Blog Archives
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.
Doublespeak: Blizzard edition
File this one under Dissonance, Cognitive:
One of our upcoming goals in Mists of Pandaria is to make the gap between the overall DPS/healing of both PvE and PvP items smaller. In fact, we have design plans for new PvP combat mechanics that will make PvP gear and weapons markedly better in PvP than equivalent level PvE gear and weapons.
The overall goal is to reduce the barrier for crossing between PvE and PvP (and vice versa), as well as to also ensure that PvP gear is the best in PvP, and PvE gear is the best in PvE.
I read that, and now feel like I’m losing my ability to understand language.
I mean… okay, making the gap between PvP and PvE gear smaller. Got that, that’s good. But then they’re making “new PvP combat mechanics that will make PvP gear and weapons markedly better in PvP.” So… err… they want the gap to be larger. Even if I somehow imagine that the DPS/healing difference will be smaller between the two gear sets, if these new combat mechanics makes PvP gear “markedly better” in PvP than PvE gear… then what the hell? You are right back where you goddamn started!
Up cannot be Down. We can’t have always been at war with Uranus Eurasia!
The only sort of thing I can imagine is if, for example, each piece of PvP gear reduced the cooldown of your PvP trinket, but otherwise had the same relative DPS/healing as PvE gear. Maybe that would be a lower barrier to entry? But if CC was balanced with lower trinket cooldowns in mind, then a fresh player would still be at a high, relative disadvantage. Perhaps not in BGs or even Rated BGs – respawning and getting back to the fight erodes a large chunk of your timer naturally – but absolutely in Arenas, which was the thrust of the thread the blue responded to.
Regardless, how would Blizzard ensure that PvE gear would be better in PvE in ways that didn’t affect DPS? Having 4000 resilience means you have 4000 less Haste/Mastery/Crit, right? It’s a huge difference.
I am so confused right now.
Conquest from World PvP?
So the Blizzard LiveBlogging Q&A thing happened. Check out the transcript if you like. There was a lot of filler, but there was also some (panda) meat:
Comment From Eldacar
At Blizzcon Tom Chilton mentioned possible incentives for raiding enemy towns to encourage world PVP in mists, can Greg or Cory elaborate on this at all?Mumper:
In regards to extra rewards for world pvp, we are contemplating the idea of increasing players conquest point caps by an extra 10-15%.
I am assuming they mean contemplating about the Conquest Cap being increased by 10-15% for just killing players in the world – and by extension, that world PvP kills will award Conquest points. If it is going to be possible to hit the Conquest Cap for just killing players in the world, sweet chocolate Christ you may want to evacuate PvP servers before the server transfer queue hits 14 days.
I am one of those players who chose PvP servers because I enjoyed the tension while leveling, and how it created meaningful cross-faction interaction. That is to say, if I saw a Horde out while in the world, there was something of a ritual taking place. We both would stop immediately, look towards each other, try to gauge intentions. Then I would do /wave. He would do /wave. We had exchanged something there, something tangible; an admission of mutual respect. “Even though I am trained to kill your kind, I am choosing not to. I cede to your sovereignty, if you cede to mine.” Those same actions might have occurred on a PvE server, but they wouldn’t mean anything.
Of course, those interactions were pretty rare. Auchindoun-US had a 3:1 Horde ratio for the longest time, so 95% of the encounters were attempted ganks (“attempted” because I quest as Ret in PvP gear, yo). Or outright griefing during holiday events, expansion releases, or in new patch content. When the Molten Front dailies and the Thrall quest came out, Alliance couldn’t reliably complete them for the first three days. I don’t have much taste for PvP servers anymore, so if I ever came back it would be rerolling/transfering to a PvE one.
Anyway, it is not confirmed or anything, but Conquest points from world PvP kills would solve world PvP pretty much overnight.
Comment From Guest
Hey there. Will Pandaria have a new Dalaran like city or will we be using the ones already existing ingame?Mumper:
We will have separate player hubs for both the Horde and Alliance on Pandaria. Separate hubs means we do not have to make them sanctuary and will encourage world PVP. These hubs will have access to an AH, Bank and general vendors. Valor, conquest, profession and faction vendors will be scattered around the world to encourage travel.
