Category Archives: Guild Wars 2

On (or Off with) Their Head(s)

Aside from the things I previewed already, there was another dimension to the Guild Wars 2 beta: the turning of most of the classical MMO arguments on their head. You know the types, the ones that start perennial flame wars on forums? Nearly every single one showed up to the party, and Guild Wars 2 spilled its beer all over them. Stodgy old classics like:

1. Portals ruin exploration and make the world smaller!

Guild Wars 2 features Waypoints which, once discovered, can be instantly teleported to from anywhere in the world for a small fee. Here is a piece of the starting Norn zone:

Flight paths are sooooo 2004.

If portals truly do make the world smaller, you will be looking at Guild War 2’s map from an electron microscope. There were 17 Waypoints in the beginning zone alone; even assuming that number is inflated due to its newbie zone status, the World Completion box indicates there are 477 such Waypoints overall. There were more than a dozen in Divinty’s Reach, the human capital city. And keep in mind that Waypoints make portals feel like a trip to the DMV in a convenience comparison: you actually have to walk up to portals (how quaint), whereas you can teleport to Waypoints from anywhere.

My very first gaming blog post ever (originally posted on Player Vs Auction House) was a guide for people stuck in Dalaran when Blizzard removed the Stormwind/Orgrimmar portals circa beginning of Cataclysm. At the time, I felt like I was pretty clever coming up with a method that got you from point A to point B in seven and a half minutes. And it was clever, when the (solo) alternative could potentially take over ten minutes if you missed the boats. Yes, I’ve heard stories about 30 minute boat rides in older MMOs too.

With the extremely notable exception of WvW, there shouldn’t be an inch of the Guild Wars 2 world that cannot be reached in less than five minutes provided you have been there previously.

I have always argued that you make a world bigger by putting more stuff in it; size should be judged not by distance, but by density. Otherwise we can make a world 5% bigger by having players move 5% slower. Whichever argument reflects the truer nature of things, we will never get a more on-the-nose test case than when Guild Wars 2 launches. We are literally at the bottom of the slippery slope, two steps away from player omnipresence.

2. Points for losing?! Why don’t we just mail them epix?

Log in, press H, collect full suit of (legendary?) PvP gear.

This may not be an entirely fair comparison, as the implicit objection is towards “cheapening” gear progression by making it inevitable. Also, I am assuming that none of us gets uber-gear simply for turning 80 on the PvE side of things. There is something to be said though, about eliminating mechanical rewards (e.g. gear upgrades that increase performance) and focusing almost entirely on cosmetic ones. Will the PvP side of things stay fun enough in the long-run without the “crutch” of progression? Time will tell.

3. Guild leveling was needed to make guilds important again.

You can join multiple guilds simultaneously, no problem. Guild hopping to the max.

4. LFD has destroyed the sense of server community!

Server community? What community?

When Guild Wars 2 launches, you will also have the option to play with your friends on another world with our free ‘guesting’ feature. With guesting, your characters can play on any world where you have friends – with certain restrictions. For instance, you will not be able to participate in WvW while guesting. (source)

I suppose it will come down to how important WvW ends up being to you – I don’t think it’s quite the killer app, as others might – but otherwise there is no other reason for you to “stay” on any particular server. It is not entirely clear if you can “guest” yourself on just any random server, or if you have to be “invited” by friends, or join their party, or whatever. In any event, I would actually suggest this is about as close to “serverless” as a themepark can get.

5. No one talks in LFD, it’s like they’re all mute AI/bots.

Outside of WvW, this was about as chatty as I saw anyone:

Sir Booyah makes a point.

Different servers are different, betas are different than Live, and I don’t even know if that log was from the equivalent of Local Chat or Trade Chat, etc etc etc.

From my experience in the beta however, Milady is correct in being a little apprehensive about the Automatization of the Social. ArenaNet has eliminated kill-stealing and loot-ninjaing, they have incentivized resurrecting one’s fellow players, and they have successfully turned WvW into a Us vs Them affair in hiding the names of opposing players (“Green/Red/Blue Invader” is all you see). Emergent social interactions in Public Questing Dynamic Events have been so streamlined that no dialog is necessary.

And that… is kinda the rub.

