Slashdot Mirror


World of Warcraft Continues To Grow

Lots of tidbits for you about WoW today, to get you through the weekly downtime. Gamespot is reporting that there are now over 1 Million players in North America, and over 4 Million players worldwide. If you're one of those 4 Million players, perhaps that special someone is out there in Azeroth. Tom's Hardware has a guide on meeting women in World of Warcraft, for the lonely druid or warrior. For a view of what the game is like now, Mogg wrote to mention a 9 months later review at GamerGod. Finally, not everyone is happy. As we mentioned earlier this month, China is planning on forcing MMOG vendors to build in time restrictions for their games. GameDaily.biz reports that players have already begun to protest the separation from their game. From the GamerGod article: "The main dilemma preventing battlegrounds from being a break away hit is the queue required to join one. It is best compared to standing in line at a grocery store. The bigger and busier the store... the more lines and more cashiers there is. The smaller the store the fewer. On low population servers there is literally no battlegrounds open outside of prime time leaving off hour gamers unable to enjoy battlegrounds. High population servers often have five or more of each instance activated during peak hours and rarely struggle for players to battle."

58 comments

  1. Q&A with the Devs? by bradbeattie · · Score: 3, Insightful

    Where's the response to the questions we asked the developers a week or two ago?

    1. Re:Q&A with the Devs? by PhilippeT · · Score: 2, Funny

      Same place as all the other questions ever asked to the devs... at the bottom of the maelstrom.

      --
      A psychopath can't tell the difference between right and wrong. A sociopath knows the difference - he just doesn't care.
    2. Re:Q&A with the Devs? by Zonk · · Score: 3, Informative

      They're busy folks, and Gen Con put a delay on things.

      We'll post them as soon as we get 'em.

    3. Re:Q&A with the Devs? by Anonymous Coward · · Score: 0

      Yeah, except instead of doing that, you posted a fucking duplicate story. AGAIN.

      What the fuck is wrong with you?

    4. Re:Q&A with the Devs? by Anonymous Coward · · Score: 0


      Hey, Zonk, have you ever considered retirement? I mean, a perfectly competent /.er is sitting around and needs a job, or at least a better one than the admin job he has. He would make an excellent editor: he spends enough time here, and he always tends to point out dupes, at least until he unchecked you on his preferences page. He goes by the username TripMaster Monkey.

      Also, have you got the message? The Slashdot community doesn't want you. They don't like articles comparing games to female orgasms. They don't like seeing the same story twice while their own interesting and original submissions are rejected. They don't like typos. You can tell this in the majority of comments to your posts.

      A Slashdot analogy: the /. effect is to a DoS attack as a Zonkism is to a crapflood.

      Is there any wonder why "bonk the Zonk" has become a major phrase these past few weeks? I'm not puzzled. You're a troll disguised as an editor. Either that, or you're secretly working for Antislash.

      You should resign before you hurt your reputation further.

      --
      Bonk the Zonk! TMM for editor!
      Trolling all trolls since 2001.

  2. WOW takes too long at higher levels to do anything by linzeal · · Score: 0, Troll

    From level 15-55 I could do any of the dungeons in less than 2 hours but when I hit 60 some of the dungeons like molten core could take 4-5 hours and multiple corpse runs to complete. I just can't justify wasting 4-5 hours on something that does not benifit me educationally or financially.

  3. There are really 2 games here by agtwilight · · Score: 0

    The casual game that gets you to 60 - and the hardcore game to do anything at 60.

    I like the first game, have other things to do (women) instead of the second.

    Its a great game - worth the purchase - but unless you are willing to play ALL day you wont be uber.

    Twylight

    1. Re:There are really 2 games here by Wyatt+Earp · · Score: 1

      Don't agree.

      I'm a casual gamer in WoW and in general. 60th level warrior on Uther. I'm not "Uber" but as a casual on and off again WoW player I'm capable of all the hardcore stuff and do it. PvP raid, battlegrounds, MC, etc.

      So what is "uber" to you having all Epic gear?

    2. Re:There are really 2 games here by 7-Vodka · · Score: 1

      Yes, that's pretty much what 'uber' means in this case. Having all of the highest lvl epic gear and knowing how to use it.
      Tier 2 epics and above, like legendary items. None of that tier 1 purple stuff.

      --

      Liberty.

