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World of Warcraft AQ Gates Open!

Tayman writes "Wow...who didn't see this one coming? The players on the World of Warcraft Medivh server opened the gates to AQ. What happened next? The server crashed repeatedly. Why create content the servers can't handle? The very first time I read about this patch, I knew the servers would crash. The more people who open the gates, the more angry customers Blizzard will have in my opinion. With 5million+ subscribers, you would think Blizzard would have the best servers/connection money can buy. Although, I'm sure it's more complicated than simply plugging in a few ram chips and faster processors though. Most of the people involved in the raid are having a great time though. Could this be the most epic battle ever introduced to the mmorpg market? All signs point to yes. Let's see how long the mobs will respawn. Hopefully, the people of the Medivh server haven't seen anything yet. Either way, I would hate to be a network admin for Blizzard atm. ^_^ Here are some pics of the event. Thanks go out to all of those who took these pics. World of Warcraft AQ Pics Check out MMORPG Veteran to keep up with the events as they unfold." Update: 01/23 13:44 GMT by Z : Additionally, brandor wrote in with a link to some video of the event.

78 of 433 comments (clear)

  1. Very nice of you to tell us by Andy+Dodd · · Score: 4, Insightful

    What AQ is supposed to be (for those that don't play WoW).

    An expansion? Just a new dungeon? What's so special about it that it causes such server overload?

    --
    retrorocket.o not found, launch anyway?
    1. Re:Very nice of you to tell us by SeekerDarksteel · · Score: 5, Informative

      AQ is a new 40 man dungeon. (There's also a 20 man AQ dungeon). The current 40 man dungeons have of course been played since release, but they are pretty much the pinnacle of end-game content in WoW. Opening a new 40 man dungeon adds a huge chunk of new end-game content (and phat lewts) that all the 60s who have run Molten Core and Black Wing Lair, the two other 40 man dungeons, a hundred times will want to get in on.

      --
      The laws of probability forbid it!
    2. Re:Very nice of you to tell us by Highrollr · · Score: 5, Informative

      Ahn'Qiraj (sp?) is a new dungeon that only opens after each server donates a large amount of in-game items to various NPCs over the course of a couple weeks. It has content that is geared mainly towards players who have both reached the level cap and joined huge "raiding" guilds. New players get almost nothing from it as far as I can tell.

      I think. I was pretty confident that I knew what was going on until I read that terrible, terrible article summary. The reason the submitter brought up server stability is that players from all the 100+ servers started creating characters on the "Medivh" server in order to watch the in-game event that opens the dungeon, because Medivh finished the quest before all the other servers. Blizzard suspended new character creation on the server though, so I'm not sure if stability is still an issue or not.

    3. Re:Very nice of you to tell us by SeekerDarksteel · · Score: 5, Funny

      Oh right, gay SM then?

      No, no, no. AQ is in Silithus. You're thinking of Tristfal Glades. And I don't think the Scarlet Crusaders would take kindly to you insulting their home.

      --
      The laws of probability forbid it!
    4. Re:Very nice of you to tell us by Z0mb1eman · · Score: 5, Informative

      AQ (Ahn'Qiraj) is a new area, added by the last patch, containing new mobs and two new dungeons.

      Players have constantly complained that the WoW game world is static - there is no way for players to change anything in the game world: all the mobs respawn, dungeons reset, etc.

      Blizzard's solution to this was to make AQ accessible only after a one-time server-wide event. The much-anticipated secret event ended up being players on each server having to turn in huge amounts of stuff (800,000 linen bandages, 20,000 wolf steaks, etc...) as well as one player doing a TON of grinding to get some hammer or another (in effect, the most efficient way to do this being to have an entire faction choose one player to help - cue politics and drama). After all these exciting preparations were completed (Medivh being the first such server, apparently) the gates to AQ finally opened, and... it looks like players are still waiting to find out what happens next. :P

      --
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    5. Re:Very nice of you to tell us by OS24Ever · · Score: 2

      Do they really only name dungeons by picking two letters and using them? Or does AQ stand for something?

      --

      As a rock-in-roll Physicist once said, No matter where you go, there you are.

    6. Re:Very nice of you to tell us by masklinn · · Score: 3, Informative

      TFA tells me that AQ stands for "Ahn'Qiraj"

      --
      "The way we can tell it's C# instead of Haskell is because it's nine lines instead of two." -- wadler
    7. Re:Very nice of you to tell us by theSpaceCow · · Score: 5, Funny

      The short version (not to necessarily be trusted, what with me being a lv 49 noob on a sleepy role-playing server): Ahn'Qiraj is a big hole in the ground out in the middle of the desert filled with huge ugly bug monsters. It's necessary to beat it because.... you know... bugs are ugly. So ugly that both opposing factions have teamed up to wage war against it. It takes forty top-level characters to beat, so we're probably talking days of planning and hours upon hours of setup before you can even walk in the door. Oh, and everyone on the server had to collect resources before ANYONE could try any of this.

      NPC: "Hey kids! Give us 8 million linen bandages and 476,000 crisp basilisk urethras!"
      Player: "Won't that be terribly boring? And completely useless for actually advancing my character?"
      NPC: "You don't understand! This is for... the War Effort! You asked Blizzard for more content, right?"
      Player: "Soooo.... Content means turning everyone on the server into farmers? For worthless items?"
      NPC: "Shut up, kid. This is an epic adventure. This is what you're paying for."
      Player: "Okay, okay. Even if it's not very useful, it won't be so bad to have all these resources stored up for when we want to storm this new dungeon.... "
      NPC: "Wait, what? You mean you thought you'd ever see any of that again? We're pretty much burying those bandages and urethras out in the desert."
      Player: "Sigh. I guess this is what you have to deal with if you want to see the high-end content. Or even if you don't, really."
      NPC: "That's the spirit! And look, the dungeon just opened! You can find it past the--"

      Disconnected from server.

      --
      I support the separation of oil and state.
    8. Re:Very nice of you to tell us by Southpaw018 · · Score: 4, Informative
      Let me clarify, just in case:
      Almost all major dungeons have a two letter abbreviation related to their name. Some have three. One is named for its boss instead of its name because that would ocnflict - DM is Dire Maul, and VC is Deadmines (VC for Van Cleef, the boss).

      Short list of other major dungeons, in case they are referenced in this article:
      • Gnomeregan (no abbreviation)
      • Uladaman (no abbreviation)
      • AV, Alterac Valley
      • AB, Arathi Basin
      • BFD, Blackfathom Deeps
      • BRD, Blackrock Depths
      • LBRS and UBRS, Lower and Upper Blackrock Spire
      • BWL, Blackwing Lair
      • Maraudon (no abbreviation)
      • MC, Molten Cor)
      • RFD/RFK, Razorfen Downs and Kraul
      • SM, Scarlet Monastery
      • Strat, Stratholme
      • Scholo, Scholomance
      • WSG, Warsong Gulch
      • ZF, Zul'Farrak
      • ZG, Zul'Gurub


      (PS I don't know what the Hordies use for their faction-only instances. Sorry. <3)
      --
      ACs are modded -6. I don't read you, I don't mod you, I don't see you. Don't like it? Don't be a coward.
    9. Re:Very nice of you to tell us by Swift(void) · · Score: 2, Interesting
      Blizzard's solution to this was to make AQ accessible only after a one-time server-wide event.