I am not a huge fan of the blunt social engineering seen in old-school MMOs – “make friends or never hit level cap,” “play nice or get blacklisted and never run dungeons again” – but I am cognizant of how little purpose chatting in Guild Wars 2 will be, even in the middle of a impromptu 10-person group. Out in the world, it almost felt like I was in an LFD for questing.

In retrospect, perhaps Guild Wars 2 isn’t necessarily turning this argument on its head. What it is demonstrating is that the issue isn’t the random, transient nature of your group in LFD. Rather, it is the lack of necessity to interact that is the cause. Even the most mute LFD group in WoW had to coordinate who was standing in what beam during the 2nd boss fight in Blackrock Caverns, for example. Perhaps high-level dungeons will perform the same role in Guild Wars 2, and perhaps the nature of WvW will lead to the formation of like-minded individuals.

Out in the open world though, other players may as well be bots.

If it was not otherwise clear, I am not implying that Guild Wars 2 necessarily refutes all these classical arguments simply by existing. Rather, it merely appears to openly mock the collective wisdom of forum heroes everywhere. If things turn out well for ArenaNet’s gamble, there will be much soul-searching in the months following release. If not? Well… I’ll think of something.

The Guild Wars 2 Preview for the Rest of Us

With all the bourgeois previews (mostly) behind us, it is time for the Everyman take on the Guild Wars 2 beta.

I was going to split this post up and sell them to you across three different days, but you know what? I think you can handle it. So buckle up, girl scouts, and get ready to earn your Too Long; Read It Anyway merit badges.

Point 0: Selling Games is Hard

I decided to prepurchase the preorder by prepaying on Friday, which admittedly was cutting it close given that’s when the beta weekend began. Credit card in hand, I zipped over to the ArenaNet site and witnessed the impossible: the Guild Wars 2 Digital Edition was sold out.

Yes, an infinitely reproducible digital good was sold out.

Please take... my... money?

Now, obviously, the actual digital data being infinitely reproducible is not the underlying issue; it probably has to do with a concern for beta server populations. As Blizzard can recently attest, the status quo is apparently being shocked that anyone, let alone millions of people, are willing to pay money to be in betas. Perhaps we should take this as a good sign.

I bring this up though, because A) I found it amusing at the time, and B) I simply went off to Gamestop.com and bought the digital edition there. I tried Amazon first, but apparently Amazon, bless their hearts, don’t recognize “prepurchases” wherein you buy products that don’t formally exist yet… and run-of-the-mill preorders don’t come with beta access.

In a way though, I am kinda glad that I bought from Gamestop. Not only was I supporting a retailer who is in open defiance of the increasingly anti-consumer game industry – a retailer, mind you, that was merely selling beta codes and not any actual product (the client was downloaded on ArenaNet’s bandwidth dime) – but ArenaNet also lost whatever X% retailer cut Gamestop takes out. Now that’s a marketing screw-up with teeth.

It’s 2012. Buying games shouldn’t be this hard.

Point 1: PvE is SWTOR meets Warhammer meets Rift

Disclaimer: I haven’t actually played Rift. Also, I don’t care what MMO did what first.

I played up to level 12 as a human Guardian (e.g. paladin), level 8 Norn Ranger (e.g. hunter), level 6 human Thief (e.g. rogue), and level 4 Charr Warrior (e.g. PvP god-mode). If you are like me, none of that probably means anything to you, but I am including it for reference purposes. The important thing is that I spent the bulk of my playtime as a weak-ass melee paladin, which is triply redundant for reasons that will become obvious shortly.

Click the map below for a larger version:

"Dynamic" is a marketing buzzword, like webinar and synergy, that needs to die.

You have probably heard a lot about “dynamic questing” and “revolutionizing the quest experience.” If that sort of thing is in Guild Wars 2 (or the beta), I did not see it.

What happens is you have a main storyline quest that puts you into your own instance ala SWTOR. Each step of said quest greatly outpaces your own level, which forces you out into the world to level up. The general idea is to open your map, go towards the empty heart icons which are “quest hubs” of sorts, and hope you kill enough stuff or encounter enough dynamic events to level you up enough to tackle the other empty hearts. Generally speaking, I was NOT able to complete every hub and dynamic event I came across AND still have achieved the appropriate level to move onward. That is to say, I did everything I could see to do, and I was still 1-2 levels below what the game recommended I should be at to continue the story quests.

Redoing dynamic events or straight-up grinding mobs was certainly possible, but considering this is a game that sells +50% XP potions in a cash shop, I would start getting worried.

