Category Archives: WoW
WoW Loses Another Million+ Subs
That is right, kiddos, WoW is down to 9.1 million. It hasn’t been this low since January 2008.
In what must only be completely unrelated news, WoW has shattered all previous records for “longest time without a new content patch.” No, seriously. Dragon Soul was released November 29th, 2011. It is now eight months later. When I relayed this to my friend, he didn’t believe me. The gap between ICC and Cataclysm felt like more than a year. Well, I said, let’s look at the timeline:
- December 8th, 2009 – ICC released.
- February 2nd, 2010 – final wing of ICC opened.
- June 30th, 2010 – Ruby Sanctum released.
- September 7th, 2010 – the gnome/troll world events start.
- October 7th, 2010 – WoW hits 12 million players (!).
- October 12th, 2010 – Patch 4.0.1, with all the new talents/class changes.
- November 23rd, 2010 – The Shattering, all new 1-60 experience.
- December 7th, 2010 – Cataclysm launch.
So, yes, in a strictly literal sense it was a whole year between ICC release and Cataclysm launch. Looking at that list though, shit happened. There was a filler raid, there were world events, and I always have a blast when we get to toy around with the next expansion’s talent changes early. In between TBC and the Wrath launch, I remember soloing most of heroic Underbog on my Ret paladin to cap out my Sporeggar reputation, for example.
Now look at Cataclysm:
- November 29th, 2011 – Dragon Soul released.
- …
- …
- August 3rd, 2012 – I wrote a blog post.
I mean, come on. A $300 million MMO was released, floundered, and went F2P in that same timeframe!
Only Blizzard gets away with this shit. Good lord.
Republican Blues
You may or may not be following the sort of hand-wringing over the Black Market Auction House coming in Mists. Although I believe the sort of philosophical questions the BMAH raises are legitimate, I do not share Rohan’s (and others’) conclusions.
What I find amusing, though, is Zarhym’s rather tactless approach at community management:
No one should count on this even being close to a viable option for gearing up a character. If you can raise that kind of gold in the game, you’re going to have much better success paying your way into raids for gear than hoping the right items appear for you in the black market AH (which doesn’t include set pieces), hoping you can afford to outbid everyone else on your realm, and hoping you’re the last one to bid before the auction ends.
Sure, it’ll have some of the best rewards for sale. But that doesn’t mean it’ll be remotely reliable for one person to gear up quickly. It’s the black market, after all. :)
Ultimately the system is going to benefit the extremely wealthy and the extremely lucky. But in all likelihood the benefits won’t at all be consistent, even for those who can pony up the gold. (source)
Yes, because god only knows that what the extremely wealthy and extremely lucky need is more systematic benefits. And what a way to come right out and say “You can eat cake,” right? I can almost hear the argument on Fox News that goblins are the job-creators of Azeroth, giving millions of players the opportunity to pick tomatoes farm herbs and run dailies to afford their repair bills and marked-up enchants.
Kidding aside, I am not entirely sure why Blizzard does not simply come out and say “The BMAH is a gold sink. That is its sole purpose.” Prior gold sinks like the Mammoth and motorcycle and Vial of the Sands were fine, but pretty narrow in scope – they catered pretty exclusively to the Pimp My Ride crowd. The BMAH on the other hand hits everyone with a modular storefront filled with recycled content.
I anticipate the BMAH as being wildly, wildly successful at its unstated goal. As for whether the side-effects actually leave the realm of the hypothetical or not, we will presumably find out this Fall… or whenever the hell Mists goes Live.
Black Market AH
So the lede here is that Blizzard may be introducing a “Black Market” AH into Mists that is capable of selling, say, the Ashes of Al’ar. We can have the discussion as to whether that devalues the 0.13% mount or not in a moment. What I am more interested right now is in the very notion that:
- These mounts (etc) potentially becoming BoE or otherwise Bind on Use.
- This being a brilliant money-sink into a rapidly inflationary economy.
- Blizzard getting into the business of selling in-game items with in-game currency.
That last point may seem odd (vendors have been around since Day 1), but what I mean is not necessarily the selling of the Ashes of Al’ar, but of any of the mounts/items that otherwise are only obtainable by grueling hours /played.
