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Next World Of Warcraft Raid Dungeon

GrandGranini writes "The New York Times has an interview with World Of Warcraft Lead Game Designer Jeff Kaplan (Tigole), in which he talks about the next raid dungeon after Ahn'Quiraj, the necropolis Naxxramas." From the article: "Naxxramas is going to be the most difficult thing in the game until the expansion pack comes out. It will be the pinnacle, and it's absolutely massive. You'll see this big necropolis floating above Eastern Plaguelands. It's a 40-man raid zone, and it's bigger than the Undercity [one of the main cities in the game]. Things could change, but we're up to something like 18 bosses in there, and they are really cool, too. But it's going to be hard. Really hard. We're hoping to release it in the spring." If you told me two years ago that I'd be reading about an upcoming instance in the sport section of the NYT, I'd have called you a damn dirty liar. May you live in interesting times, indeed.

281 comments

  1. NO MORE HUGE RAIDS! by arakon · · Score: 4, Funny

    PLEASE!! MAKE more content that people without ten thousand reliable friends and 8 hours of their life to waste can play. damn blizzard.

    --
    "If I were bound by all laws everywhere I'm sure I would have committed a capital crime somewhere."
    1. Re:NO MORE HUGE RAIDS! by packeteer · · Score: 1

      Every single 40 man instance is originally released for hardcore players but they all get nerfed eventually so that more casual players can play them. If they originally released new instances for casual players then the hardcore players would never go into them, and that would be a waste of an instance to only let some people play it.

      Molten Core is now doable in sections of 1-2 hours at a time with 30-40 players with only gear from Dire Maul or the first few (easy) bosses of ZG. People need to stop demanding that blizzard release content for casual players, eventually all content will available to casual players.

      --
      unzip; strip; touch; finger; mount; fsck; more; yes; unmount; sleep
    2. Re:NO MORE HUGE RAIDS! by RandomBabblings · · Score: 1

      Are you suggesting that Blizzard never make additional raid content for the game, ever? TFA only describes the next and last (before the expansion) raid dungeon that will implemented in WoW. It does not state that this is all they are implementing, with no solo or group content. Nor does it state when this raid dungeon will be implemented beyond a nebulous "spring". Assuming no delay (which is quite a big assumption with Blizzard), this raid dungeon is up to five months away.

    3. Re:NO MORE HUGE RAIDS! by BrickM · · Score: 2, Insightful

      Molten Core is "casual" now because it only takes 2 hours with 39 of your friends?

      Sounds pretty hardcore to me.

    4. Re:NO MORE HUGE RAIDS! by ImaNihilist · · Score: 5, Insightful

      It is.

      WoW really is a very short game. You can reach end game extremely quickly, and for the most part, the game has no dynamic end-game content.

      You get to Level 60 and then you have to join a massive guild to make it worth your while. The only thing left to do now is get "uber" gear. To do this, you have to do instances like Molten Core over, and over, and over again. You can't just do it once, because there are a lot of people in the guild and a lot of people in the instance on the particular raid.

      Once you reach Level 60 you join a massive guild and then have to play for at least 1-2 hours at a time, 3 days a week, on a fricken schedule just to advance your gear. It's not even a game anymore, it's work. Every night, 7pm log on and get ready to raid. For ever raid you participate in you get "points" within your own guild, and if you do it enough you get a chance to spend those points on the gear that drops in the instance. This is how most guilds work.

      Basically, when you get to this level, it's not a game anymore. It's a job. You get paid per hour in points, and then you may spend those points to advance your characters stats. Don't show up to a bunch of raids? You might get fired. Don't do your job well? You might get fired.

      Once you reach Level 60 in WoW it is ONLY for the hardcore.

    5. Re:NO MORE HUGE RAIDS! by arakon · · Score: 1

      I never asked for a free hand out on gear, just more storyline quests that I can do with my level 60 characters. I'm perfectly comfortable letting the people with nothing better to do with their life, run the same insane instances over and over and over and over and over and ... you get the point.

      I'm quite happy with my green/blue gear. I just want something to do with my level 60 characters. I just do not have the kind of time to sit and LFG for an hour (sometimes longer) before a raid then struggle through a 40 man raid for another 3+. The worst part is that once you are at 60 there is ZERO gain from running these dungeons except for the outside chance that some new piece of equipment you want drops and you win a random roll for it with X number of people in the raid that ALSO want that equipment.