A few months ago, WildStar put out a Dev Diary in which they explained how they took the traditional quest log text and pared it down to a Twitter length of < 140 characters. This was derided at the time by Syp at Biobreak as “dumbing down” quests. Guild Wars 2 beats WildStar to the punch by having no quest text at all. The “dynamism” of GW2 questing is that you never have to talk to NPCs: simply walk in their vicinity, glance at the upper right corner to see what they want you to do, and then do one or all of those tasks. Dynamic Events are the same: get notification, head towards orange circle, do multi-part Public Quest.

The first real human quest hub, for example, is at a farm. Once you get close enough, the quest tracker indicates you can water plants, feed cows, or kick in wurm holes. You can talk to an NPC for additional explanation – perhaps explaining the mechanics of watering plants – but it isn’t necessary. Each performance of any of those activities increases a completion meter, which means if you were bored enough, you could complete the whole thing by watering corn. Or if you wanted all combat, just kick in the wurm holes. Every 10 minutes a “dynamic” event of bandits attacking said farm will begin, which is separate from the quest hub itself. On one character, the bandits started setting fire to the bales of hay at the farm, which may have been some indication that an earlier stage of the Event failed, I dunno.

There is (voiced) text in the story quests, but everywhere else reading is at least implicitly discouraged. It got to the point where I loathed to even read what they wanted me to do in the quest tracker – with all this crazy activity happening around me, I felt out of place standing slack-jawed in a field, staring into the upper-right corner of the screen. “Reading? How quaint.” And I am a reading guy!

By the way, allow me to confirm the total marginalization of grouping. Essentially, the only reason why you would need to group in a specific party is for chat purposes and possibly to see each other on the minimap. Otherwise, there is no kill stealing, there is no loot ninjaing, and everyone gets shared credit for everything provided you tag the mob too. Remember the Firelands daily quests wherein a warlock could drop one debuff on everything and get shared credit, compared to melee classes that were largely screwed? Same deal here, same weaknesses.

If you are wondering how Dynamic Events scale with (increased) player participation, the answer is “Badly.” As the number of players increase, the number of mobs ramps up and so do their level. The farm I talked about earlier has a recommended level of 2; with about a dozen level 2 players nearby, we were besieged by LEVEL 5 BANDITS, all of whom had ranged attacks. Needless to say, playing a melee class that requires placing runes on the ground for enemies to stand on was a recipe for disaster (and instant death).

Point 2: Combat System

Speaking of disasters, had I not played a rogue on Sunday, I would have written off all melee classes in Guild Wars 2 PvE. You might want to anyway, just to be on the safe side.

It is not so much that soloing was impossible, it is the simple fact that melee have zero advantages compared to ranged, and every possible disadvantage. Dodging wasn’t necessary for the mobs I encountered in the world, but any time I was in a juiced-up dynamic event, the sheer press of ridiculous damage either killed me instantly or had me frantically trying to kite while ranged players merrily AoEd everything down. Some mobs’ “Dodge this!” cues are more obvious than others, but as anyone with a functioning brain stem can imagine, melee classes have less time to react to them assuming they even notice the animation at all amongst the sparkles and general fisticuffs.

I did happen to face one level 11 elite mini-boss as part of some event with some other players nearby. By that point, I had actually discovered a reasonable weapon setup on the Guardian, and the whole experience might be transferable to dungeons.

Ring around the rosy.

Basically, while six ranged players were dealing damage (and running away when the boss randomly started heading their way), myself and another melee were trying to snare the boss without getting instantly killed by it’s melee. With a Greatsword equipped, I would do a charge/leap attack that Blinded the boss (next attack has 100% miss chance), maybe place a rune down if he didn’t immediately turn around, and then run away. Next was ranged AoE snare via the Greatsword, and right before the snare wears off, pressing the button again causes all those snared to be pulled towards me, AoE Death Grip style. Then running away. I then swapped to my scepter + shield, giving me access to a ranged root and some weak ranged auto-attacks. The shield unlocks a channeled ability which knocks back all hostiles in a dome around me, which I used at one point when a ranged player was trying to rez the other melee before the boss finished him off.

If all that sounded cool, well, it kinda was at the time.

