, clearly it was far too fun. Unholy Blight's implementation as an aoe aura is gone. No DPS spec can afford to spend points in the utility talents like the increased run and mount speeds. And worst of all, the tree's signature strike, Scourge Strike, has been the only real story of failure for the new class.
Originally, it ignored armor, doing shadow damage instead. This was cool, but it turned out it hit too hard in PvP, and not hard enough in raids (where the target's armor was heavily debuffed, reducing the value of ignoring armor). Trying to correct this problem has led to a series of changes to the strike in almost every patch, none of those changes actually solving the problem.
The absolute low point was when, for an entire patch, Unholy DKs no longer even spent the talent point in Scourge Strike, finding it more effective DPS to contort their spec into the frost tree to focus on Obliterate as their FU* strike instead (*in this case, FU refers to the strike's cost of one frost and one unholy rune, not the developers' attitude towards unholy DKs). The devs were pretty much OK with this, and Ghostcrawler recently admitted that they only revisited SS because of player complaints. I specced out of Unholy and went for blood when this change occurred, especially in light of just how much armor penetration (useless to unholy, key for blood) was going to be on the raid gear going forward. I missed my favored spec and my trusty ghoul Beetlegobbler, but I persevered.
After that, a patch made SS marginally useful again, but not useful enough to bother with talents and glyphs that propped it up, such as Reaping and Epidemic. Hearing that Unholy was key for Anub'arak hard mode (which turned out to be true), I tried Unholy again. The disease-a-palooza was fun, but SS was still not doing too well, and armor pen still wasn't useful enough for the spec, considering how unavoidably prevalent it is on gear now. It seemed kind of sad that Unholy's viability outside of aoe situations was entirely predicated on abusing a badly-designed Glyph of Icy Touch for bonus RP to do more Death Coils, to the point that another Icy Touch was more valuable to your DPS than another Scourge Strike.
But when 3.3 hit the PTRs, a ray of hope shone on the beleaguered strike. The changes seemed genius: they fixed everything wrong with the strike while keeping its flavor. The attack would do physical damage, making armor pen attractive, but then also do a fraction of that damage on top as shadow damage. That shadow damage would be affected by talents and be able to crit independently, making many talents in Unholy attractive again. Along with the change to Glyph of Icy Touch, this brought the spec back to where I felt it was originally intended to be, and where it had been back when I fell for it: using Reaping to get more Scourge Strikes.
This change went through months of favorable testing on the PTR, without much change to it at all. Then it hits the live servers for less than two days, and already a nerf was hotfixed in.
Let's put aside the fact that other, more overpowered mechanics have been left in for months at a time.
Apparently, Unholy was doing too much damage now. I didn't really notice during our raid, given how I wasn't really paying attention to the meters with everything else going on. My first thought was that it was fine. If the dps was too high, OK, let's nerf it. They just removed the ability for the shadow portion to crit independently, I thought, how bad could that be?
Turns out: pretty fucking bad.
According to the DK math gurus over at Elitist Jerks, the change was enough that the Unholy rotation and talent spec revert to what they were before the change. The playstyle is back to being less fun and flavorful. In the end, all they have accomplished with this change is making armor penetration marginally more attractive.
Ugh.
Can you just get it right, guys? This is so disappointing. Once we are done with Anub Hard, I'm respeccing back to blood to get off this roller-coaster of suck.
The worst part? Ghostcrawler's post today explaining the change. Please note before reading this statement that they nerfed the ability in less than 48 hours.
You read it right. They are going to leave it as-is (which is to say, broken) until they get some data from Icecrown hard modes and the new arena season (I refuse to capitalize arena, the game's greatest mistake, GC).
Those are months away.