  4. Meeting Stones by interiot · · Score: 1
    Do instance meeting stones queues have the same behavior? On my server, they're almost completely unused, which puts in place the vicious cycle mentioned for battlegrounds.

    In my mind, instances are the most fun part of the game, but you have to allocate 4-5 hours to do an instance currently, because it takes so long for people to form a group, then get over to the instance. The fact that instances take more than an hour or two to do is fine, but the extra wasted time is such a drag, as it makes it much harder to spontaneously jump on and just have fun.

    If Blizzard could encourage use of meeting stones on all servers, big and small, that'd be great.

    1. Re:Meeting Stones by Xud · · Score: 1

      I always found that to big a problem with meeting stones, they only work if other people are using them, you wait just as long with a meeting stones as you spamming channel 4 for group members

      I think channel 4 is the LFG channel, i could be wrong.

  5. Battlegrounds by FadedTimes · · Score: 1

    To fix the Queue problem, all I would think they need to do is increase the maximum number of instances being run at a time. That may just be adding more hardware or changing code limitations.
    As far as people who play off hours not able to join in the fun, should be considered a very minor problem. I would think the aim would be to please a majority of the player base with add ons.

    1. Re:Battlegrounds by HarvardAce · · Score: 2, Informative
      To fix the Queue problem, all I would think they need to do is increase the maximum number of instances being run at a time.

      I don't think there is a problem with the number of instances...I think the vast majority of queueing problems are because there aren't enough players to fill out a particular instance. For instance (pun intended), AV needs about 25 people at least to queue on each side before an instance starts. If only 20 are queued, they are going to wait until 5 more people join. Then once that instance is full, if there aren't another 25 people to start a new instance, those people are forced to wait until people leave in the instance that is already up. So increasing the number of allowable instances (at least on a low or medium pop server) wouldn't do anything to help the queue lines.

      As far as people who play off hours not able to join in the fun, should be considered a very minor problem. I would think the aim would be to please a majority of the player base with add ons.

      On my server, which is a low pop server, AV usually starts up around 6pm server time (9pm eastern, where most of the players are from) on weekdays, and a little earlier on the weekends. If you aren't there at about 5:30 server to join the queue on the alliance side, you're going to miss the start of the first instance, and likely won't get on until around 7 or 8 server time. Therefore, it isn't about people who play off hours, it's that people who can't be on at 5:30 server won't get to play very often.

      Overall, I think people can understand that if they play during off hours, they don't have as good a shot of getting into BG. Those people should probably play on higher-pop servers where there is always enough people on to do BG. But people on low pop servers who can't get on at 5:30 (but still play during peak times) are unfairly missing out on the BG. But it's not the fault of Blizzard -- Blizzard can't force people to join the BG queues.

      --
      Note to self: Stop putting jokes in my insightful comments so I can get something other than +1 Funny!
    2. Re:Battlegrounds by KtHM · · Score: 1

      It's not only that, it's the way they put people through - first come, first serve. Meaning if I have a full raid group ready and waiting, and there's two guys in line ahead of me, the game is going to wait until there are 38 more single players before it starts a game, rather than putting my raid in.

    3. Re:Battlegrounds by Jaeph · · Score: 1

      First off, there's a factor beyond population size which we used to see all the time in DAoC; some realms are more PvE-oriented and it becomes very hard to convince people to go to the frontiers. Same thing in WoW: not every server has an equal percentage of people interested in the battlegrounds.

      Second of all, it is Blizzard's fault. They designed a system that doesn't handle population mis-matches (whether caused by desire or physical numbers). There are ways to help deal with population issues in battlegrounds.

      -Jeff

      Someone's going to ask for examples, so here goes:

      1) If someone drops from the 21-30 battleground, a lvl 30 guard is put in the flag room. Is it perfect? No, but it helps add balance and in a 10 vs 9 or 8 situation nobody'll complain.

      2) Design battleground maps that favor one side significantly. If you can't fill out the required numbers after 15 minutes, add guards to the maps rating let the weaker side play on the stronger side of the map.

      3) Allow mixed teams on some maps. Side-choice is random (groups can't come in altogether on these maps), but alliance and horde are mixed so that the sides are balanced.

      --
      Please learn the difference between a dissenting opinion and a troll before you moderate.
  6. OMGOMG by Anonymous Coward · · Score: 0

    It must be stopped!