Comment From Kubus
One of the current issues discouraging World pvp is the presence of highly overpowered guards around cities and hubs, 1-shotting anyone who engages in pvp. How will this be in MoP?Mumper:
We know this is an issue in the current game and we plan to address it in Mists. We want to encourage world PVP, not make it a one-shot game for npc guards. This is one of the main reasons we decided to make two separate player hubs instead of a shared sanctuary.
And one more…
Comment From MattWedra
At Blizzcon it was mentioned that PvE Scenarios will be something that we will queue for…Will we be required to be in the area that the PvE Scenario will take place in order to queue, or will we be able to queue for them from the cities like we do for the Dungeon Finder. If they are instanced events how will this “get the players out into the world” other than standing around a specific area waiting for the queue to pop, or am I missing the idea?Mumper:
We are planning to only let players queue for scenarios from specific spots in the world (where the scenario is located), not in the cities. We want players out in the world, not spamming the queue button in cities.
This should be some welcome news to the “you kids better go play outside” proponents. Not only will the separated Alliance/Horde hubs increase the frequency of faction raids (assuming these hubs are set up correctly), you also have mass groups of players hanging out at various points in the world to queue up for Scenarios (and likely group with who they find there instead of LFD). And, of course, groups of people hanging around being mostly distracted will be juicy PvP targets. One of the best places for free kills back in TBC was near those PvP gear/charter NPCs out in Nagrand, or near the tier 6.5 vendor on QD, for example.
Honestly, how well any of this works will come down to whether Conquest is awarded for world PvP kills or not. If it’s just plain honor for kills like normal, I dunno how effective any of this will really be. Probably about as effective as Molten Front PvP… which is to say not very much at all.
What Have They Done to Me?
I have a lot of positive feelings towards Blizzard’s 4.3 patch, primarily because of Transmogification. But… why? It has been 50 (!) days since I quit WoW. So why do I get excited about dressing up an avatar in a game I no longer play? Is it a function of my ~7700 hours of play time? Or perhaps unfulfilled dreams of legitimately using Ghoulslicer on every character that can equip 1H swords? I like cool armor as much as the next guy, but I behave this way in no other videogame, even ones that have item sets. Maybe it’s an MMO thing?
Anyway, imagine my consternation when the paladin PvP set was revealed:
Prior to today, I was a big believer that paladin T6 was the best paladin set in WoW, Judgement be damned. I never legitimately raided Black Temple or got any of the tier set, but I did do quite a bit PvP in TBC (since that was all there was to do) and Season 3’s Vengeful Gladiator’s Vindication set was just as good as the real thing (or arguably better, if you prefer the red recolor to the normal blue). So my sort of fantasy tank set would have been Vindication + Bulwark of Azzinoth + Ghoulslicer. According to Wowhead, the whole thing would have looked like this:
But Blizzard, defying years and years paladin-degrading precedence, has come out with a PvP (!) armor set that not only makes the PvE one look like a total joke, but honestly steals the whole goddamn Deathwing show from every other class. The only sets that come as close as this one is the Priest T12 and Priest Season 3. Between this new PvP set and the fact that they are putting older Season PvP gear back on vendors – letting me complete the Vindication set and/or get the priest set on an alt without scraping together a BT raid group – you have no idea how goddamn tempting it is to spend $15 on a dress-up simulator.
The only thing stopping me? My nine alts, seven of whom are level 85, are trapped on low-pop Alliance Auchindoun with full heirlooms, max level professions with most non-ultra rare recipes, and approximately 450,000g in liquid wealth. I am not paying $55 per character to move them and a max of 50,000g, nor am I interested in straight-up rerolling without the benefits my ~7700 hours of seniority entitle me. So until Blizzard gets their head out of their ass and tweak the server/faction transfer service price-points (seriously, would a weekend deal kill them?), all this renewed interest and goodwill is going to waste.
Which, given the ridiculousness of my desires in the scheme of things, is perhaps win-win anyway.
Diablo Learns from WoW
All the cool stuff is happening on the Diablo 3 forums, as far as roundabout WoW internal design philosophy goes. For example, this is Bashiok:
You’re overestimating what stat points actually provided, customization-wise in Diablo II, and really overestimating what skill points did.