-----------------------------------------------
To be clear, I'm not asking for SS or unholy, or anything about DKs, to be overpowered. I just think it's clear that Blizzard's intent is that players use SS and Reaping, but no matter how many changes they make, they just can't seem to make that appealing without breaking the game. I don't enjoy the playstyle of Unholy without those, so I'm one of the people who would like SS to be viable without being broken. And I'm quite disappointed with how badly they've done so far, and with how quick they are to break the spec while being so slow to fix it.
Well, clearly it was far too fun. Unholy Blight's implementation as an aoe aura is gone. No DPS spec can afford to spend points in the utility talents like the increased run and mount speeds. And worst of all, the tree's signature strike, Scourge Strike, has been the only real story of failure for the new class.
Originally, it ignored armor, doing shadow damage instead. This was cool, but it turned out it hit too hard in PvP, and not hard enough in raids (where the target's armor was heavily debuffed, reducing the value of ignoring armor). Trying to correct this problem has led to a series of changes to the strike in almost every patch, none of those changes actually solving the problem.
The absolute low point was when, for an entire patch, Unholy DKs no longer even spent the talent point in Scourge Strike, finding it more effective DPS to contort their spec into the frost tree to focus on Obliterate as their FU* strike instead (*in this case, FU refers to the strike's cost of one frost and one unholy rune, not the developers' attitude towards unholy DKs). The devs were pretty much OK with this, and Ghostcrawler recently admitted that they only revisited SS because of player complaints. I specced out of Unholy and went for blood when this change occurred, especially in light of just how much armor penetration (useless to unholy, key for blood) was going to be on the raid gear going forward. I missed my favored spec and my trusty ghoul Beetlegobbler, but I persevered.
After that, a patch made SS marginally useful again, but not useful enough to bother with talents and glyphs that propped it up, such as Reaping and Epidemic. Hearing that Unholy was key for Anub'arak hard mode (which turned out to be true), I tried Unholy again. The disease-a-palooza was fun, but SS was still not doing too well, and armor pen still wasn't useful enough for the spec, considering how unavoidably prevalent it is on gear now. It seemed kind of sad that Unholy's viability outside of aoe situations was entirely predicated on abusing a badly-designed Glyph of Icy Touch for bonus RP to do more Death Coils, to the point that another Icy Touch was more valuable to your DPS than another Scourge Strike.
But when 3.3 hit the PTRs, a ray of hope shone on the beleaguered strike. The changes seemed genius: they fixed everything wrong with the strike while keeping its flavor. The attack would do physical damage, making armor pen attractive, but then also do a fraction of that damage on top as shadow damage. That shadow damage would be affected by talents and be able to crit independently, making many talents in Unholy attractive again. Along with the change to Glyph of Icy Touch, this brought the spec back to where I felt it was originally intended to be, and where it had been back when I fell for it: using Reaping to get more Scourge Strikes.This change went through months of favorable testing on the PTR, without much change to it at all. Then it hits the live servers for less than two days, and already a nerf was hotfixed in.
Let's put aside the fact that other, more overpowered mechanics have been left in for months at a time.
Apparently, Unholy was doing too much damage now. I didn't really notice during our raid, given how I wasn't really paying attention to the meters with everything else going on. My first thought was that it was fine. If the dps was too high, OK, let's nerf it. They just removed the ability for the shadow portion to crit independently, I thought, how bad could that be?
Turns out: pretty fucking bad.
According to the DK math gurus over at Elitist Jerks, the change was enough that the Unholy rotation and talent spec revert to what they were before the change. The playstyle is back to being less fun and flavorful. In the end, all they have accomplished with this change is making armor penetration marginally more attractive.
Ugh.
Can you just get it right, guys? This is so disappointing. Once we are done with Anub Hard, I'm respeccing back to blood to get off this roller-coaster of suck.
The worst part? Ghostcrawler's post today explaining the change. Please note before reading this statement that they nerfed the ability in less than 48 hours.
"Will it stay this way for long? It's too early to tell. This implementation has a chance of working out, but we also want to see the Icecrown hard modes start up as well as the new Arena season kick in."