The initial reaction may be to say that this is counter-intuitive; by definition, what Blizzard is doing is making these items easier to obtain, which not only reduces their scarcity, but allows players to actually eat the carrot. In the long view, players actually accomplishing their goals is bad for business. As the classical argument goes, the Black Market AH should be the equivalent of cheat codes, which hollows out the enjoyment that comes from restrictions and limitations – an infinite life Super Mario Bros is a less fun Super Mario Bros.
However, I must ask this: is a Konami Code-less Contra a less fun Contra?
Nethaera on the Blizzard forums mentions:
It’s worth noting that since we’re in beta, we’re still looking into what our philosophies are for what should and what shouldn’t be on the Black Market. We’re also trying to discern the frequency/rarity of what shows up there as well.
So perhaps we will not ultimately see the Ashes of Al’ar on the Black Market after all.
But… why shouldn’t we? I brought up Contra because, as anyone who attempted to actually play the game without the Konami Code can attest, the game was stupidly difficult to beat within the default number of lives. So much so, that I imagine few would even try without the Konami Code. Thus, the Konami “cheat code” probably generated more enjoyment in the aggregate than was lost from “bypassing” the difficulty.
In other words, while the “legitimate” owners of Al’ar or the TCG items or whatever Blizzard ends up selling on the Black Market do “lose” something of value (scarcity), I believe the incremental gain by everyone else results in a net positive. Obviously, the average player doesn’t have the 200,000g+ that it will require to actually obtain these items, but they couldn’t get a group together to farm Kael’thas either. What the average player can do is farm herbs or run dailies and otherwise set X amount of gold as a goal to reach in the pursuit of Al’ar; something that was largely unobtainable before, but now has a “reasonable” path towards.
Will these undoubtedly obscene prices encourage gold-sellers? Maybe, maybe not. Just keep in mind that unlike the sale of BoE raiding epics – whose prices already can encourage gold selling – the final gold price of Black Market items are removed from the economy permanently, regardless of whether they can be resold or are BoP from the mailbox. Any reduction in inflation is a net positive for everyone.
So, I say: bring it on. And not just because I have oodles of gold with nothing else to buy.
P.S. The Daily Blink has the right idea:
Oh, NOW We’re Being Reasonable
Every time Blizzard makes some nice progress towards actually implementing player feedback, the actual improvements remind me exactly how boneheaded they originally were. Take, for instance, the following hotfix:
UI
- Inactive guild leader replacement now requires 90 days of absence, up from 30 days. Ascent to the rank of guild leader is now only available to guild members at Rank 2, 3, or 4.
Oh, yeah, I remember that discussion now.
Of course, the irony of it all is that the change can be read so many different ways. Is this Blizzard (finally) responding to the player feedback lodged back before 4.3 went live? Is this Blizzard being tired of all the tickets and sleeper agent alt coups? Or is this a tacit Blizzard admission that, hey, maybe it’s not so reasonable to expect players to stay subbed each and every month? Especially given A) the two million people already out the door, and B) there are actually other games worth a player’s time to check out (MMO or not).
One such game is Blizzard’s own Diablo 3, out less than a month from now. But, honestly, it is just one of a mighty deluge of games coming out in front of the apocalypse.
In any event, I am very much enjoying this newer, more reasonable Blizzard.
WoW Should Lose Millions of Subscriptions More Often
Ever have that moment in your academic career, usually right after midterms, when you sort of wake up and realize “Oh, yeah, this might actually be important enough to take seriously”? I am getting the distinct impression Blizzard is going through that right now, as evidenced by their refreshingly direct Dev Blogs lately. The most recent was about the new direction they are taking the Mists of Pandaria loot system. One section reads:
Here is a model I’ve seen some people say they want:
- The boss dies.
- I get the exact item or items I want.
- I never have to come back and kill this boss again.
- I politely ask Blizzard when there will be new content for me to run.
I added that, somewhat tongue in cheek, to point out that the intent of the new system is not to make killing bosses or getting loot more efficient, or to let you choose buffet-style which items you get. We like random loot being random, as long as it isn’t so frustratingly random that you stop enjoying the experience. The intent of the new loot system is really to relieve social pressure on a group of random and anonymous strangers. We think it is reasonable for groups of friends, such as the typical raiding guild, to have a discussion about how to divvy up loot. That discussion is a tried and true RPG tradition going back to D&D or earlier. We don’t think that is a reasonable expectation for Raid Finder, though.
This is such a frank representation of the very essence of MMO gameplay (e.g. random loot creates content), that it honestly shocked me to see it written so casually. The explicit admission of the (warped) social dynamics of LFR is similarly amazing. It is one thing to see these issues examined in blogs and on forums; it is entirely another for a developer, in an age of David Reid-esque bullshit, to treat the audience like adults.