Diablo (1) did not have skill trees, it was a feature added to Diablo II, and then more or less copied by World of Warcraft. Some could say to World of Warcraft’s detriment as it’s been struggling with how to cope with a skill tree system, which has huge inherent issues with very little benefit, for years. Diablo III, like Diablo II, is an evolution of the series and game systems.
Saying that Diablo III shouldn’t learn from the successes and mistakes in World of Warcraft, let alone Diablo II or any other game, is just nonsensical.
Bashiok went on to post some Youtube links of Jay Wilson being interviewed about a host of Diablo 3 design questions. One off-shoot of that was about Diablo 3 PvP, in which he very strongly expressed disgust about how “PvP wags the tail” when it comes to WoW design, and that it would be “over his dead body” for the same to happen in Diablo 3. In fact, this is what he literally said vis-a-vis WoW:
Even the amount that PvP can alter the PvE game in WoW is unacceptable to us. Whenever we run into a case of “this would be really cool for us in PvE,” the PvP guy goes [raises hand] “That kind of screws PvP,” the answer is always “Shut up, PvP guy. It’s awesome in PvE and so that’s what we’re doing.”
This is not particularly groundbreaking news (the tension between PvE and PvP has been officially recognized for years), but it is fascinating to me hearing a more candid take on these subjects from designers. And, of course, what it could mean in design moving forward. Given that PvP is essentially free, infinitely recurring content while patches take 6-7 months to phone in lovingly craft, such hostility is… instructive.
Honorgate Solved: Mark Your Calenders
In true, inane 24/7 News fashion, I hereby coin the PvP fiasco of this past week “Honorgate.” Ladies and gentlemen, allow me also to bring to you a truly groundbreaking Blizzard solution to this controversy. From blue lips to your eyeballs:
We’ve been working over the past few days to evaluate and determine the best course of action to offer players some kind of compensation for those who were caught off guard by the new gear. The plan we’ve found to be achievable within an acceptable amount of time is to provide players who were affected with 4000 Honor Points. This extra Honor would function similarly to the currency down-conversion in that it would stack over the cap, but you would not be able to earn more until you spent under the 4000 cap. (source)
You read that correctly: four thousand (4000) Honor points. The announcement is hedged in “this is still uncertain” and “things could still change” but to come right out and say they would be giving out 4000 Honor and then not doing so would likely cause more problems than the initial screw-up. The other thing Blizzard mentioned is that the most likely date of this distribution of wealth would be July 19th, which is about a week and a half from now. I recommend marking your calenders because there will likely be thousands of players on your server getting 1-2 pieces of high-level epic gear that will need gemmed and enchanted. This is about as close to a patch day AH run you can get without it actually being a patch day.
Honestly, this post by Blizzard rather floored me. The solution I thought they would go with would be to simply reset the purchase timers on all of the Season 9 gear bought in the last week. You know, this thing:
After reseting it, you could simply sell it back to the vendor and recoup your Honor points to purchase the 371 gear. Perhaps that is more technically complicated than I am aware of, or maybe they did not want to run the risk of players missing the announcement and playing for 2 hours while the timer expired. Other solutions suggested were to add the ability to purchase the 371s with the S9 pieces like they sometimes do when you upgrade heroic raiding gear. Then again, that would require a vendor to always have that available, lest they remove the option and get bitched at by some clueless player a few weeks later. The “let them eat cake” option is truly unprecedented especially considering they decided to grant 4000 regardless of whether you just bought a 1650 Honor belt, or similar.
It will be intriguing to see whether my warrior ends up getting a 4000 Honor stimulus package despite my having gotten the S9 Chest refunded already. I must say though, this solution almost makes me sad that I did not “waste” Honor buying more S9 gear across my other toons.
Welcome the C Team
I think I will allow Blizzard’s C Team speak for themselves here:
You are correct. The season transition and introduction of new PvP items was different this time around, and we apologize for the lack of advanced warning.
The Season 9 set was removed today. The items available for purchase with Honor Points are now considered lower tier Season 10 items. They are still the same items from Season 9 in terms of aesthetics, but the item level and stats are slightly higher to ensure that the Season 10 honor gear has the correct item level relative to the Season 10 conquest gear.
It’s likely this is how things will work going forward and we’ll be sure to make that more clear when the next season transition takes place.