Then I rolled a ranger, and had four or five different snares/roots by level 8. My base auto-attack as a brand new level 1 character was chucking an axe which ricochets off up to five enemies. In short, I could have done anything my Guardian did and more (i.e. actually dealing damage to the boss) with a class that has it easier anyway. ArenaNet apparently took the page (it’s only one page long, after all) from Blizzard’s Cataclysm raid design book in which melee can be replaced by ranged with no downsides. At least there’s no trinity, amirite?

Other than that? Combat in general feels about 85% of WoW, on a visceral level. As means of comparison, I would judge Aion’s beta combat at 50% and Warhammer’s beta (PvE) combat at 60%.

Point 3: Dungeons

Couldn’t test any, given the first dungeon is at level 30.

And, no, ArenaNet will not be having any lower-level dungeons than that.

Point 4: “Battlegrounds”

Whoo, boy.

When you zone into the Mists –  a sort of PvP lobby that includes training dummies, vendors, bank access, various tutorial NPCs, and so on – you are auto-leveled to 80, all abilities/traits are unlocked, and you given a full set of PvP gear. You can purchase additional weapons and gems for free, if you want to try different set ups.

It is, in a word, overwhelming. And you can do it from level 1.

The Guardian *does* have some vaguely interesting area-denial abilities.

Joining a BG requires talking to an NPC and then choosing a specific server to join, which is decidedly retro. Once inside, you will play one of the two (2) BGs they have available until you forcibly leave; in other words, there is not a “leave BG” button at the end of the match. The two (2) BGs they have are both 8v8 Conquest-style maps with three capturable nodes and a different pair of gimmicks. One gimmick is the existence of two mini-boss NPCs which you can kill for a boost of 50 points and a team-wide, 30-second buff. The other map’s gimmick are the trebuchets, which allows you to deal ~50% of a player’s lifebar in damage if you hit them. It would probably be pretty powerful if you coordinated said attack with your team, but you always have the option of destroying the enemy’s trebuchets if you want to deny them the opportunity (and it can be rebuilt later too).

Commenting on PvP combat itself is probably useless, considering how important class balance is in informing the overall tone. However, I have some pretty foolproof (BG-specific) observations thus far.

  1. Don’t play Guardian. Paladins suck, as a general rule.
  2. Warriors are PvP gods. Again, as a general rule.
  3. Expect to be eternally snared, rooted, and otherwise CC’d. For example, Warriors have 2-3 gap closers, 7-second snares (most others are ~3 seconds), and stuns/knockdowns/roots. You can and will be killed in a CC-chain if two people are involved, or down to 25% HP if just the warrior.
  4. Classes won’t be balanced around 1v1, so burst DPS classes (warriors, rogues) will rule most BGs. Remember, it’s only 8v8.
  5. Classes won’t be balanced period, given skill ceilings. That is to say, if Move X is absurdly powerful, expect people to say “Dodge it, noob.” Or imply that you should have chosen a different weapon/skill loadout that “counters” it, with your psychic powers.

Some of that is facetious, some is inevitable.

The other interesting thing is… well, that’s it. You can earn Glory Points (aka Honor) for winning or leading the boards in some category, but I did not get the impression that the Glory rewards are stronger items, just cosmetic ones. For as lopsided and “unfair” that WoW BGs can get with the gear differences, I have always enjoyed having a purpose to play in addition to whatever fun is involved – losing stung less knowing I was still (slowly) crawling towards a new upgrade, and winning felt Double Fine (so to speak).

So, we’ll see how long people can enjoy playing two maps with just one game type with no overt rewards.

Point 5: WvWvWvWvWvWbbbbbbfffftttp

Most everything you need to know about WvW can be summed up in this picture:

Yo dawg, I heard you like "world" in your world pvp, so...

Without anything to enhance your movement speed, it takes 2:25 (two minutes, twenty-five seconds) to run from the starting waypoint to the center of the middle keep. If the keep isn’t “contested,” a second waypoint will be available there if you own the structure, but from what I experienced, a single squad of three dudes is enough to disable the whole thing.

Personally, I don’t know why people enjoy this type of gameplay.

Don’t get me wrong, it’s tons of fun shooting people with cannons or arrows from the tops of walls. But the sort of knock on the keep gates, push enemies back, then… kill the big NPC boss? I mean, everyone’s favorite map in WoW is Isle of Conquest, right? And then all the crazy stupid amounts of FPS-crushing AoE? And how it is both easy to instantly die and impossible to remove the enemy from the field? Sign me up.