      Also, with the opening of the gates, many new cenarion circle centered quests become avaliable. Most are in the form of 'get x number of these items' or 'kill x number of these beasts', but most can be done solo or in small groups. Each gets progressivly more difficult and do end in epic items. I did not play on the test server, but apparently virtually all of them can be done in a 5 man group.
    10. Re:Very nice of you to tell us by iCEBaLM · · Score: 4, Interesting

      New players get almost nothing from it as far as I can tell.

      As a level 43 undead rogue on Darkspear this is not entirely correct. Even if we can't raid the new dungeons yet contributing to the war effort is fruitful in the way of items and reputation. Every time you turn in items you receive tokens you can turn in for reputation as well as a chest which has random items in it.

      Turning in 20 wool bandages that I made from wool dropping off of mobs netted me 25 gold when that chest had a blue (rare) mace in it that I was able to sell on the auction house. :) I was 37 at the time and saving up for my horse, this was a huge help.

    11. Re:Very nice of you to tell us by JahToasted · · Score: 2, Insightful

      See this is why I can't get into MMORPGs... everything is acronyms, Level 60 this, phat lewts that. Too much focus on leveling up and character classes to the point where actual story and entertainment are ignored.

    12. Re:Very nice of you to tell us by Morlark · · Score: 2, Informative
      RFC, Ragefire Chasm WC, Wailing Caverns

      I've also seen Gnomeregan shortened to just Gnome, and Maraudon to Mara.

      --
      Santa's suicide mission go!
    13. Re:Very nice of you to tell us by CoderBob · · Score: 2, Informative

      Gnomeregan can also be shortened to "gnomer", and I've seen Uldaman shortened to "ulda" and Maraudon to "mara" occasion.

    14. Re:Very nice of you to tell us by Pollardito · · Score: 2, Informative

      the Sleeper was one guild working together to block content from everyone else, this is the whole server working together to open up content to everyone else.

    15. Re:Very nice of you to tell us by dcw3 · · Score: 3, Informative

      You've left out a few:

      Stockades (no abbrev.)
      Sunken Temple (ST)...I forget the real name of this place, but it's what everyone calls it.
      Wailing Caverns (WC)
      Blackrock Depths (BRD)

      --
      Just another day in Paradise
    16. Re:Very nice of you to tell us by clovis · · Score: 2, Funny

      So, in other words, it's just like real life:
      Girlfriends
      School Assignments
      Work Projects
      War (except that the **poof** part is the desired outcome)

    17. Re:Very nice of you to tell us by decepty · · Score: 2, Funny

      And we all know that the best way to get away from those confounding acronyms is to read a tech news site, as there are absolutely none of those there, right?

      --
      Be careful! Bears shouldn't consume large furry dogs.
  2. A million addicts cry out at once! by caryw · · Score: 2, Funny

    As the authentication servers crash...

    Seriously though, this game looks like loads of fun but everyone I know that plays it has a total life-consuming addiction with it.

    I'll climb onboard once it's free and less addicting than heroin.
    --
    Washington DC Metro? Fairfax Underground!

    1. Re:A million addicts cry out at once! by JackDW · · Score: 2, Funny
      My thoughts exactly... this is a really scary game. I can't quite believe it - it's everywhere, everyone seems to play it, and they all play it constantly. I feel like I've woken up in the future and everyone is on heroin now. It's weird and frightening.

      Best not to think about it really, and have a nice relaxing smoke of crack.

      --
      You're an immobile computer, remember?
    2. Re:A million addicts cry out at once! by Kadin2048 · · Score: 5, Insightful

      Or, you could have spent those 70 days doing something equally stupid.

      The only problem I have with your logic -- or anyone that heavily criticizes people for spending too much time on any one activity -- is the assumption that if they did other activities, they would inherently have more value.

      I know people that spend hours a day, pretty much all of their leisure time, watching sports on TV. Is that really any better or worse than playing WoW for an equivalent amount of time? I don't think so (especially given that ESPN costs more).

      I'm willing to bet that most people who are on WoW, if Blizzard went under tomorrow, would find something equally useless to do in their spare time. This idea that people who play games are all going take up triathlon training or feed the homeless in their spare time, if games weren't available, is dumb. In all likelihood they'd just watch TV.

      I'm not arguing that too much of anything can't really mess up your life -- when people stop going to class or work to play games (or watch TV, or whatever), it's a real problem. However I'm not sure that games are much worse in this regard than any of several "time wasters" that I can think of, it's just that you don't hear about the other ones.

      --
      "Ladies and gentlemen, my killbot features Lotus Notes and a machine gun. It is the finest available."
    3. Re:A million addicts cry out at once! by Kadin2048 · · Score: 2, Insightful

      I'm quoting you because you're AC:

      I just have to say that:
      1. I was an EQ addict
      2. I replaced my TV time with Game time...

      Now I dont play EQ anymore, but I have returned to TV..
      What was better?


      This is exactly my point. I think the answer to your question of 'which is better' is "whatever works for you." As long as it doesn't keep you from going to work/class/school, and doesn't damage your health, that is. I think computer games get a bad rep, when they're really no better or worse than spending an equivalent amount of time watching TV, which many people do habitually anyway.

      --
      "Ladies and gentlemen, my killbot features Lotus Notes and a machine gun. It is the finest available."
  3. sounds cool... I think by illtron · · Score: 5, Funny

    Every time one of my friend starts talking about WoW, or whenever I hear news like this, half of me says "wow, this is cool, I should play." And the other half of me says "thank God I that don't."

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    Slashdot: 24 hours behind every other site or your money back!
    1. Re:sounds cool... I think by masklinn · · Score: 2, Insightful

      Had you ever played Everquest in a mid-high end guild, during the Luclin+ era, you too would consider that 40 man raid for 6 hours IS casual.

      --
      "The way we can tell it's C# instead of Haskell is because it's nine lines instead of two." -- wadler
  4. Why does by IdleTime · · Score: 2, Funny

    all these wbesites have to be virtually unreadable? Dark text on black background....What are they hiding?

    --
    If you mod me down, I *will* introduce you to my sister!
    1. Re:Why does by ceeam · · Score: 5, Funny

      Opera: View->Style->User mode
      Mozilla: View->Page style->No style
      MSIE: File->Exit

  5. guh? by Anonymous Coward · · Score: 5, Funny

    I can't understand one word of this slashdot post. Maybe there's hope for my sex life after all.

    1. Re:guh? by Kadin2048 · · Score: 5, Funny

      Seriously -- this is one of the most incoherent summaries that I've read in a while.

      "What happened next? The server crashed repeatedly. Why create content the servers can't handle? The very first time I read about this patch, I knew the servers would crash."

