There were two rather important items I would absolutely have been talking about by now, if I was still playing WoW.
Since the introduction of the guild system in Cataclysm, the nature of guild leveling and guild perks has shifted from being a reward for dedication and collective effort, to effectively being a penalty and barrier to entry for new guilds.
To be quite frank, there was never any shift; guild leveling has always been a penalty/barrier to new guild creation. You could trace the exact moment when my old guild (Invictus) was on its way out: the night when we no longer reached the daily Guild XP cap. Everyone knew people weren’t logging on as much anymore, but that shaded bar in its purple crassness had a way about it that pierced all illusions. Not only did we understood that the guild was dying, we became acutely aware that we were falling behind. And yet, in a cruel twist, you also didn’t want to leave either. Sure, you could join a more active, new guild… and lose all the bonus Honor/Justice Points/goodies in the meantime.
I am not entirely sure whether any particular MMO has gotten guilds “right.” By that I mean crafting a system that both encourages social activity and doesn’t encourage abuse of its own systems, e.g. in zerg guilds. The most we seem to be able to hope for is for guild systems to get out of the way. Anyone have examples of where guilds were done particularly well?
Second news items is the merging of Alliance/Horde AHs on each server.
This is certainly an interesting decision for Blizzard to make. Some of the detractors focus on their lost gold-making opportunities, while still others take offense on an almost RP angle. My own opinion on large AHs have shifted considerably over the years. While it is always fun to play the big fish in a small pond, small ponds tend to dry out and kill all the fish. There is perhaps nothing as discouraging as seeing a barren AH, as that wipes out entire swaths of gameplay: the AH baron, the farmer, the crafter, the guild selling BoE raid epics to fund guild repairs, and so on. In this sense, I believe it’s a good idea.
On the other hand, something I have found equally (if not moreso) discouraging is seeing the effect of a vendor+1c economy. Guild Wars 2 was my first experience with this phenomenon, but Wildstar has creeping elements of the same thing. The cause is rather simple: bot farmers dumping mats.¹ While even the tiny Auchindoun-US had its share of bots, it was clearly more profitable to peddle their vendor-for-a-profit wares on the bigger servers. In a centralized marketplace, all it takes is one bot to ruin everyone’s day.
In any case, what is somewhat amusing is remembering back to my WoW days and how I very nearly kept a second account running purely for the cross-faction arbitrage possibilities (even on Auchendoun-US!). I have to assume things like the faction-specific mounts will remain faction-specific, but I imagine those hedge market items like green-colored Winter Clothes and such will tank. Meanwhile, I wonder what they intend to do with the goblin AHs…
¹ In fairness, there are likely several other things going on simultaneously. For example, making mats too plentiful, not having enough sinks, having crafting systems that encourage the pumping out of hundreds of identical goods, and so on. Bots will still ruin your day though.