You read it right. They are going to leave it as-is (which is to say, broken) until they get some data from Icecrown hard modes and the new arena season (I refuse to capitalize arena, the game's greatest mistake, GC).
Those are months away.
-----------------------------------------------
To be clear, I'm not asking for SS or unholy, or anything about DKs, to be overpowered. I just think it's clear that Blizzard's intent is that players use SS and Reaping, but no matter how many changes they make, they just can't seem to make that appealing without breaking the game. I don't enjoy the playstyle of Unholy without those, so I'm one of the people who would like SS to be viable without being broken. And I'm quite disappointed with how badly they've done so far, and with how quick they are to break the spec while being so slow to fix it.
Thursday, October 22, 2009
LFG Tool: Random Dungeons = More Daily Grind! [UPDATED 10/28]
[UPDATE 10/28: PTR Patch notes: "Daily Heroic and normal dungeon quests have been removed." We're back to only one random dungeon a day!]So the new cross-server LFG tool is up on the PTRs, and it seems Blizzard finally figured out why they couldn't seem to force everyone to use the interface to put together random groups before: Blizzard was failing to pay them off.
So in the new patch, you'll get 2 Frost Emblems (used to get tier 10 gear, think Triumph Emblems right now) and a nice chunk of cash for doing one random dungeon with a PuG assembled by the automatic random LFG tool every day.
And if any of you raid, you'll be groaning because they just added another heroic dungeon you have to do every single day just to keep up on your raid gear. On top of going back to having to do the daily heroic every day. And the difficulty of the heroics aren't going up, so enjoy your daily trip to Faceroll City. Oh, sorry now it's TWO daily trips!
[UPDATE: The following paragraph is inaccurate, as per this quote from the Twitter developer Q&A:
Q: May I create a group with 4 friends and then use the LFG interface to gain the random dungeon reward?
A: Yes. In fact, you can join it with a full group of 5 and still get the random dungeon reward. The reward is for doing a random dungeon, not necessarily for having random members. ]
Though the emblem reward is constant, the monetary reward scales based on how much of your group is premade when you join the LFG queu. So the way to do this if you are a raider is get a group of 4 guildies, and randomize the last guy. This is going to be AWESOME for casuals and undergeared alts who solo-queu, as they constantly get matched with full 4-man groups in tier 10 and get a free ride through the instance (not that every solo-queur is bad, I'm just pointing out who is going to benefit most here). So basically, Blizzard is subsidizing the act of carrying people through an instance; it's Welfare Heroics (because they clearly weren't easy enough yet!!). Which wouldn't necessarily be a bad thing, if I didn't feel pressured to log in every day to keep up on my raid gear, hearkening back to the old days of 2 hours of herb farming for every 1 hour of raiding (back when you could stack every elixir buff at once).
And the best part? Let me quote wow.com's coverage of the random LFG tool:
"After everyone is ready, you are teleported directly into the instance it has randomly selected."
Too bad that "randomly selected" instance is always-
*ALWAYS*
-going to be effing Oculus.
Update (from comments): Just to put it into perspective, here is the fastest way to gear up in all of the emblem stuff from tier 9:
It took nearly two months of dailies every day, along with weekly clears of ToC, to get everything I needed, and that's actually reduced from what I would have needed because my tier chestpiece wasn't good so I made the crafted one instead, and the badge trinket wasn't good for me either.
Full tier = 210 emblems
trinket= 50
sigil= 25
ring= 35
total= 320
In the first 5 weeks, since they unlocked the bosses one at a time (and in Icecrown I doubt we'll be full-clearing the place week 1, so the effect should be the same) you could get a total of 45 emblems. Not even enough for one of the bigger tier pieces. In that same time, you could get 70 emblems from the heroic daily if you did it every single day.
That puts you just over 1/3 of the way to fully geared. If you do the heroic daily religiously, every day, for 5 weeks.