      The mental image this creates for me is of some brain-damaged ex-geek -- their mind finally snapped from too much Bawlz and sleep deprivation -- safely locked up in a rubber room somewhere, gibbering spastically to themselves. They're having a delightful conversation, too bad they're the only one there.

      I don't normally criticize Slashdot articles, because I figure that getting the information out is more important than spelling, grammar, or not sounding like a dyslexic fifth-grader. However this one was just so egregiously bad, I couldn't resist; it goes after some misguided sense of style at the expense of being informative, and that's just not good.

      --
      "Ladies and gentlemen, my killbot features Lotus Notes and a machine gun. It is the finest available."
  6. Glad I play City of Heroes... by Robotech_Master · · Score: 4, Funny

    ...and don't have to deal with buggy content, server crashes, mapserver disconnections, developer nerfs, and--stop laughing! Dammit, stop laughing already!

    Oh well, at least I have a good time RPing and writing in it...

    --
    Editor Emeritus and Senior Writer, TeleRead.org
  7. Worst idea ever in a mmorpg more like it. by fjutt · · Score: 5, Informative

    Hmm,

    I just wanted to say 1 thing as a wow player.

    1. To create content that not only is unplayable for the people that participate in it (how many times did medivh crash yesterday?) but also makes the game unplayable for us not participating in it really is very very crappy. Yesterday I had 172 mins wait in a queue before I could log on only to find the lag made the game unplayable and then all crashed and I gave up. It has been like this since christmas (more or less) and it really is unacceptable for a game 1 year old. I know that this was the last drop for me and will make me look for another game.

    1. Re:Worst idea ever in a mmorpg more like it. by Molt · · Score: 2, Informative

      Part of the problem this time was that the roll-out of new content didn't happen over all servers at once, instead being triggered on a per-server basis when all the items have been gathered. This had the problem that people from other servers who didn't want to wait for the event on their own server created characters on the servers which were ahead, resulting in this one server being first to open the Gate but also falling over repeatedly as there're many times the normal number of people trying to log on.

      This would also happen if it were to be rolled out regionally. People on the servers who're not deployed first would want to try the new niftyness and as a result would come over to the servers scheduled for the new content earliest- resulting in those servers falling over in very short order.

      --
      404 Not Found: No such file or resource as '.sig'
  8. I am not surprised. by dangermen · · Score: 4, Interesting

    I am not surprised. I work for a Data Center/Hosting company. I have worked with automakers, clothing companies, and several other VERY large enterprises. Companys that do hundreds of MBPS of Internet traffic. They ALL struggle getting their hands around the load. That is a fact of life AND it is worse and will always be worse for companies like Blizzard. Load testing companies like Mercury have taken YEARS to develop systems that can reasonably simulate web load. Now imagine having to develop some way to reasonably simulate hundreds of THOUSANDS of users running a THICK client like WOW. Some using modems, some DSL, and some on college campuses. Some sitting there, fishing, fighting, chatting, etc... That my friend is a BITCH to simulate, thus the real world is the only way. I do feel for Blizzard. The customers who can't understand scaling/simulating that kind of traffic has lost site of the truly monumental task they have at hand.

    My advice is this, get pissed if lasts more than a week. Else give 'em slack. As a way to compare, MOST large websites(like e-com) suffer on searches. Searches to 'full table scans' of product, product text, inventory etc... Imagine all the other dynamics WoW has vs your frigging browser.

    1. Re:I am not surprised. by Cederic · · Score: 5, Insightful


      I work for blue chip companies setting up websites that are the busiest in their respective industries, including full connection through to back-end systems.

      When the systems die at peak trading, it's 10s of millions in revenue lost. An hour.

      My current company provides video downloads off our main sites. We service several hundred retail outlets. We offer very complex product search capabilities, and obviously we permit those products to be purchased. We're dealing with exceedingly large bandwidth, CPU and memory use. We have IBM mainframes, more Sun kit than you could fit in your house and more Wintel boxes than I'd like.

      All of this is being provided for less than Blizzard's monthly subscription revenues. Far less. In fact, 3-4 months of WoW subscription revenue in Europe alone would cover the IT costs of our entire business.

      So for Blizzard to be unable to handle the loads involved is frankly astonishing. Their systems architecture clearly isn't adequate. Their bandwidth isn't reliable. Heck, they can't even keep their website up and running at peak times - quite a simple website, at that.

      This is despite being live for well over a year now. They know how much bandwidth each user needs. They know how many users they have. They know what the capacity on each server is. They already have logon queues at times of peak load, to control the numbers of logged in players.

      I have no sympathy for Blizzard on this matter, because they've had plenty of time to get this sorted, and consistently fail to deal with it. This isn't rocket science, you don't need to steal Google's employees to find a solution, just get someone competent in and fund the necessary infrastructure.

    2. Re:I am not surprised. by buffer-overflowed · · Score: 5, Insightful

      WoW crashes when it gets only a few hundred people doing anything meaningful inside a zone. In total it handles a few thousand people connected to any given server at any given time, with some of those a sizeable portion of those people off-loaded onto other servers via instances most of the time.

      In addition, they're well aware of their scaling problems, and have added things in to prevent the type of occurances that caused crashes(City Raids), as well as scaling back the max server populations(hence queues). So not having prepped properly for a World Event of this magnitude, especially given their revenues is inexcusable.

      My guess is the situation at blizzard is the following:
      Most of the core devs went onto other projects
      Like most MMOs their network code is laughable.
      Their code doesn't parallellize well, so they can't just toss more hardware at the problem
      They can't fix the above without a drastic redesign, and by the time they did that it would probably cease to matter.

      And yes, it's doable, I've seen MUDs/MUSHs written as hobbies that handled several hundred concurrent users on hardware from the mid-90s. An MMO doesn't push *that* much more traffic than a text-game that saturates a 56k connection(as many did), and it certainly doesn't do many more back-end calculations. Considering how much hardware has scaled and how much further we've gotten in various areas, there just isn't any excuse for several hundred people in a single world-segment causing the server(not the client) to go OMG and crap out.

      No web-based business craps out under that kind of traffic. How to cope with it is well-known at this point. I mean shit, this is the type of crap DIKU's massive list of socket descriptors did under load, and that was written over 10 years ago!

      Imagine a phone switch doing this! That's tech from the 70s that handles waaayyyy more traffic than one of blizzard's servers. Google easily copes with orders of magnitude more traffic every moment of every day, and holds up like a champ. Stop being an apologist for a drastic lack of planning and poor engineering.

      --
      The key to the enjoyment of pop music is to replace any instance of "love" with "C.H.U.D."
    3. Re:I am not surprised. by F_Scentura · · Score: 5, Insightful

      None of what you mention is nearly as dynamic and complex as a high-traffic MMORPG server back-end.

    4. Re:I am not surprised. by RobinH · · Score: 2, Insightful

      When the systems die at peak trading, it's 10s of millions in revenue lost. An hour.