It feels like when the carnie game operator lets you in on the trick.
Another sample section:
Bonus Roll
We have one other new system that will use part of the personal loot model. This is what we’re calling the bonus roll.
Once upon a time, raiders had to invest a lot of time and effort every week preparing for a raid. This felt kind of cool in the abstract because it built anticipation, rewarded players who prepared for raid night, and otherwise just added a little more ceremony to the act of entering the dragon’s lair to seek glory and treasure. The reality is that you spent your time killing mobs to farm flask materials or gathering Whipper Root Tubers. The reality didn’t match the fantasy and we eventually greatly minimized the need to farm consumables altogether. Of course, that led to another problem, as raiders would log on for raid nights, finish, and then have nothing to do the rest of the week. The bonus roll is intended to give those players something to do that is hopefully more enjoyable than grinding elementals or Blasted Lands boars. We want to see players out in the world doing stuff, and we want that stuff to be a little more interesting (if not downright fun) than farming mats.
This is one of those things that, intellectually, shouldn’t be true. But it is.
I am (still) playing Mass Effect 3’s multiplayer and loving it. Is it fun in of itself? I… guess so? Would it still be fun if I had 100% of the guns unlocked, max ranks, infinite consumables, etc? I can tell you right now with a completely straight face: no, it would cease being fun. I derive pleasure from both the act of playing, and the feeling of increase that comes from progression (the accumulation of credits to unlock random weapons, in this case). The only sort of rationalization I can give you to explain this phenomenon is that I can both have fun and experience progression in any number of other games, which puts “just fun” games at a disadvantage.
Game designers undoubtedly realized this years ago, which is why you see “RPG elements” in damn near everything these days.
Back to the Dev Blog (emphasis added):
Area of Effect Looting
Yes, we are doing area looting. After killing a group of enemies, you may have a bunch of corpses lying around (perhaps because you went all Bladestorm on a bunch of hozen). If you loot one of the corpses, the loot window will include items from all of the nearby corpses for which you have loot rights. Some recent games have incorporated a similar feature, and it’s one of those things that players just want in their MMO these days. It’s already in and it works fine.
Does this sound like the Blizzard of WotLK, or TBC or Cataclysm for that matter?
I am not entirely sold on the concept of Valor Points being turned into gear upgrade fuel, for exactly the reason Ghostcrawler mentions: “There will be a bit of a game in trying to decide when to upgrade your gear versus hoping for a new piece to drop from a raid boss […].”
Other than that? I am very impressed by what I have seen thus far. Female Pandaren are in a much better place than female Worgen ever were, the MMO-Champ emote videos really highlights how far animations have came since I started playing in TBC, no major feature has been Dance Studio’d yet, and Blizzard overall seems to be operating at a level of humility and industry not hitherto seen. I mean, hell, Blizzard has already started work on the sixth expansion, i.e. the expansion after the expansion after Mists.
Seems to me that WoW should lose a few million subscriptions more often.
Interview Overload
Ever read about an hour’s worth of interview transcripts about a game you’re not even technically playing anymore? I have! [emphasis added throughout]
- “However, mounts are sacred–one of the only things left that’s visual prestige. So we do want to make sure we give them out for the right things, like the Challenge Mode achievements Tom spoke about.”
- Re: Guild Leveling. Blizzard isn’t sure they will be increasing the level cap; they may just be swapping out abilities (i.e. Have Group, Will Travel is getting axed). Other big news here is that no daily/weekly XP or Reputation caps anymore.
- “LFR has been huge for us–one of the most successful features in the game, similar to when we implemented the Dungeon Finder. We can watch the numbers exponentially grow–the number of people that are raiding now, compared to before 4.3, is incredibly dramatic–it’s so much more. We can’t tell you the exact percentage, but it’s massively larger. And not only that, they’ve continued to raid, and these are players that have never raided before.”
- Re: Firelands dailies: “What didn’t work is that it’s staged out to take too long for the number of quests you need to do. I think that to get all the marks you needed to get was excessive amount of time.”
- Blizzard doesn’t actually seem to know how the Beta will actually pan out, given that over 1 million people will be getting in.