New basic transition flow:
1) Season X ends and rated play is unavailable; Season X gear becomes available for purchase with HP; CP is wiped.
2) One week later Season Y starts and rated play is available; Season X gear is removed entirely; Season Y introduces a low tier of items which replace Season X vendor items and are available for HP; Season Y introduces the new top items available for CP and rated play. [source]
If it is not entirely clear from the above, or the 51-page post-capped thread, the basic gist is anyone who bought S9 epic gear in the last week got punked by Blizzard. The 365 gear that previously required Conquest Points, then required only Honor points – this is what you would expect in an universe of forms and logic and elegant game design. In bizarro-Blizzard C Team Land, taking the 365 epics and obsoleting them one week later with strictly better in every conceivable way 371 gear, for the same Honor costs even, makes sense. Here is a visual:
On the right, the 365 PvP chest that was 2200 Honor as of June 28th (gemmed and enchanted as you’ll notice). On the left, the 371 PvP chest that is 2200 Honor as of July 5th, about 168 hours later. Luckily enough, I had not played my warrior all that often after purchasing the chest, so I still had time remaining to sell it back to the vendor for a 2200 Honor refund, and then buy the new 371 version. Whether the stat upgrade seems like a big deal to you or not really depends on how much you PvP, but one way of looking at it is that the 371 pieces give you 6% more stats.
And, you know, the whole fact this was such a huge designer “Gotcha!” moment; a fitting insult to the injury of literally wasting dozens of hours across hundreds of thousands of players. That is the other way of looking at it.
This is par for the course for what I can only imagine is the C Team. Remember when they accidentally did the Conquest –> Honor conversion a week early without raising the Honor cap, resulting in thousands of Conquest points being turned into relatively useless gold? Or when MMR values were so FUBAR that they made the 2200 weapons require level 86, then delayed returning them to normal for months because not very many people were clearing heroic T11 content?
It is hard finding a stickie thread that is not also an apology for some massive screw-up.
OT: Crushing Blow
[note: Blizzard updated the notes after I wrote this, but before I posted. See Edit at bottom]
The inexplicably undocumented Arena point change has been a huge blow to my drive to PvP in WoW. In case you missed it – you know, focusing on all the gold-making and “versus AH” opportunities – the way Conquest points are earned have been radically changed. Pre-4.1, you had to win five games to cap yourself to the week, regardless of whether you were at the minimum 1343 (sub-1500 rating) or at 2000+ (over 1500). This may have seemed too “easy” for some, but the entire point of personal/team MMR is to put you against other teams/players that will result in a 50% win percentage. In other words, you are expected to play 10 games in order to win those 5.
Now? Blizzard has at least doubled the required number of games everyone has to play to achieve the same results. If you do 2s for points with your friends, you are going to be playing 20 games instead of 10. If you are above 1500 rated, you will be playing exponentially more – a 1600 Conquest point cap, for example, means I need 12 wins, or 24 games… 14 more than last week. A 2300 cap is 18 wins or 34 expected games at a high level of play. This is what I wrote on the MMO-Champ forums:
You guys really aren’t getting it.
1) This change hugely impacts everyone who does Arenas: it is at least doubling the amount of Arena game wins each player needs to have to get capped each week. If you are below 1500, it now takes 10 wins instead of 5. Blizzard balances your MMR around the idea of a 50% win percentage, meaning they expected you to play 10 games to win 5, capping yourself out. Last expansion, you could /dance or /afk your way through 10 games per week for points; the pre-4.1 change let people cap early if they get lucky (going 5-0), but if you have a lower win percentage you could end up going 5-13 and do more games than last expansion. This new change doubles the amount of games everyone needs to play. Now your “for fun + points” teams will be running an average of 20 games instead of 10, and the upper-crust PvPers could be required to play an average of 40+ games instead of 10. Between the queue times and how long matches can last (at any level), we are talking about a massive, extra drain on your time.
2) No warning whatsoever. Patch was on the PTR for months, and a fundamental redesign of the Arena system was pushed through like a Congressional earmark on a budget resolution at the 11th hour? Not only that, Blizzard already knows it “may be too low” but they pushed it anyway?