      While WoW is big, it's nowhere near that big. Blizzard does not make tens of millions an hour in revenue from this game. Half a million subscribers paying $12 per month gives around $8000 or so per hour. Revenue is only lost if people cancel their accounts, not if they don't get to play for a few hours.

      --
      "I have never let my schooling interfere with my education." - Mark Twain
    5. Re:I am not surprised. by NeutronCowboy · · Score: 2, Informative

      I do load testing and application monitoring for a living. Like F Scentura said, I can assure you that websites are the most trivial applications both to simulate and to maintain. Streaming video? Peace of cake. You got your bandwidth, you got your content servers, your web servers, and, if you're really big, an application server somewhere in the middle. All those servers have to handle is an inbound connection with a request for some data and then serve that data. CPU usage comes strictly from the OS serving requests, bandwidth is simply a function of users * file size and memory is again strictly a feature of users connected to the system. I can do a full-scale simulation for that for about 100K. This includes hardware, software and my time. Time to do this: two weeks. Your mileage might vary.

      With that in mind, I would never, ever pretend that I can give Blizzard any type of estimate on what will happen when AQ opens. How many users will log on? What will they do? What instances will they try to access? Where will they be? At best I might be able to give them an estimation on when WoW will crash, but I will be completely unable to say how probably that scenario is. As a result, Blizzard is indeed completely on their own when it comes to stuff like this. They can minimize the risk, but it's always a question of how much money you want to throw at a problem that has an unknown probability.

      This time, Blizzard chose badly. Give them some time to fix it, and start complaining if it looks like they are not doing that. Until then, keep in mind that webservers are small fry in the world of networked appplications. MMORPGs are among in the heavyweights.

      --
      Those who can, do. Those who can't, sue.
    6. Re:I am not surprised. by Jack+Sombra · · Score: 2, Insightful

      You are comparing an orange to a 12 course chinese banquet For one average player blizzard need to track the following constantly changing data: world position, stats (aprox 10 different ones), status (in combat, out of combat who in combat with), repution, equipment...(and this is most likely only a few of the things) all in real time (something no web site has to do) None of this can be stored on the client as would be hackable Average player in wow probably generates per minute 100 times more database hits (and this is where most of the slowdown and crash's occure with wow, the databases) than average web site user generates in an hour. While blizz could deal better with some situations (new caracter creation on that server should have been turned off days ago for accounts that do not already have one there, they have the code for that already and have implimented it for other reasons elsewhere)the overall situation currently has no solution and this is why, without exception, every other MMO that experiences these kinds of loads have the exact same problems.

    7. Re:I am not surprised. by blueskies · · Score: 2, Funny

      When the systems die at peak trading, it's 10s of millions in revenue lost. An hour.

      Am i the only one that read that as 10 silver out of millions lost?

    8. Re:I am not surprised. by sgt101 · · Score: 2, Interesting

      I think you may have not thought this one through.

      A WOW session contains several events per second, probably more, perhaps more than 20, two ways. These have to be provided within tight QoS parameters, or the whole play experience is damaged - the users then complain and bitch and moan. Contrast this to a web site experience... you click and wait, nothing happens. You stop it, click again, the page comes, no problem - this it a key difference; the QoS required is almost 0 compared to WOW.

      Ok - then moving from there -- the investment that Blizzard made was in upfront product development &&&&& an infrastructure build out with no promise of a hit, or a miss. They've then got a cost base to maintain on their revenues. Are they making money? Sure, lots, but is there stock higher than googles??? I don't think sooooo..

      Nahh, it's not quite so simple.

      --
      --------------------------------------------- "In the end, we're all just water and old stars."
    9. Re:I am not surprised. by brian+ferullo · · Score: 2, Informative

      And who's to say it's a bandwidth issue? MMOs don't generally need a huge amount. It's the server-side processing that's the bottleneck -- I can't imagine how many database lookups have to take place every game tick, and even after those it has to do a considerable amount of manipulation on that data. What do most web servers do? They take a file or grab some db contents and shovel them into the pipe.

      Every player in an MMO needs to know about every other player and entity around them within a certain distance, at the very least, so it follows that when a lot of players are in a small area more calculations have to be performed in a given time unit. The solution is to streamline your algorithms or throw hardware at the bottleneck -- both of which I'm sure Blizzard has done or is in the process of doing. It's not necessarily such an easy solution...

  9. For those who don't know... by Spazztastic · · Score: 2, Informative

    This is the 40-man raid dungeon that is harder than the two others that are currently in game (MC and BWL). The elitist guild on my server (Guild: Vis Maior, Server: Bonechewer) has already cleared it on the test realm, and is just working on getting the gates open. We did the event where you get your reputation to neutral with the scarabs, but the server crashed when we originally tried to do the cutscene. They did it again yesterday, and had no issues, despite it being three weeks after we had hoped to do it.

    But yeah, Bonechewer is a perfect example of how Blizzard is not applying to their customers. I don't give a flying f*ck about my class (rogue) sucking, and all the buffs I need. I care more about not having to wait in a 30 minute queue on a medium population server, active crashes, lag spikes, and chaos when it comes to doing instances.

    --
    Posts not to be taken literally. Almost everything is sarcasm.
  10. lame game by Danathar · · Score: 5, Interesting

    A) Kill Monster - Get exp points
    B) Get money
    C) Use A&B to "level up"
    D) Use results of "level up" to do A&B faster!

    All these games are (WoW, DaOC, STG, ect..) are big statistical simulations where the players do nothing but tweak numbers (player stats). I'd like to see a game where NOBODY get's to see ANY numeric values for ANYTHING. The only player indication should be health which should be some sort of description at the bottom of the page which says something like "you feel awful" or "the pain in my leg hurts like hell!".

    No "levels" for the players to work toward. All you could know is that you used that cool two-handed sword to kill the troll and it was kinda easy....should you go attack that dragon? These games would REALLY be interesting then.

    The game producers KNOW that numeric stats addict people because people naturally like to make systems efficient.

    1. Re:lame game by Tainek · · Score: 3, Interesting

      Sounds like marketing suicide......

      those who prefer Playing Skills over Grind time play Guildwars
      Level cap of 20, it only taks 20-30 hours to reach full level and have a bag full of "Phat Loot" , then its all about your playing skills.

      Guildwars had a pvp sneak preview of the upcoming chapter (expansion doesnt cut it, its a full seperate game, that you can "plug in" to your old account) and a new end game dungeon we had to download 10-15 megs each, with most people logging in over the space of an hour, and the server was down for about 10 minutes. Guildwars might only have a fith/quater of WoW's population (5 Million VS 1Million a few months ago) , but it does also have nowhere near the funding (a year of WoW , 24 quid for the game, a tenner a month= well over 100 pounds (I belive this is correct) , guildwars= 24 pounds to buy and no fees)

      If guildwars can get it right, i see no reason why WoW cant

    2. Re:lame game by Digital+Vomit · · Score: 3, Funny

      I played a game like that once. I think it was called "real life". Great graphics and play control. It takes a huge time investment to get anywhere, though. And it's tough to even find monsters to kill (so difficult that many don't believe they even exist). I prefer World of Warcraft, thanks.