    1. Re:OMGOMG by A+beautiful+mind · · Score: 1

      Hallow are the Orii!

      --
      It takes a man to suffer ignorance and smile
      Be yourself no matter what they say
  7. They need to be more honest with their numbers by Shivetya · · Score: 4, Insightful

    As stated in the linked article a paying customer could have bought the game, a game card, or a subscription. This does not tell us the number of paid accounts on the North American servers. This only tells us how many there could be.

    Consider that they have around 100 servers (104 or 105?). Now if only 1000 people are on each server at a time, I think the number can be double that during primetime, this puts them at 100k simulataneous users. That is phenomenal for a US MMORPG. The standard "rule" is that there are 5 times the number of accounts as there are people online at any one time. This would put them over or near 500,000 subscriptions. Impressive by itself. There is always http://www.mmorpgchart.com/ to look at as well. He has a good disclaimer but seems "mostly" accurate in his guesses.

    As for the complaints. I find that most people in MMORPGs promise themselves more than the developers do. WOW does have its share of problems but Blizzard has shown they do act. They are very good when dealing with exploiters.

    It is worth noting that this news is within 7 days of Turbine announcing they are closing down AC2. The integrity of the companies is very evident in how both fared. Blizzard has done their best to promote their game, police their game, and they did an incredible amount of work so that they released a very stable and nearly complete game. Constrast that to how Turbine handled AC2 both when it was also a MS product and when it was totally a Turbine product. They released a feature incomplete game ridden with bugs and exploits, the did nearly nothing to stop the known exploits early on forever damaging the game, and then there was little promotion of the game except by web banners and a few ads. To add insult to injury one of their lead people blamed the migration from MS's billing system to their own for a major population drop! Completely brushing over the fact that people don't pay for things they do not like.

    Even with all the disgruntled people, whom are more evident because of the web, Blizzard and WOW will continue to propser simply because Blizzard is not standing still. The game improves monthly and there is much more to do in this game than can be experienced in just a few months. Battlefields is important, but it is not important to everyone. This is one thing most articles ignore. Battlefields is PvP, a lot of people playing WOW will never PvP so they do not care. These people who don't need PvP or Battlefields will find their own causes to rail about. Still you have to look at it this way, if your users are in such numbers as to get other sites to post about them your game is probably doing just fine.

    --
    * Winners compare their achievements to their goals, losers compare theirs to that of others.
    1. Re:They need to be more honest with their numbers by AHumbleOpinion · · Score: 1

      The standard "rule" is that there are 5 times the number of accounts as there are people online at any one time.

      In June they had over 500,000 concurrent users outside of China.

      "... in China, with peak concurrency during the open beta test topping 500,000 players, nearly equal to World of Warcraft's peak concurrency in all three current markets combined ..."
      http://www.blizzard.com/press/050614-2million.shtm l

    2. Re:They need to be more honest with their numbers by EvilMagnus · · Score: 1

      I thought the ratio for game subs vs. current logons was 1 to 10? We use 1 to 20 for capacity planning our systems here, but our stuff isn't a game, so folks are less willing to spend time on them. :)

      Back in my MUSHing days we'd see around 150 active logons on a weekend night (busiest time), out of a player base of 2500, which is around 1:13.

      --
      -EvilMagnus
    3. Re:They need to be more honest with their numbers by AHumbleOpinion · · Score: 1

      A monthly fee probably changes everything.

    4. Re:They need to be more honest with their numbers by snuf23 · · Score: 1

      "and they did an incredible amount of work so that they released a very stable and nearly complete game."

      Very stable? Maybe compared to the launch of Anarchy Online or World War II online.
      WoW still has plenty of bugs, plenty of issues with server stability and is plagued by lots of little glitches.
      Don't get me wrong, I love the game inspite of it's pimples, but a pinnacle of stability it isn't.

      --
      Sometimes my arms bend back.
    5. Re:They need to be more honest with their numbers by Morinaga · · Score: 1

      I think that's a relative statement directly to the number of people that bought and subscribed to the game. No one, including Blizzard knew they were going to have a launch like that. In spite of that they pulled it off with some minor difficulties and compensated those customers that experienced outtages with extentions to their subscriptions. When I beta tested Everquest and experienced that lauch subsequently, the WOW difficulties pale in comparision. EQs issues went on for months and months. Their unexpected popularity shorty after launch prompted Verant's ISP to litterally dig up roads to lay down more bandwidth to their server locals. I can't imagine the infrastructure and expense flexibility you have to have when your estimated user base explodes as quickly as Wow's did.