3) All of this smacks as a back-handed move to push Arena players of all stripes into Rated BGs for Conquest Points – “Hey kids, how about 4 Rated BGs instead of 20 Arena matches?” Instead of, you know, admitting that Rated BGs are a failure due to their overall design, and not the reward structure itself.
4) The lack of empathy from obvious PvE players who never Arena’d to save their life is just sad. This is the equivalent of them reducing the VP you get from dungeons from 70 to 35 (or 140 to 70), but leaving the weekly cap the same. How would you feel about suddenly needing to run twice as many heroics per week? Oh wait, “it isn’t necessary to cap VP each week” so nothing changes, right?
I had not really paid any attention to the MMO-Champ forums before, but it is truly despicable garbage over there, way worse than even the official forums in terms of trolling (if you can believe that). Most of the “counter-points” were essentially saying “haha, suck it” or:
No, it’s not the fact that they don’t enjoy PvP, it’s the fact that they don’t want to grind for the same type of rewards that sole PvE players have to endure for their epics. That’s why many people went to PvP in Cata due to the fact dungeons and raids are very time consuming again, and are not zergable as in Wrath… It’s the extreme lack of paticence that these players have that causes them to rage, because arena battles are not as easy to farm as, say, normal 5-mans or unrated BG’s… Plus, there is the rating issue… (lol)
There is a literal disconnection from reality with these people, and it is becoming impossibly hard for me to even wrap my mind around their worldview. “Extreme lack of paticence [sic]?” Is there no difference between a Tol Barad daily that requires you to kill 12 spiders and a hypothetical one that requires you to kill 24 spiders for the same reward? Is there no difference between a heroic that takes an hour to complete and one that takes two hours? What is the magical patience threshold they are using as a metric here? Imagine if it took twice as many heroics as it does currently to gain the same amount of JP/VP. Did nothing change? Did you lose nothing? Is the argument that your fun is actually increasing because you are being forced to play longer for the same goal?
I mean, good lord. Do people act like this in their real lives? “Pay freeze this year, so no raises. Oh well, nothing changed.” Or does this masochism only appear when they sit down for entertainment?
I enjoy WoW PvP… more or less. On equal skill levels, the player with the better gear wins. You have to have gear to compete, as PvP sure has hell isn’t balanced amongst players with 11% resilience (crafted PvP gear) and 31% resilience (4pc + weapon + trinkets) – one player is literally taking 20% more damage than the other. You know those unkillable healers running around these days? That doesn’t happen in crafted gear. Well, it might happen if you both are in crafted gear, which is the reason why you are getting better gear.
Regardless, Arena games are stressful affairs to me, and random BGs typically boil down to squeezing blood-fun from the “inevitably getting farmed at your GY” stone that is Alliance PvP. If I wanted to play more Arena games, I would play more Arena games. Indeed, I do Arena on three separate toons. Now? I will be forced to cut at least one of those toons out just to scrape enough wins on whichever I decide is my main PvP toon. If this system was in place at the start of Cataclysm, I would not have geared up three toons and otherwise not have played as much.
If you cannot recognize a difference between doing 30 games across 3 characters vs 30 games on 1 character, or are dismissive of the former because “it’s for the gear,” then… I have to question your sanity. You are playing an MMO; being rewarded for the things you do is not something dirty, it’s a huge part of the game. If the reward doesn’t match the effort, you don’t do it. If you disagree, well, I expect to see an Armory link of your main with “the Insane” title along with your response.
Which, ironically, would only prove my point.
Edit: Check out this post by Zarhym:
We saw that Arenas and Rated Battlegrounds were over-rewarding players for the time investment required, particularly compared to point gains in PvE. We felt the change we went live with in the patch was a little bit too low and overcompensating though, so we buffed up the numbers for wins just a bit to 180 (Arenas) and 400 (Rated BGs).
This changes the math a bit, but not by much – 8 wins (16 games) instead of 10 for casual Arena players, ~13 wins (26 games) for the upper crust. Make no mistake about one thing though: the Blizzard designers are very concerned about how rewarding you find the game. Fun cannot be metered out too quickly, because why else would you be playing, amirite? Think about that next time you find yourself grinding out Therazane rep for your 25 extra stats on shoulders. That kind of shit is mathed out on an Excel spreadsheet, and they just added three more lever presses before the Conquest Point food pellet comes out.