- You can (i.e. will) farm tokens to buy a consumable item that gives you, personally, an extra shot at getting gear from a boss. It works in LFR, Normal, and Heroic versions of raids. Yes, an extra shot at heroic raid loot. Yes, every heroic raiding guild will require it.
- Blizzard nixed the whole “monks don’t auto-attack” thing. Called that one.
File under Missing the Point:
Q: In addition to the linear nature of Cataclysm questing zones, many players felt that it was hard to feel completely engaged in a zone due to heirloom/guild xp bonuses. They’d outlevel a zone before completing a lot of the major plot arcs. The revamped 1-60 content is complete, but was there anything to learn from this in designing future zones? Especially now that Pandaria has more zones than we first heard about at BlizzCon.
A: Well, actually, we are very deliberately trying to set it up so you can skip some amount of content on the way to 90. We feel those decisions make the World of Warcraft seem like a world. If you look back to original WoW, we had Eastern Kingdoms and Kalimdor, for players to quest in at any given time. There was an amount of choice in what you did–sometimes that choice diminished somewhat, but generally speaking, there were different options.
We’d like to capture that as much as possible, so not only is the quest flow itself a bit less linear, but also your zone choices is a bit less linear. That inherently means you won’t get to do all the quests on the way to 90, but it does mean that if you play the game on an alt, you have an option to do something new.
I think the problems you’ve described with heirlooms or guild xp bonuses and everything stacking becomes worse when it’s linear, because when you end that linear experience before you’re supposed to, it’s a lot more noticeable.
Actually… is Tom Chilton missing the point at all? Reading the response over again, it seems to me he wants WoW questing to get away from zones even having “major plot arcs” for heirlooms and leveling bonuses to trivialize. After all, isn’t the complaint that a person out-levels, say, Duskwood before finishing all the quests in the area? That is only a “problem” if one views the zone as something to be completed. If the zone is instead looked upon as a playground with different equipment – Raven Hill as a Merry-Go-Round, Darkshire as the swing-set, the southern portion as a series of muddy sandboxes – then “out-leveling” it does not make a whole lot of sense.
On the other hand, Chilton cannot have it both ways, right? Players are funneled into Duskwood from Westfall, and thus they encounter Raven Hill first; Darkshire’s issues are as much a part of Raven Hill as the other parts of the zone. Less linear is fine in theory, but there is a meta-narrative that has to glue these quests together in some way. And what about the people who come to enjoy a given zone’s zeitgeist? I love the idea of being able to skip entire zones (Wetlands and Arathi Basin are terrible for Alliance), but the issue at hand is not being able to stick with the zones you actually like. Non-linearity does not fix the issue of quests going gray.
Re: ZA/ZG
With Zul’Aman and Zul’Gurub, they got a worse reputation than they deserved. A big mistake was going from a tier of content that had 9 instances to run, down to a tier of content where you only have 2 instances to run and no raids. If you run people through the grinder of the same two instances over and over, it ends up feeling much worse. If you take any instance and say ‘these are the only two instances you get to run for many months,’ then that ends up feeling pretty bad.
Re: Community
Q: Last question–about community in WoW. There’s been a lot of changes with people coming back and playing together, and using tools like Real ID and Looking for Raid across servers. How do you balance player-created communities across servers with pre-existing raiding guilds, that are facing challenges now like downsizing from 25s to 10s or dealing with real life and scheduling conflicts among older members?
A: I think that is an important balance to try to achieve. Over time, we’ve gone in the direction of making the game accessible to a lot of different people, such as queueing up for dungeons and raids with friends–which have impacted these guild ties and such. So I think that for us, one thing we’re hoping to do is get guild community back with challenge modes, without excluding your average player from content. Certainly with challenge modes, we don’t plan for you to queue up. We feel that if you queued for a challenge mode in Dungeon Finder, that would cause a lot of problems. That guy being yelled at by his wife for 15 seconds will make everyone else pull their hair out and panic that they’re going to miss a medal. It’s an interesting opportunity for us to really emphasize both playing with your guild and friends without it feeling like the average player is missing out on seeing an instance.
Re: Raiding
Q: So you are in discussions about possibly changing how the raid lockouts work?
A: Sure. I think we’re gonna look at how the 10/25 person lockout worked as a shared cooldown. Was that the right decision, or do we want to do something different? I don’t really know what the right answer is yet. We haven’t decided.
And then we get to the Ghostcrawler interview…
Q: So I was playing the Monk a little bit, and I noticed a couple things that were different from Blizzcon. There’s no more dark Chi.