      SO basically you just keep doing the same thing like a Gambling addict at a some kind of perverted slot machine where the minutes of your life are the quarters, in the hopes of getting a return. No thank you. I'd much prefer some new rinky dink quests and storylines, like "The Missing Diplomat" that just seems to stop, and the piddly green and occassional blue rewards.

      --
      "If I were bound by all laws everywhere I'm sure I would have committed a capital crime somewhere."
    6. Re:NO MORE HUGE RAIDS! by secolactico · · Score: 3, Funny

      POST ON YOUR MAIN, N00B!

      oops, wrong forum.

      /o-rly?

      --
      No sig
    7. Re:NO MORE HUGE RAIDS! by wbren · · Score: 1

      The parent was modded +5 Funny, but the point he made is valid. If you look on the official WoW forums, you will see lots of debate between so-called "casual" and "hardcore" players. I agree that it's easy to waste 8 hours in Molten Core in one night, but I also realize hardcore players don't want to put hundreds of hours into raiding only to get the same gear and abilities as casual players.

      Although smaller 20-man raids like Zul'Gurub are available, they too require a large investment of time. When you hit level 60, the game changes dramatically, and I don't think casual players realized that when they signed up for their subscription. Gone are the days of questing for experience. Life past 60 is all about grinding for gear. A family member of mine asked if I thought he might like WoW, and I told him he would like it until he hit level 50-60. He has a full-time job and simply can't put 5-6 hours per night into WoW. I don't think Blizzard will significantly change their strategy any time soon, so casual gamers (like my family member) may be out of luck for now.

      --
      -William Brendel
    8. Re:NO MORE HUGE RAIDS! by Austerity+Empowers · · Score: 1

      Amen, I'd like to see 35-60 be as much fun and play exactly the same way levels 1-35 played. I barely play the game anymore due to the lack of content that just my wife and I can play (and enjoy). Yeah you can get to 60 with what's there, but it's not any fun.

      I'm happy for the guilds and all those who like to raid, but I did it in EverQuest, it was fun, but I'm not willing to do it anymore.

    9. Re:NO MORE HUGE RAIDS! by Sentry21 · · Score: 5, Insightful

      This is one of the main reasons I stopped playing WoW. I'm a very solitary player, and while I don't mind joining up with two or three people for company, having to schedule end-game content just seems impractical to me. I want to see a massive sprawling, complex dungeon designed for three people, with traps and puzzles and such meant for three people to solve.

      Make it challenging, make it complex, make it interesting, but don't make it all colossally huge. I started playing WoW because it was 'the MMORPG for the rest of us', for the people who don't have eight hours a day to devote to dungeons and instances and plotting. I would like to see more 'lone wolf' content for people who can't join a guild and/or commit to certain times to be online and play.

      Maybe that's just me though.

    10. Re:NO MORE HUGE RAIDS! by friedmud · · Score: 1

      My solution is to re-roll as a different race/faction and do the stuff leading up to about level 35 or so again.... I really enjoy the lower level stuff much more... but I guess that's 'cause I'm kind of a loner and am mostly playing a single player RPG that happens to have some _really_ awesome NPC's to talk to and do some ad-hoc grouping ;-)

      Friedmud

    11. Re:NO MORE HUGE RAIDS! by humina · · Score: 1

      That basically sums up why I stopped playing. I wish Blizzard would release content that would make the endgame of WoW less like a job and more like a game. I guess I'll just have to wait until DnD online shows up.

      --
      check out the best blog ever:
      http://oehlberg.com
    12. Re:NO MORE HUGE RAIDS! by Hays · · Score: 1

      I totally agree. Why can't the end game be as much fun as leveling up? WoW didn't feel like a grind at all, it was fun getting to 60. But once I hit 60 things got boring real fast. I really don't enjoy doing the same content more than a few times.

    13. Re:NO MORE HUGE RAIDS! by kai.chan · · Score: 1

      I was in the same situation. Having completed the content before 60, I walked right into a monotonous time-sink every night, spending hours trying to complete a raid in order to have the chance to roll against 5 others on one item.