      --
      Modern copyright is theft of culture from everyone and it retards the progress of the useful arts and sciences.
    3. Re:lame game by Zirtix · · Score: 3, Interesting
      I see the point, but what if your rules aren't deterministic? In particular, what if action A doesn't reliably cause a delta of exactly D in character property X?

      Even if the genius player decodes (or even reverse-engineers) such an algorithm, it's perfectly possible that they will never be able to turn this knowledge into an easily transmissible formula for leveling up.

      Another way to 'hide' character properties is to make them performance metrics relative to the playing population. If it's only possible to have a relatively better character, rather than absolutely better - then to know the exact values of character properties requires knowing the whole population's stats at that time.

      To look at it another way, if accruing explicitly measured, absolute units of wealth/XP/etc is the only way of acquiring additional gameplay rewards (such as areas and experiences), then it is senseless to obfuscate the mechanism. But that is just one way of designing a MMOG. Less generic approaches can remove the incentive to 'look under the hood'.

    4. Re:lame game by Robotech_Master · · Score: 2, Informative
      Funny you should say that. One of players' greatest frustrations in City of Heroes is that the numbers aren't provided, because the developers think the game shouldn't have to be "City of Math." From a recent question-and-answer session with Statesman, the game's lead designer:
      Will we ever be allowed to know what the actual stats of our characters actually are? At the moment we're at the mercy of numerous disparate disagreeing partial or out-of-date databases.

      Part of my original design was based on the assumption that those numbers aren't really needed in gameplay. One doesn't need to min/max damage per second in order to complete missions or battle in PvP. Take for instance fighting games - I've never seen a popular fighting game that gave exact stats for particular moves - and yet, hundreds of thousands of players love them.

      Previous to World of Warcraft, there had never been a mass market MMP success. I thought part of that reason is that MMP's seemed SO complicated to the first time user. Character creation could take a half hour. Players would be moving values around into stats that they had no clue about. I remember receiving a "+3 necklace of Wisdom"...I then asked myself - "what the heck does Wisdom DO?" I scoured the UI, only to discover that there was no information on what these stats actually did in real gameplay.

      Now that WoW has come out, and its stats certainly haven't killed its popularity, maybe I outthought myself!
      The problem is, this just turns it into "City of Speakeasies of Math" as players use statistical analysis programs like Herostats to crunch the numbers and come up with their own estimates of percentages--and it's the ignorant newbies who have no idea what's good, what's bad, or even where to look to find out who end up getting stung, as they take powers that they think look good but those in the know already know are stinkers. It's far, far too easy to gimp a character build by making poor choices.

      Adding insult to injury, now City of Heroes's Enhancement-management screen will tell you by what percentage the Enhancements you currently have slotted increase the base values (damage, accuracy, defense, etc.)--but there is still no way to find out what those base values actually are without search-engine archaology.
      --
      Editor Emeritus and Senior Writer, TeleRead.org
  11. Um.. blog entry? by LiNKz · · Score: 2, Insightful

    Whoa. Generally, I take slashdot to be a lighthearted place to read interesting techish things. This post really does give me pause though. Not only does it sound like a mad World of Warcraft player's blog entry, it doesn't even explain the elements of what happened. If it wasn't for the fact that I play World of Warcraft I wouldn't have had a clue what he was on about.

    I agree, Blizzard should have tested that part of the patch more specifically. Apparently, the gate was already opened on the test server (this is what I've heard from other players, I never did test the patch) which would leave me to suspect they never tested opening the gate very much.

    I actually expected this crash.

    --
    Proceed with Format (Y/N)? Y
  12. Less numbers -- more roleplaying by protocoldroid · · Score: 2, Interesting

    Brilliant idea!!! I remember having a GM (specifically for Rifts, a Palladium RPG) in my paper RPG days who decided he'd take our character sheets and not let us see them. We had turned the game into such a hack and slash nightmare that he got sick of mastering the game for us. The second he took our character sheets and we stopped worrying about comparing our numbers... We started to ROLE PLAY so much more than role dice for 10 hours at a time and kicking tires on how much SDC (structural damage capacity for those not familiar with Palladium games) our armor could take.

  13. Innovative MMORPGs by LarsWestergren · · Score: 5, Informative

    All these games are (WoW, DaOC, STG, ect..) are big statistical simulations where the players do nothing but tweak numbers (player stats).

    Agreed, the levelling up is usually just as exciting as filling in numbers in a spreadsheet, but there are some MMORPGs that try to do something new. You are even stuck on thinking that it has to be about combat and killing stuff. These people try to do something even more innovative, which might be why they haven't become as popular:

    Puzzle Pirates, the first mmoarrrrrpg. You simulate combat by solving puzzles. Different players that crew the ship perform different puzzles, the better they do the more tokens the captain gets (movement, cannon shots, ship health..) to use when the sea battle commences.

    A Tale in the Desert, a game that has NO combat. You "win" over other players by performing artworks, building pyramids, getting people to vote for you or performing cermonies and rituals, like for instance
    "Have 20 charactars stand still and quietly observe the sunrise. If one speaks or moves away the ritual is destroyed."
    or "Bury a large bag of money in the desert. Tell 10 other players where it is. If the bag remains for a week undisturbed you have passed the test of friendship. The other players get nothing for participating in the test. Unless they cheat, in which case they get the money."

    You can get laws voted through that changes the whole game, and so on.

    Both games are characterised by having more mature and social players than the hack and slash games, and a much larger percentage of female players.

    I haven't played them myself though more than the demos. I stay away from most games and especially online games after shaking off a one year Everquest addiction 5 years ago.

    Try them! Both have demos available, ATITD have a Linux client, PP both Linux and Mac (runs on all platforms that have Java actually).

    --

    Being bitter is drinking poison and hoping someone else will die

  14. Don't.... by Ogemaniac · · Score: 5, Insightful

    These games are the biggest regret of my life. Seriously. I once spent over 1400 hours in one year playing one (back in the text days). That's seventy days, if you are counting.

    I could have been getting good grades, chasing chicks, and figuring out what the "#$# to do with my life. I seriously messed up all three. Instead, I just had the coolest equipment in some worthless game. A couple people I know failed out of school entirely because of these games.

    You can do better.

    1. Re:Don't.... by iguana · · Score: 3, Funny

      Back in college, there was a guy who spent all day in the terminal cluster playing MUDs. We called him "Sleeper" because we would find him asleep in the chair every morning.

      He eventually did flunk out. He was a nice guy; just picked a bad direction in life.

      BTW, for all you young pups out there, a "terminal cluster" is a room full of dumb text terminals attached to a single computer, like our VAX. We only had Windows/386 AND WE LIKED IT! I'm going to go soak my teeth now...

      Speaking of regrets, I could have spent all my time writing Windows 3.0/3.1/95/NT programs, and gotten rich, instead of wasting my time on UNIX. Oh, well.