    6. Re:They need to be more honest with their numbers by kieronb · · Score: 1

      From the actual press release:

      The above definition excludes all players under free promotional subscriptions, expired or canceled subscriptions, and expired pre-paid cards.

      So it's people that have bought the game and haven't cancelled, which seems like a pretty good definition to me.

    7. Re:They need to be more honest with their numbers by Anonymous Coward · · Score: 0

      "So it's people that have bought the game and haven't cancelled, which seems like a pretty good definition to me."

      I would disagree. From my reading of their press release it seems to indicate they are lumping the probably massive number of people who bought the game but never played past the first free month included with the game or played at all as part of the subscriber base.

      People are estimating that there are probably only 500k actually active subscribers right now for WoW. I have a hard time believing there are multi-million numbers of people paying for inactive accounts.

    8. Re:They need to be more honest with their numbers by Anonymous+Custard · · Score: 1

      At least it's not as bad as SWG which needed maintenance every single morning.

    9. Re:They need to be more honest with their numbers by EvilMagnus · · Score: 1

      You know, I'm not so sure it does. I've had a CoH account that's laid fallow for the last *six* months (Stupid, I know, but if me, a reasonably smart, intar-web savvy person can do that, I imagine other folks do, to) and I've not logged into WoW for over a month.

      People forget. And if you're in their target demo (ie. wage-earning 18-45 yo male) and charge to credit, it's very easy to forget they're hitting you up for $14.95 a month.

      We're also their best customers. We pay, but don't play or complain on the boards. Minimal maintenance! :)

      --
      -EvilMagnus
  8. Re:WOW takes too long at higher levels to do anyth by PhilippeT · · Score: 1

    Don't go to movies often do you? With all the advertisements and heck if you count travel time you can put in more then that.

    Don't get me wrong I agree with you that MC BWL and such take way to long and way to many people to provide and benefit.

    --
    A psychopath can't tell the difference between right and wrong. A sociopath knows the difference - he just doesn't care.
  9. Love To See Real Monthly Numbers by Anonymous Coward · · Score: 0

    I don't doubt that there are that many people who have bought WoW in total, but I would love to some verifiable numbers of:

    1) The peak number of players across all servers daily

    2) The number of accounts -currently- paying the montly charge that is not either included in the free first month or some other marketing incentive

    Almost everyone I know who started playing WoW has quit - and many of those who did buy the game managed to get their fill of the game in under the first free month. It sounds like Blizzard is counting all of those people.

  10. Re:WOW takes too long at higher levels to do anyth by AHumbleOpinion · · Score: 1

    From level 15-55 I could do any of the dungeons in less than 2 hours but when I hit 60 some of the dungeons like molten core could take 4-5 hours and multiple corpse runs to complete. I just can't justify wasting 4-5 hours on something that does not benifit me educationally or financially.

    So 2 hour quests are good, 4-5 hour quests are bad, why not just play half the number of quests per month that you used to? Wouldn't that be roughly the same number of hours on a monthly basis?

  11. Re:WOW takes too long at higher levels to do anyth by linzeal · · Score: 1

    I live in a small town I can walk to the movies, the grocery store and my local bar all in less than 5 minutes.

  12. Problems arise from imbalanced populations as well by Sierran · · Score: 2, Insightful
    Battlegrounds are not only problematic from a total server population PoV, but from the balance PoV as well. In order for a Battleground instance to spawn, if I understand the system correctly, there have to be enough players from both sides in the queue. Those players are only drawn from one server. As a result, on servers with imbalances in their population numbers, the lower-pop side of the fight often doesn't have enough players willing to fight. Consequence: lots of people sitting in queues for nothing.


    Another issue which is exacerbated by these imbalances is that one side's PvP players are often highly practiced, coordinated, etc. whereas the other side has a much higher percentage of 'pickup' players. The higher-pop side with the 'pickup' players will typically get beat on - which is not a problem in and of itself, but it will tend to drive away the more 'casual' gamers from that side, which will eventually lower the BG demand even on the high-pop side.