      It was a waste of time, really. But then I got Guild Wars. A game that is much like a combination of Magic and a RPG. I have a blast spending whatever time I have in guild battles. For me, the strategic elements in Guild Wars out-weigh the the World of Warcraft offering.

    14. Re:NO MORE HUGE RAIDS! by Alien54 · · Score: 1
      WoW really is a very short game. You can reach end game extremely quickly, and for the most part, the game has no dynamic end-game content.

      Sounds like they need something like a gold (or precious metal of your choice) rush, along with the politics hoardes like Ghengis Khan or the quivalent can bring.

      I can remember the horror of a party walking into a favorite town and bar after a few months in the wilderness, only to discover the place had been over taken by dwarves (and all dwarves look alike you know) due to a mithral rush. Making, incidentally, their hard won hoard of gold and silver worth the equivalent of a hoard of copper and tin due to the rampant inflation. Did I mention there were too many dwarves?

      Basically you are talking about changes in the game where the political climate is not at all static. And remember, a boss is not always killed siitng beside her/his hoard of magic and money. Maybe he is just in town for a visit. My favorite dungeons to run in the day were games where what the players did would setup the troubles they ran into later.

      Example, low level players break into a hidden door in a hillside, exposing a long hidden complex. The door is such that they can't close it shut, and have to leave it open while they go to town a week travel away. They, of course, forget to hide it. This permits other things to get in while they are in town, and eventually allows other things to get out. This changes the balance of power, and things start to happen, because they do not know what they opened up in the first place, etc. When the war starts they know why certain things happened that everyone else is wondering about. Of course, folks tend to keep their mouth shut. and it rolls down hill from there.

      It is easy to engineer something like this for a small group in a custom dungeon, but obviously more difficult to pull off in a custom world with many many players. If you have large raids into a city, you would thing the bosses would take proactive action against a raiding group or two, to make an example of some, just as a warning to others. That would make life interesting.

      --
      "It is a greater offense to steal men's labor, than their clothes"
    15. Re:NO MORE HUGE RAIDS! by WhiteWolf666 · · Score: 1

      Raising the level cap will help, but its so far away.

      At level 70, the current raid dungeons will be doable via 5-10 man groups.

      --
      WhiteWolf666 an exBush supporter. All you new-school,compassionate,save the children Republicans can rot in hell
    16. Re:NO MORE HUGE RAIDS! by xiong.chiamiov · · Score: 1

      I originally bought Guild Wars because of the lack of a monthly fee (I normally buy two $30 games a year ;) ). However, I love many of the aspects of the game, including the ability to take on computer-controlled henchmen as teammates. Sure, they're stupid, but sometimes I just need someone to be a meat-shield or give me occasional heals. GW doesn't force me to stand around waiting for someone else to run a 5-min mission with me. And yes, there is so much more to say. But that would be offtopic. And we don't want that on /., do we?

    17. Re:NO MORE HUGE RAIDS! by WhiteWolf666 · · Score: 1

      The answer in the short run is more levels. The answer in the long run is alternative advancement (hero classes).

      Or you can grind for faction, which will yield you epic rewards (PvP faction, or PvE faction). Note: I don't mean honor; I mean faction. They are very difference; one decays over time, one doesn't.

      The problem is Blizzard sees the short run as the expansion (May), and the long run as 1-2 years. This is too long for much of the current playerbase.

      --
      WhiteWolf666 an exBush supporter. All you new-school,compassionate,save the children Republicans can rot in hell
    18. Re:NO MORE HUGE RAIDS! by t-twisted · · Score: 1

      I thought it would be neat to take a path at lvl 60: if you are going to be hard-core, create a "hard-core only" section that, once you step through, you can never go back to the main world as you know it with your character, but you can raid all you want and pit epics against epics, do high-level instances, etc. That keeps the hard-core guys going after each other and making it more meaningful with their drops. Then keep the casual gamer busy (even with a level cap) by creating quests/instances at 60 that force cooperation between the two types of gamers, eg. the "epic" player needs something that only a "regular world" player can make/retrieve, sending the casual gamer off doing quests/explorations which is what seems to keep us happy, and the reward could be a hand-down of an epic/higher level piece of gear to the casual, and the epic gets whatever reward is promised him in epic-land.