A: <some debate about how to actually pronounce “Chi”>
Q: So there’s no more dark Chi…
A: Dark balls.
Q: There’s no more dark balls, yeah. What prompted that sort of change?
A: [snip]
I am not sure if I mentioned it before, but I genuinely enjoy having Ghostcrawler around. He may be the face of the B Team, he may be a straight-up design troll in some respects, but hey… at least he has a face, yeah? In a world of Bobby Koticks and David Reids and faceless community managers, I am all for more Greg Streets and Curt Schillings, even if they get things wrong.
Q: […] Glyphs was one system I was looking at and trying to wrap my head around the changes. I think you guys had said something about this somewhere, but prime glyphs are basically gone now.
A: Yeah. We apologize for prime glyphs. They were a bad idea. At the time, we were worried that, say, a Paladin who didn’t have a glyph for Crusader Strike would be like, “What the hell? This is my most important ability! I need to glyph Crusader Strike! I don’t want to glyph… I don’t know, Turn Evil or something like that, because I want a glyph for Crusader Strike.” So we did that, and it ended up just complicating everything because now we have to imagine that, “Oh yeah, everyone has stupid prime glyphs that give them 5% damage or crit or something like that.”
See? After talking about a new glyph for Prot paladins that lets you aim Consecration (ala Death & Decay, but shut up), the followup is:
Q: <grinning> See the grin on my face?
A: <laughs> The Glyph of Divine Plea, which Divine Plea is Holy only now, changes it from a “for the next X seconds you’re a bad healer” to a cast time, and then at the end of that cast time you get all the mana right away. So you have to pay the cast time, and while you’re casting you’re not doing anything, but at the end of the cast time you get all the mana and there’s no self Mortal Strike that a lot of Paladins hate.
Want some more? Here was a show-stopper of an admission, from the answer to the problems with Legendaries:
I think part of that is because almost every raiding Rogue had an expectation of getting a legendary. That’s something I’ve talked about a little bit recently. So, one dark secret that players have probably all figured out by now is that Blizzard designers tend to careen from one extreme to the other, and so, when we decide something doesn’t work out, we go to the complete opposite, illogical extreme, and then we reel it back in a little bit. So, we were kind of reacting against the Warglaives model where, “You have a tiny percent chance of getting a legendary! Congrats!” to trying to make it a little more predictable, and the way we did that was with the style where you need so many parts, and the parts have a fairly predictable droprate, and eventually you’ll have your legendary, which then led to the opposite problem of they’re super predictable, people could point to a calendar day and say, “April 20th! That’s when I get my legendary!”
What sort of designer admits that? Bad ones? Good ones? Final quote:
Q: Interesting. So you did a blog post a while ago about the “Great Item Squish (Or Not) of Mists of Pandaria.” I noticed that the combat text was popping up and saying things like “14K” instead of 14,000 or whatever. Is that the route you decided to go with, like the “mega damage” approach?
A: Yeah, we went with the “not.” Mega Damage, here to stay. So we had this all in and working. We squished everything, and it was working. We had the whole thing implemented, and we sat down and tried it out, and, you know, Mortal Strike hit for 200, and Fireball hit for 150, and we were like, “This feels wrong.” We knew exactly how it would feel like, and we knew that our damage as a percentage didn’t go down, but it felt terrible. And we were like, “Okay, this is now super risky”, because we’re going to change talent trees on players, and even though we think it’s a great design, and we think players will love it, it’s a hard sell. And to do that, and have them hit really wimpy, I think even if players understood why we did it, deep down they wouldn’t like it.
So we decided to back off of that. We’re trying the solution with commas, and K’s, and M’s, and to be honest, it helps a lot, and our hope is, by 6.0 or 7.0, players are demanding the item squish, and by then it’s not controversial at all. It’s like a celebration when we finally do it.
Okay, so that is a lot to digest.
Instead, I think I’m going to play some more Mass Effect 3 multiplayer.
A Bad Good Idea
Or would this be a good bad idea? You be the judge (emphasis added):
[…] Finally, we’re also going to have players be able to queue against other players [in Pet Battles]. But one of the important values for us with the queuing system is that we keep this very light and very casual. And as a result of that, we are doing everything that we possibly can to eliminate the shame of defeat. One of the things that really keeps a lot of players out of PvP types of activities is feeling bad about when they lose. ‘Cause ultimately, that’s really what drives a lot of people out of it. So we’re trying to do everything that we can to make sure that you do not feel bad about losing this.