If after that you full-clear toc every week and do the daily heroic every day, it would take another SEVEN WEEKS to buy every upgrade available. That's *13 weeks* total of never missing a *SINGLE DAY* of daily heroics. "Casual-friendly" my ass.
And this is without even considering the tank gear I should now start building if I really want to optimize our progression potential!
It takes a long time to gather the emblems you need to get the best gear you can to help your guild progress. I only stopped doing the daily heroic every day a few weeks ago, and I only have enough emblems on my main to buy 1 tier 245 piece once we clear toc 10 hard for the tribute chest (focused on Yogg hard atm). Because I'm *still* not done with emblems, even 2 months later.
Sure, no one is "forcing" me to do this. But I want to be the absolute best-geared I can be to help myself and my friends succeed. And because of the grindy dailies, I have to faceroll through a heroic every single day in order to do that. I fail to see the difference between this and herb grinding back in vanilla. Sure, you didn't have to make all those elixirs, but if you didn't, you weren't going to succeed nearly as much in the raid dungeons. They changed that elixir stuff for a reason. And now they're bringing it right back, only with an extra dose of welfare on top.
UPDATE 10/23: According to Twitter WoW dev Q&A:
Q: With T10, are we going to see tokens like in Ulduar? or like CC? CC style had every class and spec rolling on same thing.So tier 10 is another badge farm, with no alternative to get the tier pieces from drops in the 10-man. And in fact, even the 25-man raiders have to badge farm, since they can't use their tier tokens unless they already bought the base tier 10 piece with badges!
A: With t10 we're going to see a hybrid. The tier 10 items (the ones with item levels you'd find in the 10-player raid) will be purchased with Emblems of Frost.
The tier 10.5 items (the ones with item levels you'd find in the 25-player raid) will be obtained by getting a token (one that is specific to 3 or 4 classes, much like the ulduar tokens) and using it to upgrade the tier 10 item that was purchased with emblems of frost.
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Tuesday, September 1, 2009
Blizzard's Raid Testing: Practically Nonexistent
Looks like I'm taking a ride on the WAAAAHmbulance this week. Another fun little tidbit from Blizzcon that bunched my panties up but good, taken from a wow.com liveblog of the Dungeon and Raids panel :
Yeah. Internally, they don't even put together a 25-man raid good enough to clear Ulduar.
My favorite part?
Our millions of $ at work. Considering how many people play WoW, these 5 better be paid like pro athletes and worth every cent.
And:
Gives you a good idea of how big their dev team is.
Don't get me wrong: the game is still worth paying for. But it could be so much better if they'd loosen the belt a notch and hire a few more people. And there's really no excuse. The content patches are part of the promise they make us when we pay the game. If they weren't doing these "free" patches, we wouldn't keep paying the $15, period. So now it's just a matter of the patch frequency and size. Both can afford to increase, given the amount of money we pay Blizzard all told.
I'll get into my Cataclysm impressions soon, but I do want to temper this post with the admission that I'm impressed with the promises they made for the xpac, and am hoping that the execution bears out my current suspicion that content is sparse right now because overhauling Azeroth is such a large undertaking. Please let me be right. Blizzard is burning through my customer goodwill at an alarming rate.
Champions and Aion, HOOOOO!
1:55PM Hard modes get iterated a lot because they're difficult to test.
1:54PM How extensive is your raid testing, and did anybody internally kill Yogg+0 pre-nerf? Daelo: Encounter team is 5-people, but we bring in other leads and raiders on staff for the 10-man. It's hard to get 25 developers together, but QA does those. "It's pretty much impossible for 25 people on QA to reach the skill level of a good raid. They didn't beat Yogg+0, they got spanked pretty hard by Yogg+4."
Yeah. Internally, they don't even put together a 25-man raid good enough to clear Ulduar.
My favorite part?
"Encounter team is 5-people"
Our millions of $ at work. Considering how many people play WoW, these 5 better be paid like pro athletes and worth every cent.