    2. Re:Don't.... by JavaLord · · Score: 5, Funny

      These games are the biggest regret of my life. Seriously. I once spent over 1400 hours in one year playing one (back in the text days). That's seventy days, if you are counting. I could have been getting good grades, chasing chicks, and figuring out what the "#$# to do with my life

      Had you spent the 1400 hours chasing chicks, what do you think you might have had to show for it? Other than VD or a seriously brused ego?

    3. Re:Don't.... by Surt · · Score: 5, Funny

      Please get re-addicted, these games are my living! I sell the very coolest of equipment on ebay. I've been averaging just a little over 12k per month for the last 3 years. It only takes about 1500 hours per year, which is a nice margin smaller than the typical 1600-2000 most people work.

      --
      "Who is the Journal of Quantum Physics going to believe?" --Stephen Hawking
    4. Re:Don't.... by NMerriam · · Score: 2, Funny

      Had you spent the 1400 hours chasing chicks, what do you think you might have had to show for it?

      At the very least, stronger ab muscles, and probably some really nice photos and videos.

      --
      Recursive: Adj. See Recursive.
    5. Re:Don't.... by zombiestomper · · Score: 2, Insightful

      Well, if you want horror stories:

      -I know a guy who failed out of college because he couldn't stop drinking.
      -I know a guy who failed out of college because he couldn't stop smoking weed.
      -I know a guy who failed out of college because he couldn't be away from his girlfriend for 15 minutes.
      -I know a guy who failed out of college because he couldn't stop sleeping in.

      I know a guy who failed out of college because he couldn't stop insert *any* activity here.

      Mudding, MMORPGing, drinking, masturbating-- none of these are the *cause* of people failing, just the means they choose.

      /In other words: Guns don't kill people, people kill people.
      //Whoops! Not Fark.
      ///Slashitty slash slash.

  15. Reporting half the story FTW by Dachannien · · Score: 4, Informative

    What the OP neglected to mention is that Blizzard already had to take extreme measures to prevent players from other servers from crowding into Medivh to rubberneck. They not only closed character creation on Medivh (and a crapload of other servers), but also ported characters less than level 30 out of the relevant zone in an effort to reduce crowding.

    What's unclear from the story as posted is whether the fault here is solely Blizzard's fault or whether players with no affiliation with the Medivh server caused the overcrowding and subsequent crashes.

  16. Great concept, bad implementation by Andy+Dodd · · Score: 3, Interesting

    I played EVE for around 9 months. Independent for 1-2, then finally got back into Xanadu (I was Xanadu in Planetarion, but being a member in PA didn't guarantee EVE membership. I wouldn't have played EVE if not for Xan though.)

    EVE had a great concept, but it was too full of bugs and no real endgame other than mindless mining and farming NPCs in 0.0 space. There was supposed to be this rich commerce market, but the truth was that the commerce market crashed almost instantly with oversupply, and the only people who could make profit were those that controlled the rare Tech 2 blueprints. The problem is that CCP made it too easy for one player organization to control the T2 market. (Yes, I know that organization happened to be MY corporation. I disliked what happened nearly as much as the little guys that got stepped on, partly because I did spend 1-2 months as the "little guy".)

    I got tired of the game, and while I loved Xanadu, the game mechanics caused us to fight internally way too often. I wound up leaving the game before it destroyed friendships. Unfortunately, not everyone was so smart - I don't recall the details but Xan tore itself in half a month or two later. I wasn't surprised.

    I play Dark Age of Camelot now, which has a much simpler concept (bad in some ways) but a much more well thought out endgame (very good) and game mechanics that don't easily contribute to strife within guilds/corporations/whatever they may be called in a given game. The only bad thing is that none of my former Xan buddies play. :(

    --
    retrorocket.o not found, launch anyway?
  17. Re:Good Job Blizzard! by JavaLord · · Score: 5, Insightful

    Actually, I'm in a guild that runs ZG/MC weekly. Many people who "Know how to play" think ZG has harder bosses than MC. Nobody ever runs a pick up group through ZG. There is a simple line between UBRS and ZG, where as the casual player can run through UBRS with strangers, you need a guild, vent/teamspeak, etc to do ZG and above. UBRS typically is run with 20 people over an hour or two, so I'm not sure where you get your '3 man in 20 minutes' idea other than the typical blizzard fanboy crap.

    The war effort isn't 'cool' either. I played world of warcraft for the WAR part, not to team up with the other faction. They could have made it a competitive effort on the pvp servers. Of course, they haven't cared about pvp since last June.

    If they continue to release carebear crap like this, and endgame super dungeons for the ubernerds, they will lose a good deal of their playerbase. Personally, I'm getting sick of having to do lame ass raids just to hang in the battlegrounds.

  18. More pics! by agoodm · · Score: 3, Interesting
  19. Re:(OT) Re:sounds cool... I think by masklinn · · Score: 5, Interesting
    Everquest used to be the most popular MMORPG. It was more or less the first full-3D MMO (along with Asheron's Call, but AC never reached EQ's fame). Starting with the first extension (Ruins of Kunark), so-called Raid targets started to develop for "high end" players (the ones that'd play 6h/day 7d/week at least on average): big monsters, requiring military-like organization, teams of ~30 players, and LOTS of time (and skill). This was reinfoirced by the second extension (Scars of Velious) with more content geared towards high-end players, as well as complete zones requiring a raiding guild to even get the ability to enter it. The 3 "final" zones of the extension (Plane of Growth, Temple of Veeshan and Sleeper's Tomb) all took multiple hours of fight from start to end, even though the players rapidly began to "cheat" the game "especially in sleeper's tomb, setting teleporting bots near the end of the zone, in order to avoid 3-4 hours of cleaning every time).

    Next came Luclin, which was more or less the worst: 2 very high end zones (Ssra Temple and Vex Thal, the latter being only available after a very long, time consuming quest, and requiring to beat the boss of Ssra temple), heaps of monsters with mountains of hit points and very few shortcuts (some of the boss monsters in Vex Thal used to take more than an hour each to beat, from the time you started hitting on it to the fall of the monster), in fact Vex Thal itself was usually done in 2 to 3 days (6-10 hours raid each day)

    Then came Planes of Power, which saw much less "huge-ass HPs" mobs, but more event-driven things... that in the end took about as long, and it had 10 times the number of boss mobs Luclin had. Not only that, but even the short events were a pain (a single error and you'd have been preparing for 3 hours for nothing, thank you drive through, come back next week... and i'm not joking here), most of them were buggy and unreliable at first, the top tier guilds spend a year "debugging" the various scripts before being allowed to reach the final zone of the expansion.

    I got done playing soon after my guild beat PoTime (disc: I wasn't in a top tier guild, so that was in mid-2004) because it was just taking too much time, and wasn't fun anymore (to me), but I'm pretty sure the high end hasn't changed much (may be slightly funnier, but it's no less time consuming)

    When I stopped playing, I had a /play of 160 days over about 4 years I think (160 days as in 160*24h with the character logged in the game), I know some people who had been averaging that kind of /played every year since the release of EQ (had a guildmate with 500 days of /play)...