We’re doing that in a number of different ways. For one, when you’re fighting an opponent in a match made battle, you’ll have no clue who they are, and they’ll have no clue who you are. So you’re playing this cross-server against who knows who. You won’t see their character name. You won’t be able to talk to them. They won’t be able to talk to you. So there won’t be any trash talking going on as they stomp your face in or whatever. Or you won’t be able to trash talk as you stomp their face in. It will feel a lot more like just some relatively intelligent AI then it would a normal kind of PvP ingame. In addition, not only will you not know who they are or not be able to communicate, but we also aren’t going to tabulate a running number of losses that you had. We’ll keep track of how many wins you had in your own statistics page, so you can always look at that out of curiosity. But the game is not going to record how many times you’ve lost. Again, we are really trying to eliminate all the sort of negative emotions that go along with PvP. So, that sums it up for the pet battles.
I know there are going to be people going into an apoplectic shock after reading this.
Something that should qualify as good good idea:
Could the gear scaling that is being added for challenge mode dungeons be applied in a similar manner for older content, allowing players to go back and play through old dungeons with an appropriately powerful character?
It’s like someone is reading our minds. That’s something that could 100% work for that. What we are starting with for challenge modes is the concept of doing it with the shipping dungeons for Mists of Pandaria. Then we’re going to watch it, see how it plays out and see how things go. Then the idea is if that goes well, we totally want to backdate that to some of our older dungeons. I mean, obviously it will probably be in thing like Scholomance, because that’s coming as new dungeon. But if it works out well, there’s no reason we couldn’t backport that to older dungeons. That could end up being in any of the more classic dungeons that players really like. That’s the kind of tech that we develop at the beginning to know that it could work in other places. Gear scaling that is something that could also work in a scenario if we really wanted to because it’s an instance. We could decide that we could build a scenario for say level 35, it takes place in say Southern Barrens, but then you could also play that scenario at level 90 because we could scale your gear. So in that way we could make content that works for the level up, but also for the max level. So there’s a lot of options of being able with being able to scale gear on players that we can use.
Yes, other games did it years ago. Yes, Guild Wars 2 will be doing it this summer. But just imagine: all the people who loved TBC could (potentially) go back play that content at its intended difficulty! Assuming you could find 24 other people willing to do so, of course.
Scroll of Ridiculous Value
Obviously there has been a lot of talk about the Scroll of Resurrection‘s instant level 80 character thing. But equally fascinating to me is all the other value-added things they stuffed in there. When they took the Scroll down the first time, I assumed it was because Blizzard was seeing people being Scroll’d and then defeating Deathwing via LFR before the week(s?) was up. Now? This is what you get:
- Upgrade to Wrath. ($19.96)
- Upgrade to Cataclysm ($26.99)
- 7 Days of game time. (~$3.50)
- Server Transfer. ($25.00)
- Faction Transfer. ($30.00)
- Free level 80 toon ($X)
Total potential value: $105.45 + $X.
When I quit WoW ~6 months ago, my criteria for ever returning was basically “when they started discounting server/faction transfers.” The game itself had not stopped being fun, it was the gradual bleed of friends that made me question the subscription. Even if I resubbed tomorrow, I would still be on the same shit low-pop server, stuck with the same inverted community. I have five level 85 characters and 400k+ gold that I’m not about to let rot, but neither am I paying $50+ a pop to save them. Simply put, there is a pretty severe barrier to reentry at this point.
So when said friends hit me up on Vent yesterday to chat, I knew the Scroll pitch was coming. And in some ways it was very, very tempting. The mental scenario played out like this:
- Friend rolls level 1 Horde toon on healthy server, sends Scroll.
- Accept Scroll.
- Delete an unused character, roll level 1 druid.
- Get the druid to level 80 instantly.
- Load druid up with 50k gold (the max transfer limit), other items.
- Free Server Transfer + Faction Change the druid.
- Paid Server Transfer + Faction Change for main.
That would get me a decent fraction of my wealth onto a new server, plus the ability to perhaps LFR Deathwing in that free week, plus a level 80 version of the only class I never played before, and technically a server/faction transfer at 50% off.
There are some unknowns, of course. Would I have to do the Server/Faction transfer immediately, or could I delay it? Are you leveled to 80 only after you move? Can someone send a Scroll from a level 1 character? Do I really want WoW back in my life, now, when there is probably another 6 months of just Deathwing?