      Maybe help with server load, too, if you can port those guys doing massive raids off into their own area (server farm).

      There's gotta be a way to meld the two distinct styles of players, hard-core and casual. A lot of casual 60s lollygag about all night waiting for an opposite faction to raid their area or to help the lowbies just for fun, much like hanging out at the local watering hole. And some casual 60s just want more content. Hard-core 60s can't get enough raid content because of the sheer repetition of doing what's available now. Separating the two but making them work together would allow content to be developed for both at the same time.

    19. Re:NO MORE HUGE RAIDS! by Tony+Hoyle · · Score: 0, Troll

      Funny I gave up on WoW because of the grind... Played it (on and off) for a couple of months, got as far as level 12 and just couldn't get any money for armour etc., the grouping channel was dead and all I had was a long list of 'take this item to this NPC' quests which are quite frankly boring as hell once you've done about 100 of them.

      If it gets *worse* at higher levels then I'm glad I stopped playing.

    20. Re:NO MORE HUGE RAIDS! by Tony+Hoyle · · Score: 0, Troll

      Guild wars... strategy? They must have changed the game a *hell* of a lot since I played (just after release).

      The one I played was basically a single player WoW with no real interaction (since once you left a city it instanced you) and lame quests. Hell, they'd even ripped off the WoW graphics!

      Might go back if they've redesigned it a bit...

    21. Re:NO MORE HUGE RAIDS! by Khaotix · · Score: 1

      All depends on how lvls 60-70 scale. If max skills all increase by +5 per level, we get new ranks of abils, and etc ... then you might see MC turn into UBRS. As it stands now I'd say that a lot of BWL is designed in such a manner that you'll still need a large number of people to play it. Some encounters by their nature require a lot of players in certain roles.

    22. Re:NO MORE HUGE RAIDS! by supabeast! · · Score: 2, Interesting

      /applause

      I'm all for MMOs requiring players to work together, but Blizzard's raid dungeons killed the game for me. Competition between raids, PVP, and the lesser high-end dungeons made it nearly impossible to put together a group big enough to handle a raid, and the smaller dungeons just got tedious in no time.

    23. Re:NO MORE HUGE RAIDS! by cK-Gunslinger · · Score: 1

      Is this a troll? Months and months of play and you only hit level 12? It takes less than 2 hours to get to level twelve, if playing casually. About 1, if you solidly kill and run quests.

    24. Re:NO MORE HUGE RAIDS! by tm2b · · Score: 1

      Level 12 after months? Are you sure?

      I ask because I just started playing... I think I made level 12 in about 8 hours of game play. I've been playing a week now and am up to 16th level... I haven't encountered anything I'd call "grinding" yet.

      I dunno, maybe the race/class combo matters here. I'm playing a Tauren Druid.

      --
      "It is our blasphemy which has made us great, and will sustain us, and which the gods secretly admire in us." - Zelazny
    25. Re:NO MORE HUGE RAIDS! by BobSutan · · Score: 1

      Why was this moderated Funny? He's got a point. Not everyone has the time to spend playing the game for hours on end and coordinating massive efforts just to complete end-game content. Hell, I'd wager that most people would be far happier if they made end-game content the way they make the earlier instances with 5-man groups. They'd certainly be funner for me, and I'm not alone in thinking this.

      --
      "On a scale from 1 to 10, people are stupid"
    26. Re:NO MORE HUGE RAIDS! by Anonymous Coward · · Score: 1, Informative

      Can you give an example of what you mean by "very short"?

      Prince of Persia was a "short" game, finished in ~ 10-15 hours.

      I've been playing World of Warcraft on my main for 6 days (144 hours), and I'm ~ level 40. I have 20 more levels to go of "main" content, then I can explore alternate content on my alt if I want, e.g. alternative starting area content, or even 2nd zone content.

      And then I can do it all differently, with completely different quests, with a player from the other faction.

      ~ 200 hours to "complete" a game is by NO MEANS a "very short" game. Even Morrowind, which is an "extremely long" game has at most that much content, even with both the expansions!

      If you include alt-replayability (new content, not just same content with a different class) and two factions, you're looking at potentially 500 hours of unique content - all new quests and such.