To explain what I mean with that last bit, you are probably aware of ArenaNet’s “revolutionary” take on death mechanics. Once you hit zero HP, you go to a downed state wherein you actually gain half your HP back but only have 4 abilities. If you manage to damage an enemy that dies, you rally, and self-rez. If everyone leaves you alone, you can press 4 to self-heal until you self-rez. A cannon can drop you in 2 hits without heals, but it takes 3-4 to “kill” a downed enemy. Enemies can “finish you off” by pressing the Interact button near your body, forcing you out of the downed state and into actual death.

But here is the thing: as long as you don’t release, you can always be revived.

So in the WvW battles I was involved in, there was a “natural” sort of pressing the attack, and then falling back to regroup. Each time though, the dead would patiently lay there, dead, gambling that the front would move back their way in the time it would take to release and run back. And they’re right, it’s typically a shorter to wait. What this also means is that a wiped attack can spontaneously regenerate if one (1) dude makes it to the field and starts rezzing people when no one’s looking. Which is great if it’s your group that died, and it is frustrating beyond measure when an outpost you successfully defended for over an hour falls in the two minutes it took to walk somewhere else looking for things to do.

All that being said, what WILL be fun about WvW is if you have a group of guildies running around with voice-chat. A small, coordinated group of 7-8 people can cause a LOT of havoc away from the zerged zones, perhaps behind enemy lines even. You may not be able to hold anything, but it will at least force the enemy to muster a task force to retake their own structures.

By yourself, though? Boring as hell. Unless you happen to be in a cannon with the enemy at the gates.

I could do this for hours. And did.

Final note: you are leveled to 80 while in WvW, but you only get the equipment and skills you zoned in with (there are vendors and banks inside though). This wasn’t a problem in the beta, of course, but I can imagine WvW being next to impossible against any group of actual level-capped players (and their level 80 gear). I suppose you could be on Supply duty – run to set of boxes, click, run back to structure that needs repaired, click, repeat – or even potentially manning the cannons, but it seems bizarre to make such a point about leveling someone to 80 only to make gear matter.

Conclusion

I might have some more to say about the other systems inside the game (crafting, etc), but that will have to wait.

Rather than suggest it’s worth $60 right now, let me just say I am not unhappy with my prepaid preorder prepurchase, at this time. Of course, it is “worth it” in the sense that there is no subscription fee, and thus I am grading it against (potential) hours of amusement per dollar, rather than any sort of long-term MMO rubric. In some respects though, I don’t feel comfortable judging the game right now either way, simply because I have seen less than half the classes, and none beyond level 12 (of 80, PvP doesn’t count). I somehow muscled through the low-level paladin experience in TBC for Christ’s sake, and no one would posit the 1-84 gameplay as being indicative of anything in comparison to endgame WoW, right?

So, I remain fairly ambivalent, albeit looking forward to the next beta weekend.

Guild Wars 2 Died for Your Sins

As you are undoubtedly aware, the Guild Wars 2 preorder pre-purchase prepay “beta” is up this weekend for those wanting to reserve their limited edition digital goods before the price drop. I have been following the trajectory of this game through its development with a fully cocked eyebrow, and a default expression of “Impress me.” Indeed, I have been openly skeptical over some of its more miraculous claims, although I have been surprised before.

But you know what? I have been in the Doubting Thomas peanut gallery for long enough. So let’s send this Jesus game through its paces starting on Good (Enough) Friday.

Starting assumptions.

As a baseline, this is what I am expecting:

  • Nothing
  • Good graphics/UI
  • Lots of circle-strafing
  • Bugs (it’s still presumably a beta)
  • Warhammer 2.0 vis-a-vis public quests, RvR WvWvWvWvWvWvWvWbbbbbbbbbfffft
  • Fun and/or amusement in some quantifiable amount

If you are weary of endless GW2 reporting or simply don’t care about the game all that much, buckle up. Come Monday, I will have some impressions just for you.

P.S. I will probably be rolling on the Yak’s Ass Bend server. Because why the hell not.

What’s In a Name?

As a general rule, I try and remain as aloof as possible. It’s partly a defense mechanism against the eldritch machinations of an uncaring, absurd universe. But it is also somewhat necessary in an age wherein marketing departments have weaponized hype and doublespeak like “value-added” as if they are doing consumers any favors. In other words: wish in one hand, shit in the other, and see which fills up first.