The funny thing is… maybe it doesn’t matter. Even if I simply accept the Scroll on my main in order to just get the free server/faction transfer, maybe that’s enough. Log in, move the one toon, screw around for a week, let it expire. Then wait for the next promotion. By the time Mists finally rolls around, perhaps I will have moved several more toons somewhere else by using Scrolls every 3 months.
But OMG instant level 80 WTF?
It may be my relative distance from the game, but this does not strike me as particularly controversial or counter-intuitive as it may seem.
First, the Scroll can only be used on paid accounts created before March 4th. Brand new players are not getting level 80 toons right off the bat.
Secondly, and more importantly, nobody is really “skipping” the revamped 1-60 Cataclysm content here. If you were a veteran, you either saw it already or don’t exactly care about the questing your alts do. And if you do care, well, just don’t accept the level 80, yeah?
If you were someone who quit before Cataclysm, say at the end of Wrath or TBC or even vanilla, you are already past the revamped starting experience. This piece of the promotion is about skipping TBC and Wrath leveling, not 1-60. And if you are making a level 1 toon to take advantage of the instant leveling, then you have already decided that the new questing experience isn’t worth your time.
Does this set a troubling precedent? Well, maybe, maybe not. Death Knights are instant level 55. The Recruit-a-Friend promotion grants triple XP to both characters, and the referring account gets free levels to apply to toons up to level 60 – back in the day, I “recruited” myself to dual-box a rogue and priest to 60, then gave my level 28 hunter the free levels until he was 58. Nowadays, the triple XP lasts until level 80, and you can grant a total 40 free levels.
The one argument I am sympathetic towards is the lack of veteran rewards. If you have been dutifully playing and paying WoW all this time, you have gotten nothing. Sure, you have had the enjoyment and wonder of playing the game for the last X years, but you have paid for it in cash and tears. Promotions like the Scroll are great for people like me who might not have ever been tempted to hop back on the train, but it also makes the calculus of bothering to tough out the dry spells awfully fuzzy.
If I do end up pulling the trigger, I’m definitely letting the sub lapse again later. Because… why not? An unstable subscription is apparently worth more to Blizzard than a stable one. It sounds backwards and dumb, but it is perfectly rational in its own way. I paid $85 for a game (ME3) on Day 1 when I could have gotten that same game for $50+ less a few months from now. The people already subscribing/buying Day 1 are money in the bank; they need no convincing.
Moral of the story: it pays to play hard to get.
Of course, that probably works about as well in the long-term as it does in real relationships.
File Under: Eyebrow Raised
The following two bits of random news caught my eye yesterday.
Breaking News: Cataclysm heroic dungeons were too hard, long
There is a new Cataclysm “post mortem” interview with Scott “Daelo” Mercer that just went up. It is a PR puff-piece so whitewashed they had to run over to San Bernardino to pick up more lime, but it did contain at least one visible kernel of truth in the pile of bullshit:
Q. What didn’t work out as planned or expected?
Initially, we started off the Heroic dungeons at too high of a difficulty. The difficulty level rather abruptly changed when compared to the Heroics players experienced at the end of Wrath of the Lich King. This major change caught many players off guard, and frustrated some of them. The difficulty also increased the effective amount of time required to complete a dungeon to a longer experience than we wanted. With the release of patch 4.3 we’re now in a much better place. We’ve always talked about being able to complete a dungeon over lunch, and the Hour of Twilight dungeons get us back to that goal. End Time, Well of Eternity, and Hour of Twilight all provide epic play experiences to our players, but at the real sweet spot of difficulty, complexity, and time commitment.
This is a drum that I have been beating for a week shy of a full year. It is not especially relevant these days – does anyone really care or disagree at this point? – especially given the Mists announcement back in October that heroics were going back to WotLK-style. But it is always nice to have some measure of extra closure on things.
Dust 514 is F2P, for real this time
Last month, I pooh-poohed David Reid’s speculation that EVE could become the biggest game in the world by the end of 2012 via the “tens of millions” of Dust players. While Reid is (one of) the most filthy, vile marketeer(s) in the history of videogames, the latest news via Eurogamer is that Dust is in fact F2P:
Eurogamer can megaphone that Dust 514, the exclusive PS3 MMOFPS that will exist within Eve Online, will now be free to download and free to play.