      I understand that the game is basically dead for non-raiders at level 60, but what exactly are you looking for out of this game after it's already provided that many hours of gameplay??

    27. Re:NO MORE HUGE RAIDS! by Anonymous Coward · · Score: 0

      You need to play for a while before you begin to understand the intricate strategies involved with each of the skills. You need to give it time, definitely. It's like a multiplayer Magic game, with strategy at the player level, as well as at the team level. Don't approach it as a MMORPG, think of it as a team strategy game. It's a great game if you give it a chance.

    28. Re:NO MORE HUGE RAIDS! by Psychochild · · Score: 1

      I agree, although I'm not as much a soloer. I had a group of friends that played on a regular basis, and it was fun to go in and do things with just the 5 of us. We cleared a lot of the stuff you can do with only 5 people, usually by the skin of our teeth.

      But, we all got to the point where we couldn't do much more with our current characters. Our only avenue for advancement was to go on raids, and the five of us would have to start relying on others. We knew each other well and were able to coordinate without voice chat, etc. In fact, I played a druid before the 1.8 druid buff patch and was able to offtank just fine because the other people knew what the limitations were. Compare this to the typical raid situation (especially before that patch!) where the Druid was expected to be a secondary healer and Innervate bot. (Of course, people aren't thrilled these days when I tell them I'm Feral spec...) The game is good, but for me it is losing a lot of what made it unique.

      But, from the numbers Blizzard reports, we're in the minority. The conventional wisdom was that many people were still working up characters, but I suspect more people find the raiding aspects more fun that the rest of us do. Blizzard is still claiming to have large numbers of players playing the game, so the grindy aspects of the game obviously aren't scaring too many people away.

      But, at the end of the day, I still have my own game to go play that doesn't demand 40-person raids. Meridian 59 might be small, but it's still something I can play without devoting my life to it. (Developing the game, on the other hand, has consumed much of my life. :P)

      My thoughts,

      --
      Brian "Psychochild" Green
      MMO developer's blog
    29. Re:NO MORE HUGE RAIDS! by afidel · · Score: 2, Informative

      I like some of the tradeskill items. The Devilsaurs set is a good example, two-three level 55-60's can hunt Devilsaurs for a couple of hours and while there is a significant chance of death along the way it really doesn't significantly impact your progress. Once you have accumulated enough skins you are guarenteed to get a pair of decent items (assuming you know a leatherworker with the patterns) that can be used to progress through tougher content. On the other end of the scale is the swiftflight bracers, while they are a good item the sheer amount of time required to get the materials for them is absurd. I think that for the vast majority of players not having to do each piece of content a bazillion times would take very little from the game and in fact would increase their enjoyment of the game. They could always make some PvP competitions into the ultimate endgame for those people with gobs of time on their hands. I mean how much joy is there in being in 40 man raids time and again without getting any item better than those you already posses because there's only 1-2 great items each time and they inevitably aren't for your class or go to someone who's spent several times as much time raiding because they do nothing but play the game.

      --
      There are 4 boxes to use in the defense of liberty: soap, ballot, jury, ammo. Use in that order. Starting now.
    30. Re:NO MORE HUGE RAIDS! by Anonymous Coward · · Score: 2, Insightful

      Here is the problem: games like this have to do one one of two things. They can either do nothing but cater to the casual user, or they can cater to the hardcore spend 5 hours a day 5 days a week raiding type. You can't do both. If you cater to the casual gamer, the hardcore players are going to continue to be bored. But if you cater to the hardcore (like Blizzard has chosen to do) you shun the casual gamer. The only thing one has to think about then is: which is going to play longer? (and keep paying subscription fees?) I'm sorry to say, it is the hardcore gamer. You can try to pretend that they could make content that is challenging for the hardcore gamer while still remaining accessible to the casual, but thats not true. Anything a casual gamer could do in a month, a hardcore gamer will do in a week (or less).

      I'm not defending Blizzard's stance on this. It is the very same reason that I cancelled my account. But I understand it. If you want a game for casual gamers, it has to appeal to casual gamers and no one else. That sounds great, but it doesn't make Blizzard as much money. And thats what really matters to them.