And:
"It's hard to get 25 developers together"
Gives you a good idea of how big their dev team is.
Don't get me wrong: the game is still worth paying for. But it could be so much better if they'd loosen the belt a notch and hire a few more people. And there's really no excuse. The content patches are part of the promise they make us when we pay the game. If they weren't doing these "free" patches, we wouldn't keep paying the $15, period. So now it's just a matter of the patch frequency and size. Both can afford to increase, given the amount of money we pay Blizzard all told.I'll get into my Cataclysm impressions soon, but I do want to temper this post with the admission that I'm impressed with the promises they made for the xpac, and am hoping that the execution bears out my current suspicion that content is sparse right now because overhauling Azeroth is such a large undertaking. Please let me be right. Blizzard is burning through my customer goodwill at an alarming rate.
Champions and Aion, HOOOOO!
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Monday, August 31, 2009
PvE v PvP: Blue Poster Screws the Pooch
Here's a nice big steaming pile for you this Monday morning, in response to "why can't I get a decent weapon from honor points?":
No PvP Weapons available for Honor points
Oh, Kalgan. Ghostcrawler spends months countering complaints about "you nerfed my pve for pvp!" by saying "both parts of the game are important", and you turn around and cut his legs out from under him with this gem.
Straight from a dev: PvE is the core of the game. So now you can stop nerfing us based on PvP balance, right?
...right?
---------------------------
Aside from the controversy over whether a PvPer should have to do PvE to get competitively equipped, there are a few other major problems with Kalgan's statement.
To get this out of the way first: "WoW was engaging enough for 80 levels of play". Leveling play has nothing to do with level-capped play. Nothing. Most people don't even do instances while leveling.
Back to business. He says, and I quote, "doing heroics" is the way to get a weapon for PvP. First of all, weapons from heroics are not remotely competitive with raid weapons or the 1850 arena rating weapons. There aren't any emblem weapons available beyond the pathetic Heroism-level offhands. Sure, if you grind one heroic over and over that happens to drop an epic weapon that you can use, maybe you get something. Something ilevel 200 with no resilience, if it even drops. Running heroics is OK for a starter weapon, but you can't even get a halfway decent weapon until high rating, and high rating is hard to get if your team is using starter weapons and has no way to upgrade them to be competitive.
Someone who wants to compete in arena has to raid, no matter how much they don't want to. And since all of the gear they've earned from beloved PvP has resilience on it, it's ill-suited to get them into a raid, especially considering that everyone else competing for that raid spot will be geared out in conquest emblem gear, easily outstripping the ilevel of PvP gear available for those with average arena performance. They haven't been getting conquest emblems in Isle of Conquest, ironically.
He's really saying, "if you are average in arena, we expect you to use an ilevel 200 weapon, perhaps even a blue, most likely poorly itemized, and try to break into the higher rankings against people wielding cutting-edge (har!) 232-245 weapons. Have fun, suckers, thanks for the $15!" There is no in-between option for the PvPer. There is certainly no casual option. If you want to succeed in arena, you either must grind winning matches with an OP comp to get high raiting, or you can do limited matches a week, but spend the rest of your free time grinding PvE content enough to get a good guild to actually loot a good weapon to you.
-------------------
The root of the problem is the distance between the weapon options. Either you get an absolutely terrible weapon, or a top of the line weapon, and there is nothing in between. Wouldn't it make sense to add a selection of ilevel 213 weapons with resilience on them to the honor vendors for exhorbitant honor prices, just to add a bridge? Or, perhapse even more palatable: just offer 213 weapons at lower arena ratings! Instead of the arid wasteland between 200 and 232, why not let people pick up a middling weapon at, say, middling rating (1600ish)? Will it really hurt anything? The decision not to do this really doesn't make any sense to me, especially considering how much the dev team has pushed PvP as it's own separate progression path. Not being able to get even a slightly reasonable weapon is ridiculous.