    --
    A hero is someone who knows when to run away. I am a hero. -Trent the Uncatchable
  13. Whoops! Addendum by Sierran · · Score: 1
    One thing I've never understood (someone please edumicate me) is why Battlegrounds, as an entirely separate instanced system, couldn't be shared among server populations? It would make sense for non-world-consequence PvP to share player populations among servers. That would also tend to minimize server-local population or use pattern imbalances.


    Of course, it's quite probable that the BG, being simply a server-tied instance, *can't* handle player integration from different servers...but still, it would seem that this would be an easier place than anywhere else to set it up.

    --
    A hero is someone who knows when to run away. I am a hero. -Trent the Uncatchable
    1. Re:Whoops! Addendum by interiot · · Score: 2, Interesting
      One reason: player names aren't unique across servers. I would imagine that, internally, things like player-UID and other UID's wouldn't be unique across servers as well.

      Can you trade items or money in Battlegrounds? If so, that would be a huge reason not to allow cross-server BG (as it would make gold farmer's job easier (they wouldn't have to make sure to farm gold on every single little server, and it would definitely help the money-laundering phase of gold farming), and it would increase the impact of dup bugs, if any). Though obviously they could disable trading in BG's to make it easier to span universes.

    2. Re:Whoops! Addendum by KtHM · · Score: 1

      They could do it. Only allow trading of conjured items (mage's food/water, healthstones, etc). Add a server tag in front of everyone's name (WSG-Materi, DKI-Innovation, etc).

  14. Divorce and cheating. by Anonymous Coward · · Score: 0

    My wife started moving her flirting in WoW to real life, she started talking to this guy in IM and calling him on the weekends. Very childish, and I had to file for divorce after she said she loved him and wouldnt goto marriage counseling. 14 years and 4 kids, she threw away.

    We where in a married guild, most people in the guild where married or couples, we where the 3rd largest guild on our server. But after I quit playing due to my ex, the rest of the guild split off and/or moved accounts.

    I guess its getting more common for women to have cyber affairs online that turn real, WoW has its fair share. But if you post about anything like this in the forums, Blizzard deletes the posts. Blizzard deletes lots of negative posts......

    1. Re:Divorce and cheating. by Anonymous Coward · · Score: 0

      Happens in Sims online too, sorry mate.

  15. 500,000 concurrent in June by AHumbleOpinion · · Score: 1
  16. Re:WOW takes too long at higher levels to do anyth by BlueHands · · Score: 1

    wow, how is the 50's treating you??

    Or to put it differently - that is un-natural and unfair. You must now die.

    --
    I mod everyone down who says "I'll get modded down for this." I hate to disappoint.
  17. Limits won't work by HD+Webdev · · Score: 2, Interesting

    It's like trying to stop people from developing an addiction to a drug by only allowing them to use the drug for 2 hours at a time. And yes, it's a fair comparison. I've seen many an Everquest player do things that usually only seriously drug addicted people do. (grossly distorting the amount of time playing the game, loss of jobs because of lack of sleep or refusal to stop playing, paranoia that people are trying to interfere with their 'precious', losing their children in custody battles because of the game, theft to make up for money spent on computer equipment/monthly fees, etc...)

    Time limits won't do what they are intended to do. In fact, it will often have the opposite effect because the person is left wanting at the end of each session instead of naturally getting bored or making the conscious decision that it's time to do something productive like mowing the lawn.

    The forbidden fruit of playing longer than X hours will tempt a lot of people especially children to work around it...even if they wouldn't have wanted to play that long anyway. It's rebellion against authority. They'll rent multiple accounts if all else fails.

    It's up to family & friends to intervene when someone has this large of a problem. Time limits won't do anything at all except make people Feel Good[TM] about what they've (allegedly) done to stop gaming addiction.