    31. Re:NO MORE HUGE RAIDS! by Wildclaw · · Score: 4, Insightful

      One more bad thing about raids is that they force players to specialize and makes the game more boring and actually easier than an equally hard 5-man instance. Hardcore players that doesn't want non-uber-guild players to have access to good items usually claim that raids should have better items because it is more difficult. The truth is that the most difficult thing about raids is organization. And in my opinion, organization shouldn't affect rewards, atleast not much.

      When it comes down to gameplay raids is basically a healer/tank/damage dealer/crowd control game. Each person specializes on one thing and basically has to use only those skills for the whole raid. Also, due to there being 40 people, the death of any one person has less impact on the overall performance of the raid.

      In a 5-man instance each player will have to use most of their skills because there aren't enough people to specialize. A single death will reduce the group size by 20 percent and things like mindless healer rotation is impossible.

      Of course it is possible to make raids challenging in other ways, but it is also possible to make 5-man instances more challenging and without forcing people to join uber-guild to have fun.

    32. Re:NO MORE HUGE RAIDS! by cyber-vandal · · Score: 1

      There's no monthly fee for those other games though is there

    33. Re:NO MORE HUGE RAIDS! by Swift(void) · · Score: 1

      Problem is, after about level 30ish, you all end up going to the same areas, no matter what your race or class, and you can only see the same low level content so much before it becomes boring as hell. I have played in darkshore, darkshire and westfall so much, i can do it with my eyes closed

      Get to level 30-32, you go to Stranglethorn Vale. Get to low 40's, you go to tanaris. Sometime after than when all your tanaris quests are orange/red, you go to feralas, then back to tanaris. Then Un'goro, then Silithus/WPL/EPL.

      Of course if your horde (apart from undead) the battle starts around level 10-12 when you have to shudder your way through 6-10 levels in the barrens. Ugh.

    34. Re:NO MORE HUGE RAIDS! by geminidomino · · Score: 3, Insightful

      If you include alt-replayability (new content, not just same content with a different class) and two factions, you're looking at potentially 500 hours of unique content - all new quests and such.

      You MUST be joking. "All new quests?" By the time you've gone through Deadmines/Wailing Caverns, you've played through all the quests the game has to offer.

      * FedEx - Bring Item X to npc Y
      * Orkin - Kill n monsters
      * Search Party - Find the missing NPC. Bring him (or more often, something he was carrying before his horrible death) back.
      * Hunter/Gather - Grind Monster X for n item Ys.
      * Assassin - Kill boss monster X. Return with $BODY_PART
      * Class - Use class abilities in meaningless ways to acheive some end (unless you're a rogue.)

      That's all there is to it, and you play through all of them, except perhaps the last one, repeatedly on the FIRST run through. You're response is "If the end of the game isn't fun, just do it again?!"

    35. Re:NO MORE HUGE RAIDS! by Anonymous Coward · · Score: 0

      I understand that the game is basically dead for non-raiders at level 60, but what exactly are you looking for out of this game after it's already provided that many hours of gameplay??

      Umm... a reason to keep paying the monthly fee?

    36. Re:NO MORE HUGE RAIDS! by AlexMax2742 · · Score: 1
      You solo guys have plenty of content. It's called Levels 1-60.

      Lack of proper group content is what made me quit. With death being so meaningless in World of Warcraft, it was rare when I came across anyone in a PuG who knew how to play their class. This game needs experience debt so very very badly.

      --
      I'm the guy with the unpopular opinion
    37. Re:NO MORE HUGE RAIDS! by ildon · · Score: 1

      People schedule softball and soccer games. Does that make it work? Just because you schedule a fun activity doesn't make it "work". Just because you don't enjoy raiding as a form of fun doesn't mean other people don't. Scheduling something doesn't make it "work".

    38. Re:NO MORE HUGE RAIDS! by Anonymous Coward · · Score: 0

      Here's the thing I love. The new 5-man dungeons they're coming out with are supposed to be very, very difficult. "Epic". So, and this is a prediction, of course, I'm guessing that the only people that will be able to manage that content are the people that, and here we go, have spent weeks and months in 40-man raids, getting Tier 1 and 2.

      HAH!