Kalgan, please take your statement to it's logical conclusions. I don't know what it is that's blinding you to this stuff, but I certainly hope you clear it up before you make any decisions that affect the millions of people who depend on you to make a reasonably fair game. Your post here was a misstep, to say the least.
By the way, there wasn't any major WoW news announced while I was on vacation last week, right?
No PvP Weapons available for Honor points
"...because we make the assumption that since WoW was engaging enough for 80 levels of play to get to the scenario you mention that most people aren't actually that horribly offended by doing pve content (which is arguably the core of the game).
We may need to reconsider that particular philosophy if doing heroics is indeed that unappealing to many players. Although, I'm not sure how "many" players that really is TBH... forums like these are a surprisingly poor way to actually figure out what percentage of players think what about a given issue."
Oh, Kalgan. Ghostcrawler spends months countering complaints about "you nerfed my pve for pvp!" by saying "both parts of the game are important", and you turn around and cut his legs out from under him with this gem.
Straight from a dev: PvE is the core of the game. So now you can stop nerfing us based on PvP balance, right?
...right?
---------------------------
Aside from the controversy over whether a PvPer should have to do PvE to get competitively equipped, there are a few other major problems with Kalgan's statement.
To get this out of the way first: "WoW was engaging enough for 80 levels of play". Leveling play has nothing to do with level-capped play. Nothing. Most people don't even do instances while leveling.
Back to business. He says, and I quote, "doing heroics" is the way to get a weapon for PvP. First of all, weapons from heroics are not remotely competitive with raid weapons or the 1850 arena rating weapons. There aren't any emblem weapons available beyond the pathetic Heroism-level offhands. Sure, if you grind one heroic over and over that happens to drop an epic weapon that you can use, maybe you get something. Something ilevel 200 with no resilience, if it even drops. Running heroics is OK for a starter weapon, but you can't even get a halfway decent weapon until high rating, and high rating is hard to get if your team is using starter weapons and has no way to upgrade them to be competitive.
Someone who wants to compete in arena has to raid, no matter how much they don't want to. And since all of the gear they've earned from beloved PvP has resilience on it, it's ill-suited to get them into a raid, especially considering that everyone else competing for that raid spot will be geared out in conquest emblem gear, easily outstripping the ilevel of PvP gear available for those with average arena performance. They haven't been getting conquest emblems in Isle of Conquest, ironically.
He's really saying, "if you are average in arena, we expect you to use an ilevel 200 weapon, perhaps even a blue, most likely poorly itemized, and try to break into the higher rankings against people wielding cutting-edge (har!) 232-245 weapons. Have fun, suckers, thanks for the $15!" There is no in-between option for the PvPer. There is certainly no casual option. If you want to succeed in arena, you either must grind winning matches with an OP comp to get high raiting, or you can do limited matches a week, but spend the rest of your free time grinding PvE content enough to get a good guild to actually loot a good weapon to you.
-------------------
The root of the problem is the distance between the weapon options. Either you get an absolutely terrible weapon, or a top of the line weapon, and there is nothing in between. Wouldn't it make sense to add a selection of ilevel 213 weapons with resilience on them to the honor vendors for exhorbitant honor prices, just to add a bridge? Or, perhapse even more palatable: just offer 213 weapons at lower arena ratings! Instead of the arid wasteland between 200 and 232, why not let people pick up a middling weapon at, say, middling rating (1600ish)? Will it really hurt anything? The decision not to do this really doesn't make any sense to me, especially considering how much the dev team has pushed PvP as it's own separate progression path. Not being able to get even a slightly reasonable weapon is ridiculous.
Kalgan, please take your statement to it's logical conclusions. I don't know what it is that's blinding you to this stuff, but I certainly hope you clear it up before you make any decisions that affect the millions of people who depend on you to make a reasonably fair game. Your post here was a misstep, to say the least.
By the way, there wasn't any major WoW news announced while I was on vacation last week, right?
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