Enter Guild Wars 2.

I signed up for the Beta like everyone else, with a current disposition of extreme skepticism. And I still am extremely skeptical. Will it “save” MMOs? Doubt it… assuming MMOs need saving at all. Is the holy trinity dead? As this BFF Report clearly shows, no, not in the sense that there will not be a guy who primarily tanks, someone who heals, etc. Even the whole “freeform” questing bit (which you can also see earlier in the BFF Report) does not necessarily move the needle, as a gamer who responds to ostensive purpose, no matter how flimsy said purpose may be in the abstract. Cave full of kobolds? Who cares? Oh, farmer Joe cares, because the kobolds are stealing the pumpkins? Let me go solve that for you.

That being said, I have been keeping up with the game, reading interviews, and so on. And what I am finding is that the little things are moving the needle all over the damn place. For example, here is Mike Ferguson’s Q&A response on a Reddit AMA interview:

Q: We all saw that enemy players are currently listed as generic invaders, and some are turned off by that. Will there be a toggle option for showing our name if we want to?

A: There’s been a lot of discussion about seeing enemy names in WvW. While I certainly understand the reasoning behind the request to see enemy names, we are fairly firm about not showing names of the opposing teams. I think of it this way, in a war people dont introduce themselves before trying to kill each other. When you are fighting in the mists for your world, you are in the middle of a giant war against two opposing forces who want nothing more than to take everything you own and kill you as many times as they possibly can. That guy who just shot you is not Bob the Engineer, he’s the enemy.

Not showing enemy names in WvW also helps players that are less pvp-oriented feel less threatened about venturing into the battle because seeing enemies as anonymous ‘invaders’ creates a sense that opponents won’t be able to recognize them and pick on them because of their lack of skill in a fight, so they in turn feel more embolded to go out and fight in the first place. Not showing names also makes it so people can feel as if they can ‘hide’ in a fight if need be, but still be around to help out. That’s a pretty critical part of making WvW feel more inviting for people that would normally never think about playing PvP in any other game.

We’ve heard “I usually dont PvP, but I love WvW” again and again from people in our beta, so even though showing names might make for a more competitive pvp environment, we’d much rather create a game that is more welcoming for people that don’t normally play the more hardcore PvP games. If you want to see enemy names and get to know the community of people you are fighting against, competitive PvP is the place to get that sort of thing in Guild Wars 2. WvW is the place where you fight with your friends and show your might against a faceless never-ending horde of enemies. It’s not about taking names, it’s about taking back that tower and claiming it for your guild so it can wave your flag right in the enemies face!

…now that is interesting.

A lot of blogging space has been dedicated to examining the effects of, say, LFG on community culture. For the record, I believe the LFG culture (such as it is) in WoW is merely the natural expression of difficult, group-based daily activities minus the desperation.

But it is fascinating to think about the possible effects of a struggle against an intentionally nameless enemy in GW2. Would people really feel “safer” being anonymous in a wider war? I think Mike Ferguson is onto something. Imagine you are trying to take a tower from a single defender, but he keeps killing you. In my own WoW experience, I feel the standard shame of defeat, but I also feel worse knowing that the defender can put a name to the face, so to speak. If we meet up somewhere else on the battlefield, he might recognize the fail paladin he defeated with ease earlier and go after me first. In my mind, that second possibility is worse than the initial defeat(s).

I know this happens because I did it all the time in WoW BGs. “Hey, there is that Boomkin made out of wet paper. Ha! Look at him run!” Inspiring dread ended up being a lot more entertaining than most of the BGs themselves. Indeed, one of the biggest draws of having a rogue was following someone around and Sapping them repeatedly, then watching their panicked, futile AoE dance afterwards. After they felt themselves safe, that’s when you kill them in a stunlock. Repeat until they just abandon their keyboard after the first Sap.

Take away the name, though? People could probably figure out that the Norn Elementalist who keeps trying to take the tower is the same player. I might even be wary of the nameless Mesmer defending said tower. But at the same time, perhaps we would care less. Perhaps it would make people more inclined to group with their own faction, since that this the only avenue of social recognition – you cannot be known and feared by your enemies, so you seek out the accolades of your server. Only your own team will ever know your name.

It is such a subtle, brilliant change that I cannot wait to see how it works. Not “if,” how.