    39. Re:NO MORE HUGE RAIDS! by Snaller · · Score: 1

      I agree with you.

      --
      If Google really cared they would fix Android Chrome to reflow text, instead of discriminating
    40. Re:NO MORE HUGE RAIDS! by Alcilbiades · · Score: 1

      Although I won't deny that 5 man game play can be equally difficult as 40 man. You are very off base in your assessment. Organization is a key factor but not the only one or even the most important one. If you have just 1 or 2 people screwing around in a 40 man raid it can and mostlikely will wipe the raid. It takes 40 people, all of whom could do a 5 man dungeon much more easily( because you need no coordination), acting in concert playing their role effectively.

    41. Re:NO MORE HUGE RAIDS! by 2megs · · Score: 1

      The only thing one has to think about then is: which is going to play longer? (and keep paying subscription fees?) I'm sorry to say, it is the hardcore gamer.

      But which are there more of?

      All else being equal, keeping ten casual players for two months pays better than keeping one hardcore gamer for a year. Except it's not equal, because the hardcore players are online for more hours and thus bring higher server costs (and lower profits).

      Anything a casual gamer could do in a month, a hardcore gamer will do in a week (or less).

      And so you need a larger team of developers pumping out more content faster, to keep up with the hardcore.

      If you want a game for casual gamers, it has to appeal to casual gamers and no one else. That sounds great, but it doesn't make Blizzard as much money.

      I'm pretty sure Blizzard's finances are doing just fine.

    42. Re:NO MORE HUGE RAIDS! by WreathOfBarbs · · Score: 1

      It would be nice if Blizzard would create an actual functional means to organize a 40 man raid *inside* the game. I should not have to join a guild that can afford a website and a dedicated teamspeak server in order to enjoy content. Grouping tools in WoW are sadly non-existant and leaving out voice chat was a horrible oversight.

    43. Re:NO MORE HUGE RAIDS! by Anonymous Coward · · Score: 0

      If they originally released new instances for casual players then the hardcore players would never go into them, and that would be a waste of an instance to only let some people play it.

      According to Blizzard's own figures (that they gave out at BlizzCon), only 8% of the WoW Player base engages in raiding. So, by creating more raid instances, they are continually creating content limited to only 8% of players.

  2. RTFA by PCM2 · · Score: 1
    That's kind of what the article is about. Quote:
    It would be almost impossible for us to do, and this is a philosophical decision. We need to put a structure in place for players where they feel that if they do more difficult encounters, they'll get rewarded for it. As soon as we give more equal rewards across the board, for a lot of players it will diminish the accomplishment of killing something like Nefarian. My favorite times in the development cycle are when there are encounters that are close to being defeated but have not yet been beaten. It really creates a sense of awe among the players that there is something big and truly dangerous in the world. But it would be very disappointing if the items found on Nefarian were the same thing you could get in your nightly Stratholme run. [Stratholme is a much easier five-person dungeon.]
    --
    Breakfast served all day!
  3. What is a "raid zone"? by CyricZ · · Score: 1, Troll

    For those of us who don't play World of Warcraft, can somebody explain what a "raid zone" is? What are the "Eastern Plaguelands"? What is the "Undercity"?

    --
    Cyric Zndovzny at your service.
    1. Re:What is a "raid zone"? by Anonymous Coward · · Score: 0

      I believe Louis Armstrong said "If you have to ask, then you'll never understand."

    2. Re:What is a "raid zone"? by Anonymous Coward · · Score: 0

      A "raid zone" is a part of the "worl"d in which you need a group of 20 or 40 people to do anything useful. If you're well-geared and -equipped, you need less, but the point is that you need a group of people working (very) well together to get things done.

      "Eastern Plaguelands" is a high-level zone -- the creatures have levels 55+. "Undercity" is one of the capital cities and home of the "undead".

    3. Re:What is a "raid zone"? by Zaxor · · Score: 2, Informative
      • The Eastern Plaguelands are an area of one of the continents in the game, filled with upper-level monsters (generally demons and undead).
      • The Undercity is the capital city of the Undead race (each of the game's races has their own capital city, excepting the gnomes and trolls).
      • A "raid zone" in this context is an instance, an area which is not shared among all of the server's thousands of players but which is shared only amongst each group that enters it, eliminating competition for bosses that drop better items.
      • A "raid" is such a group composed of 6-40 players who work together to defeat harder areas.
    4. Re:What is a "raid zone"? by Moken · · Score: 1
      A raid zone is a place that you can only really go with a massive number of people in a group (a raid) as opposed to 4 others (a party). If you don't play, why do you care where the Eastern Plaguelands are?