    There, you have it, that is EQ's insanity. And we even liked it.

    --
    "The way we can tell it's C# instead of Haskell is because it's nine lines instead of two." -- wadler
  20. Just Wondering.... by ZiakII · · Score: 2, Interesting

    How hard is it to get into a High-Level raid guild in WOW? Is it like in the orginal Everquest where it got almost impossible because the gear/content you needed to get into the guild was almost impossible to get into without having a large guild, or in WoW all you really need to be is level 60 and high playtime

    1. Re:Just Wondering.... by ZombieWomble · · Score: 3, Informative
      As it stands, the high-end content is currently reasonably accessible with gear which can be accumulated from the high end 5-man instances in a reasonable timescale (I know we choose our applicants based on attitude, not on how l33t their gear is). While an entire raid of people in this gear would be at a significant power disadvantage (although not an insurmountable one, providing you have a couple of characters with required bits and pieces), a well-geared guild can accomodate a few of these people with ease, and most likely gear them up pretty quickly too. In a while, when a few more instances are put in, this may become an issue, but for now, gear isn't a significant problem for applicants if they can find a guild who's interested in the person, rather than the character.

      So yeah, in general, high-end content in WoW is fairly accessible. On Skullcrusher (EU), I think there's about a dozen distinct raiding groups who can clear the 20 man instance and the two 40-man encounters (A couple of the zerg guilds can support enough people to field multiple raids, and a couple of small guilds field joint raids), and probably more who regularly clear the current 20-man and will be able to move up to do AQ20 without much of a problem.

  21. Quit WoW and Improve Your Life by SirChive · · Score: 3, Interesting

    The wife and I both quit WoW about 2 weeks ago. I'd say that we are much happier without it. We are more relaxed and get a lot more accomplished in our lives.

    MMORPGs in general, and WoW in particular, have a way of slowly sucking you into their world and chewing up ever increasing amounts of your time. It's human nature to want your virtual character to grow stronger and do well. But WoW is a game of timesinks. You invest massive amounts of time or you don't progress. In the end you may find it feels more like a vaguely exciting 2nd job.

    My advice: if you are playing WoW more than 10 hours a week, give it up for a month and see if you don't feel a lot better.

  22. I stopped playing WOW by arakon · · Score: 4, Informative

    Because of all the damn raids. I do not want to sit and try to get a 15 man raid together to go to UBRS much less the time it takes to get a 40 Man together for one of the big dungeons.

    Blizzard lost me as a customer as soon as I finished the last 5 man casual quest. Enough with the dungeons that take 8 hours to complete. I don't have that kind of time, I have a job and a wife. All i see coming down the line is patches adding more RAID content. SO I moved on.

    Playing EVE now. What I like most about it, other than it being completely different than WOW, is that the play experience is dictated by me. I can be as indepth as I want, sinking hours upon hours into it at my leisure, or just login every now and then to check my skill training. Which makes it much more accessable to me during the week while I work, just login for a quick 30 minute to an hour fix and actually still come away feeling like I accomplished something.

    Its also a game that involves some patience and time-management too, since all skills are learned in real time (even while not playing). The end result is as long as I choose carefully what skills to advance there is no way to literally be left behind training wise. Money still takes some grinding but not like it does in WoW.

    A fun MMORPG without so much tedious upkeep.

    --
    "If I were bound by all laws everywhere I'm sure I would have committed a capital crime somewhere."
    1. Re:I stopped playing WOW by weave · · Score: 2, Interesting

      That is something I never quite understood about Blizzard. They should do more for the casual player. When you think about the resources each kind of player consumes, hard-core 16-hour-day guys demanding new and greater epic world events or casual players just logging in a few hours a week that would be thrilled to see it rain (for example), by far the latter group is the more profitable ones and should be encouraged to stay.

    2. Re:I stopped playing WOW by arakon · · Score: 3, Interesting

      Amen, to that brother. Just adding content that allows scaling between hardcore player and the casual player would be a great boon to ANY online multiplayer game. You know, give a little something to all the players making it worth their time to play and pay for your game. Casual players pay the same amount as the hardcore players and don't use as many resources.

      But I also think that when you looking at raw numbers casual players are much more likely to dump your product for the next big thing. Those Hardcore 16-hour a day guys are much more likely to keep paying long-term because they've already invested a lot of time getting that ultra-super-pimp-smack-yo-ass-elite gear. So even if they do decide to try another game, they are less likely to discontinue their subscription due to all the work they put into it. I'm just not sure if Blizzard has enough of those uber-gamers to maintain all those servers when the casual players start dropping in droves for lack of content.

      Of course some casuals just re-roll and start a new character. I did twice but never felt like playing the new characters, I was just re-doing pretty much everything I did with the other character just in a slightly different play-style. SO I walked.

      --
      "If I were bound by all laws everywhere I'm sure I would have committed a capital crime somewhere."
    3. Re:I stopped playing WOW by Blakey+Rat · · Score: 3, Interesting

      The Blizzard developers do NOTHING all day except spending it thinking about WOW. 16 hours a day, 6 days a week, they're running over stuff about WOW in their heads. To them, considering that, a 4-hour dungeon *is* casual.

      Also, the hard-core players are (generally) the ones who post on the forums. I tried once, but the forums move too quickly for me to keep up with and, like you, I have a life and a job. When your topic goes from the front page to page 13 in like two hours, who can possibly have any kind of meaningful discussion on those forums?

      But anyway, yes, I left WOW for the same reason. They don't give a crap about casual players. Sadly, the other post is right... probably one of the best games for casual players right now is EVE Online. Too bad EVE is so boring when you start.

    4. Re:I stopped playing WOW by Cookie3 · · Score: 2, Interesting

      So, okay, WoW has a series of 'endgame' raid dungeons. By this, we mean 10+ players investing their time and effort into a single dungeon until they beat it.

      When my guild started working on Upper Blackrock Spire (a 15 player dungeon) in March 2005, it took us 6 hours to reach the last boss and we didn't even beat him. A few weeks later, we were beating it in 4 hours, then 3 hours, and now we can do it in a little over 1 hour. Each time we played through the dungeon, we got better gear, and we became more knowledgeable about the environment.

      Once we got UBRS worked out, we started in on Molten Core (40 player dungeon) at the end of May, and devoted 4 hours to it on Tuesdays and Sundays. We started killing the first boss, then the first two bosses, then three, four, etc. Last week, we changed our raid schedule to clear MC in a single day instead of over two days. We'll get MC down to 2 hours in due time.

      Some of us started working on Onyxia in September, and we eventually attracted enough attention to beat her in October. It wasn't a requirement, but people saw our progress and wanted to take a part in it.

      Now we're working on Blackwing Lair, the second 'endgame' dungeon. We devote 4 hours to it on Tuesdays, and we'll beat it, too.