    --
    This is not a dream, not a dream...we are transmitting from the year 1-9-9-9.
    1. Re:Limits won't work by brkello · · Score: 1

      That's a load of crap. Time limits are what parents do to kids to make them get outside and do other things so they don't fail school and get fat. And if they are doing a good job parenting, it works. If you can put a limit on something, it could stop a lot of people from going overboard with these games. While I don't really think it can/will/should be done...your arguments are contradicting themselves. On one hand you say they should let people play as long as they want and that is how they get bored, on the other you say you have "seen" people lost their jobs and custody battles over the thing. Obviously, giving them unlimited access isn't solving the problem, is it? There really isn't a good solution to solving the problem of game addiction other than good friends and family stepping in (like any addiction problem) and refusing to let someone ruin their life over something. But if they try time limits and it helps some people...how is that bad? (other than all the people crying because they have to go play a different game)

      --
      Support a great indie game: http://www.abaddon360.com
    2. Re:Limits won't work by HD+Webdev · · Score: 1

      Time limits are what parents do to kids to make them get outside and do other things so they don't fail school and get fat.

      Exactly, parents - kids. You do see the big picture even though you don't think you do.

      Try doing that with adults and for bonus points add a 'this hurts us more than it does you' message for them and see how they react to being treated like children.

      They'll rebel against a Government authority limiting their access.

      --
      This is not a dream, not a dream...we are transmitting from the year 1-9-9-9.
    3. Re:Limits won't work by NMerriam · · Score: 1

      Everything you're saying is true, but you're thinking like an American/westerner. The kind of paternal oversight of daily activities that would make you and me chafe is accepted in China.

      The truly hardcore will no doubt work around the limits, but many more will be stopped before they get to the point where they would be so motivated.

      --
      Recursive: Adj. See Recursive.
  18. Re:WOW takes too long at higher levels to do anyth by interiot · · Score: 1
    BRD/LBRS/Scholo/Strat are fine end-game instances and are still ~2 hours-ish.

    There's a difference in end-game content, yes, but it's a bonus, not a detriment. Epic Item sets could take a year of play to get. Even for items that you can craft yourself, there are items that could take quite a lot of time to gather materials for (bottomless bag, any of the purple stuff).

    It's a bonus because if you want to play shorter/quicker stuff, you can create an alt character, and go through some of the lower instances more often, playing them from a different role.

    It's true that the easiest way for Blizzard to add long-lasting gameplay is to simply make the end items insanely difficult to get. But eventually you're going to move on to another MMORPG sooner or later, and if the current situation annoys/bores you enough, maybe it should be sooner.

  19. In related news... by oringo · · Score: 0, Troll

    The readers of slashdot has been declining, because...

    THERE ARE NO REAL NEWS!

  20. Re:WOW takes too long at higher levels to do anyth by snuf23 · · Score: 2, Insightful

    I myself can get 2 hours free, but not normally 5 hours and not five hours at the same time for multiple consecutive days. Also things like Molten Core runs tend to have to be coordinated. You are basically commiting to being in game at a certain time of day and to stay online for a long time. Running through the whole dungeon typically takes about 6 long sessions.
    The reason you need to commit to the time is because the dungeon requires a group of 40 players total to run it versus 5 or 10 for the earlier dungeons.

    --
    Sometimes my arms bend back.
  21. How to meet Women in Warcraft? by rafikki · · Score: 3, Informative

    That article had absolutely nothing to do with how to meet women... All it was was an anecdote from some dude about how he knew this guys whose friend's fiance sent some half naked pictures in return for access to the beta for WoW.

    1. Re:How to meet Women in Warcraft? by Anonymous Coward · · Score: 0

      We're sorry to have wasted your time.

      The Management

  22. Re:WOW takes too long at higher levels to do anyth by PreviouslySeen · · Score: 1

    "I just can't justify wasting 4-5 hours on something that does not benifit me educationally or financially."

    You must be very, very tired.

    --
    Meet the new sig, same as the old sig
  23. two big problems causing queues by truffle · · Score: 1


    This original article doesn't really detail the two major reasons why battlegrounds have queues.

    Reason #1: Faction Imbalance

    You require basically the same number of alliance and horde players to play in a battlegrounds. On many servers the ratio of alliance to horde is 2:1 or 3:1. This means the horde can get into battlegrounds easily, while the alliance need to wait a long time (can be hours). Furthermore this disparity leads to unethical behavior, like horde exiting a battleground to find an easier team to fight.

    Reason #2: Localized Battlegrounds

    When you go into a battlegrounds you always play with people from your server. The positive of this is that you can form better relationships with those people. The negative is that you have a much smaller pool of players to pick from.

    Lets say for example you have a 100 servers on which there are 5 characters level 21-30 who are queued for battlegrounds on the alliance side. How many games do you get? Zero! Five is not enough to start a battlegrounds.