There was going to be a $10 to $20 cover charge for the game on PSN, but that has now been scrapped.
“It was a relatively confusing proposition,” executive producer Brandon Laurino explained to Eurogamer, “and we wanted to make it unambiguous that this is a free-to-play game.”
Laurino goes on to stress Dust won’t be Pay 2 Win – “There is no micro-transaction that you can do that gives you an unfair advantage over someone who hasn’t paid anything” – but a few paragraphs later this happens:
Items available include vanity goods to customise appearances with; boosters that save time, such as double skill point (SP) boosters; variants of weapons that aren’t necessarily more powerful – “side-grades” that look or play differently; services like character respecs; and lucky dip treasure boxes. “It’s what has emerged as best practice,” Laurino said.
Oh, I see.
I suppose there is room to say things like double-XP potions and the like don’t actually count as P2W. And maybe they will actually get the weapon side-grades balanced right. But… “lucky dip treasure boxes?” TF2 has those crates you unlock with keys or whatever, but I would never accuse TF2 of taking itself particularly seriously. I am always skeptical when someone feels the need to hardcode lottery tickets into their game… do they have no faith in the product itself to engender poor financial decision-making?
All that aside, it is pretty big news for Dust to be launching F2P out of the gate. I do not have a PS3 and I believe launching Dust as a PS3-exclusive (i.e. no PC version) was the worst idea in the history of ever, but this is something I am definitely keeping my eye on. As I said in an earlier article on the subject, Dust would have been the perfect vehicle to transition someone interested in the EVE concept from the fence to being podded in-game. We will have to see how the game actually plays, but being F2P gets a lot of feet in peoples’ doors.



Bold and Spectacular… Server Merges?
Feb 13
Posted by Azuriel
This news is technically more than a week old, but there was a blue post made by Zarhym that really struck me as… well, read for yourself:
My first reaction is in the title: bold and spectacular… server mergers? Assuming that is not what they are doing, well, what are they doing? What could they be doing?
I believe it was in a recent episode of The Instance that the hosts were talking about the concept of moving towards a server-less solution, or perhaps more accurately a “dynamic server” solution. We can imagine that instead of always logging onto Auchindoun or Earthen Ring or wherever, you simply log into a server. Once that server starts to fill towards capacity, people will start logging into a new server. This essentially eliminates low-pop and/or faction imbalanced servers entirely, aside from very last server booted up.
There are several obvious downsides to such a method. First, everything will be like LFD for servers; the likelihood of you making friends “in the wild” is severely diminished since you probably won’t ever see them again. A possible counter-measure would be to weight the system so that you are nearly guaranteed to be placed in the same “server” as people on your Friends List. Think that DK was a pretty cool guy when you were doing dailies? Add him to Friends, maybe see him again. What happens, though, if your Friends List network splits off to different servers based on their Friends Lists? Even if you make it possible to change servers through the UI or whatever, other issues crop up. For example, how will the AH be handled? One mega-AH, ruled by botters?
Aside from the dynamic server idea, I had the thought about simply moving towards LFR-ifying everything – not with queues, but with phasing. Imagine the following: you’re on a low-pop ghost town (i.e. Auchindoun), and you walk into Westfall for some alt questing. Instead of the place simply being dead, it is fairly vibrant… with people from other low-pop servers. Instead of an empty Auchindoun Westfall and an empty Dragonmaw Westfall, there is a kind of meta-Westfall that both servers share. Their AHs would remain separate, their Stormwinds would remain separate, their Tol Barads would remain separate, but any kind of dead zone would be shared. If a bunch of people congregated in Westfall for some reason, the servers could simply phase out the other side.
Or maybe “bold and spectacular plans” is simply LFD scenarios, or LFR Tol Barads.
All I know is that low-pop and/or imbalanced realms is a huge, systemic problem in two-faction games. In my four years, I never played on anything other than low-pop realms; any time I heard excitement over Sunwell-esque unlocking of vendors or world raid bosses or WG/TB-based PvP objectives, I always rolled my eyes. Those things do not work on Auchindoun, nor on many other servers. Fundamentally, you and I may as well be playing entirely different games.
If Mists is really focused on getting people out of cities and back into the world, Blizzard is going to have a big problem in low-pop realms when everyone is outside and they still can’t see each other.
Posted in Commentary, WoW
9 Comments
Tags: Blue Post, Dynamic, LFD, Low Population, Phasing, Server, Speculation, Zarhym