      So who are we? We're a middle-of-the-road guild, 15th on the server to kill Ragnaros. We field 2 separate MC raids per week because there's enough interest in the guild, and we have new players join and old players leave all the time.

      We don't require attendence, daily logins or certain amounts of raid 'points'. We don't require people to level to 60 within a certain frame of time. We do require maturity, a minute amount of intelligence, and the desire to avoid causing inter-guild (and intra-guild) drama.

      We think things've worked out pretty well.

      --
      present day... present time... hahahaha...
  23. "I'm so glad I don't play"? by Daggon · · Score: 3, Interesting

    Ok, seriously, what exactly motivates all these "I'm so glad I don't play MMOs" comments? Are we supposed to pat you on the back for avoiding the big bad mmo?

    Or its is some strang kind of elitism, "Well I may play games, but least I don't play those dirty MMOs." I know people that play console games MORE than I play WoW (more hours a day that is) and yet people always blab about "MMO addiction." NEWS FLASH, any form of entertainment can be addicting, but its easier to marganalize people with a form you don't particularly like. But tell me, which is "worse" spedning 4 hours in from of the tube with a controller in a completely self absorbed activity, or spending 4 hours in an MMO where you actually can speak and interact with actual people.

    So for all the "I'm so glad I avoid MMOs" people, get over yourself and put your hypocracy where its wanted.

    1. Re:"I'm so glad I don't play"? by Dark_MadMax666 · · Score: 2, Interesting

      I am addicted to gaming one way or another ,but I figured if its a single player game you eventually beat every possible way and get bored with it ( like i was addicted to Civ2 in high school till I beat it on deity several times) .

        With mmorpgs its more dangerous - you have social circle there , sorta "friends" and Its very easy to "live" there. Devs also concentrate on ways to hook you up and keep playing (since its a whole point of a subscription based income). I wastedt awfull lot of time on mmorpgs and I am glad I could force myself to quit them .Sure I may spend one or 2 weekends beating something like F.E.A.R , but this is not the same thing I spending every night ,every morning and even every day "raiding" in an endless treadmill.

      Actually treadmill never really had a real appeal to me - I was PvPer , and my treadmill was consisted of perfecting templates and getting them to pvpable level one after another ( Uo,AC,shadowbane) one skill got nerfed I would find another combo and roll ,roll, roll.

        PvP could have nave nasty "raid" effect as well - so called sieges in Shadowbane often lasted 8-10 hours and ran at odd times ( 3 am - for tactical advantage) . There are few things more destrucitve and disturbing like spending 3 days in a row without almost any sleep and food protecting or attacking r virtual assets (and on the other side you have same kind of freaks opposing you) . Worse you get real rush out of it- crazy addictive :/

        So no ,single player games are better any times of the day. They are sorta like tobacco and crack - both are bad , but one is a lot worse.

        Now I just get my PvP fix in Counter-Strike and any other "fix" in single player games . I spend nowhere as much time gaming as when I was playing MMORPGs . In fact - there are very few things out there worht playing actually and those that are I beat in a couple of weekedns and be done with it.

    2. Re:"I'm so glad I don't play"? by pnuema · · Score: 2, Insightful
      Ok, seriously, what exactly motivates all these "I'm so glad I don't play MMOs" comments?

      Because we are immediately suspicious of any transaction where one side has a financial interest in how you spend your time. If MMORPGs did not have subscription fees, I'd be all over them.

      We have that reaction because on some level, we realize that publishers of MMORPG's are the electronic equivalent of tobacco companies. They have a direct vested interest in making their games as addictive as possible, and they are going after kids. Sony hired shrinks to make sure EQ put asses in seats and kept them there. They didn't care how many lives they ruined (see EverQuest Widows), they don't care about player experiences (see all comments about grinding) - they only care about whether you keep playing.

      Bottom line: we don't trust the publishers of these games to deliver the best quality experience to us. There are too many incentives for them to do otherwise.

    3. Re:"I'm so glad I don't play"? by kindbud · · Score: 2, Insightful

      But tell me, which is "worse" spedning 4 hours in from of the tube with a controller in a completely self absorbed activity...

      Which has an ending.

      or spending 4 hours in an MMO where you actually can speak and interact with actual people.

      Good thing you didn't say "actual women." That would have been humorous.

      --
      Edith Keeler Must Die
  24. Practice Makes Perfect! by Cranky+Weasel · · Score: 2, Funny

    Had you spent the 1400 hours chasing chicks, what do you think you might have had to show for it? Other than VD or a seriously brused ego?

    Spend 1400 hours chasing chicks, and you're bound to get really good at it! Then you can write a book on the subject and make tons of money off of geeks who get tired of playing World of Warcraft, but who can't talk to a girl to save their lives.

  25. Wrong reason! by lordofthechia · · Score: 2, Funny

    Silly boy. That's now why the wrold went down. Chuck Norris roundhouse kicked the server because people in the game wouldn't shut up about him.

    --
    Georgia Tech, the leader in Chia(tm) technology.
  26. Re:Odd by Anonymous Coward · · Score: 2, Interesting

    I believe it's not a bug with the new area; it's an architecture problem.

    A WoW "realm" is split over several servers, each handling part of the game world. As characters move from area to area, they're handed from server to server. Whilst the servers can cope fine (using that term loosely) with a full load when everyone's spread nicely randomly about, they've proved time and again to be incapable of handling the abnormal case of very large numbers players concentrated in a single area (and therefore on a single server) - get enough in one place, and the whole realm dies, every time. As I understand it from posts above, that's what happened this time - people crowding into Silithus to witness the World Event.

    What's unfortunate, though, is that this doesn't bode well for other realms, the World Events of which may well be doomed to suffer the same fate, and for similar reasons. Whether the actual cause of failure is something that Blizzard can ultimately address, and whether they actually do anything, remains to be seen.

  27. Yawn... Call me again when you have 5 million hits by zstlaw · · Score: 4, Insightful
    *Yawn* Call again when you have 5 million hits a day.

    Also serving static web content is trivial compared to tracking the state of 5 million clients and letting them see each others in real time is so far beyond web hosting that it is laughable.

    I worked at video game companies (Turbine) and I worked at some of IBM's large server farms (Poughkeepsie, Southbury) doing performance balancing. As far as software goes I have to say video games server technology makes web content delivery look like the stone age. The only thing that even compares in complexity is when IBM hosted the Olympic coverage. Trying to compare simple web content to a system where clients are all making updates to each others environments in real time is impossible.

    I hate it when the Wow server's crash, but I have had my ego battered by what the guys at Blizzard have managed to do. They have done some great work and I am curious to see other game companies surpass the work Blizzard has done.

    Nothing here is trivial. If it was it would have been done right the first time.

  28. Other abbreviations I've seen used by Rob+Simpson · · Score: 2, Informative

    Gnomeregan - gnome or gnomer
    Uldaman - uld or ulda
    Maraudon - mara
    Wailing Caverns - WC
    Ragefire Chasm - RFC (horde only...and personally I find RFC/RFD/RFK to be confusing sometimes, but that's the names people use)