    Solutions:

    Make battlegrounds cross server, including allowing pvp and non pvp characters to interract (since the BGs are purely pvp anyway). This would require a few modifications:
            - transfer of characters to bg servers, and back from bg servers
            - disable trade window while in a battlegrounds (to prevent transfer of items)
            - allow a localized name space, do not allow collisions (simplest solution) so there is only one "bob" in any battlegrounds, but there could be 10 bobs in different battlegrounds

    The cross faction issue should be lessened by the above, but if it's a big issue long term it may be worthwhile to look at other solutions, like potentially allowing alliance vs alliance in the battlegrounds. This opens other issues -- like the need to prevent cross-team communication.

    Battlegrounds are great, queues are terrible! Blizzard really needs to implement ways of getting people into games faster so they can enjoy Warcraft.

    --

    ---
    I support spreading santorum
  24. Re:WOW takes too long at higher levels to do anyth by PaganRitual · · Score: 1

    hahahahaha, thanks for the laugh. if i had mod points you would get one.

  25. Wow PvP? Guild Wars PvP? by Phantasmo · · Score: 1

    Disclaimer: I have not played WoW.

    What's with the long queues? In Guild Wars, you pick the type of PvP arena you'd like to enter, click Enter Mission, and you're playing in 30 seconds or less. What makes the battlegrounds on WoW so much slower?

    --

    The US Army: promoting democracy through unquestioned obedience
    1. Re:Wow PvP? Guild Wars PvP? by JVert · · Score: 1

      Guild wars servers are broken up into districts that take 45 seconds to switch. Warcraft servers are broken in general and once you pick a server you are stuck with it.

      Thus I pay $15 a month for the ability to play with a fraction of the playerbase available do to poor planning. VS guildwars one time fee and unlimited play, that you can actually play. But, its just not as fun.

    2. Re:Wow PvP? Guild Wars PvP? by Anonymous Coward · · Score: 0

      Does guild wars have 40 vs. 40 battles?

  26. What kind of marketing bulls*** is this? by MMaestro · · Score: 1
    The company also counted "Internet Game Room players [who have] accessed the game over the last seven days" as paying customers.

    Does Blizzard really think they can to get away with this kind of bulls***? Thats like saying 'if customers have test driven a Toyota car within the past month, they're a Toyota owner.'

  27. server populations and other evilness by Danny+Rathjens · · Score: 1

    The server populations are quite misleading. It can say high one day, low the next, medium the third time you look. So the range they use to decide these categories is quite small. I don't understand why they need to keep the actual numbers a secret unless the intent is to mislead people and exaggerate their subscription numbers. Then again, they also hide many other numbers, maybe they have some designers that helped with the windows xp interface; hiding anything "complicated" from the average joe.

    And yes, the up to 5 hour queue times are quite ridiculous. Furthermore, when you finally get in, you have 60 seconds to click to accept entry, which means that it is possible to wait 2 hours, run to the loo, and come back to see that you are no longer in the queue. (yes it happened to me)

    Sure, you can do other things in game in the meantime(although I usually have to cancel if I have entered an instance so I don't abandon people), but that necessity to stay in your seat is simply evil. Now that I think about it, forcing you into groups where you can't leave or it would let other people down is quite evil, as well. I swear that they must have had some psychologists with doctorates specializing in addiction and group behaviour help them with the feature design.

    As for the faction imbalance, our server magtheridon is quite odd, I think; the Horde seem to win the overwhelming majority(~90%) of warsong gulch(CTF) matches and the Alliance seem to win the substantial majority(~75%) of alterac valley matches.

  28. Re:Problems arise from imbalanced populations as w by Rhys · · Score: 1

    So you're saying that things will tend to balance themselves in the end, but somehow still make it sound like a complaint. I'm confused.

    But hey, I play da bad guys, no queues for me.

    --
    Slashdot Patriotism: We Support our Dupes!
  29. Re:WOW takes too long at higher levels to do anyth by Anonymous Coward · · Score: 0

    As with any other type of game practice makes perfect. I'm not "uber", but 9/12 of my gear are 53+ blues. You just need to refine your technique.

    we get 5 people through DMW & Strath nicely in 1.5 hours.

    on our server (mannoroth) there is a guild who can do MC from entrance to Rag in 3 hours.