      The Undercity (UC) is the main city for the Undead, like Ogrimmar for Orcs and Trolls, Thunder Bluff for Tauren, Ironforge for Dwarves, Stormwind for Humans and ... something for Night Elves (can't remember).

    5. Re:What is a "raid zone"? by Zaxor · · Score: 1

      Darnassus for the Night Elves :-)

    6. Re:What is a "raid zone"? by jchenx · · Score: 5, Informative

      Hmm, I thought TFA explained the concepts pretty well, but I'll explain it again.

      A typical "raid zone" (in the context of the article) signifies a dungeon that requires a massive number of people (usually 40) teamed up to beat it. There are several such dungeons in the game. Alternatively, there are other dungeons that can be beaten with a small group of 5, or even smaller.

      The Eastern Plaguelands is just a location in the game. The Undercity is home to one of the WoW races, the Forsaken Undead. The wiki links have a lot more information about WoW locations in general, as well as game lore regarding them.

      --
      -- jchenx
    7. Re:What is a "raid zone"? by Anonymous Coward · · Score: 0

      For those of us who don't play World of Warcraft

      <jedimindtrick>This is not the news you're looking for</jedimindtrick>

    8. Re:What is a "raid zone"? by feyhunde · · Score: 1
      A Raid Zone is a dungeon in the game that is designed for a 40 man team. Large guilds are built around doing them.

      As for the Plaguelands and Undercity: The Plaguelands were once the most fertile parts of Northern Azeroth. If you played warcraft 2 or 3, and remember the paladin Uther, that was his home. When 10 years ago the great plague broke out in the north, the dead rose as minions of the evil Lich king (who is actually an Orc spirit incased in magical ice that demons had doing their bidding). The lich king was able to have control of all the minions at all times. At his furthest advance he controlled most of Lorderon.

      However the Lich King was damaged when he betrayed the demons, and had a minion of the demons cast a powerful attack, damaging the lich's ice. The damage let his power start to fade, making the most powerfully willed undead become free. The Ranger queen of the high elves became free and started the forsaken, free undead who want to defeat the Lich King's forces. There are still mindless undead out there, and in the plaguelands, some control of the Lich King remains.

      Further, in the plaugelands are the Scarlet Crusade. They are zealots under the influence of demons. They have the remains of several paladin orders as well as the survivors of the plaguelands. They are quite mad and attack any creature they don't know on site, including other humans. Stratholme is the largest city in the Plaugelands. It used to be the jewel of the human north, closest city to the elves. Now half the city is in control of the Scarlet Crusade, the other half in control of the Lich King's minions. They fight constantly, while the undead side is full of Warcraft 3 undead units and structures, with the final boss being the only Death Knight in the game. Near the final boss is a closed gate with a raid portal behind it. This is the entrance to Narrax.

      The Undercity is built in the crypts and sewers of the original city of Lorderon. The city itself was all but destroyed in the war, and the undead don't wish to live in the city's above ground ruins. They leave the original throne room in tact as a war trophy.

      --
      I'd say more, but my guild is raiding.
    9. Re:What is a "raid zone"? by Anonymous Coward · · Score: 0

      Two thumbs up, Leroy! Alright! Yeah! OOOooouhhh!

    10. Re:What is a "raid zone"? by Anonymous Coward · · Score: 0

      Don't feed the troll. That's all CyricZ is. CyricZ, go eat some more nubcakes. You need them.

  4. all the time in the world by joe+155 · · Score: 3, Insightful

    I have never played WoW - and this is something i'm very thankful for. I have a habbit of letting things take over my life a bit, especially games. It kind of makes you feel a bit like your wasting your life when they put hour counters in the games... I'm glad i've managed to keep my time.

    --
    *''I can't believe it's not a hyperlink.''
    1. Re:all the time in the world by DasAlbatross · · Score: 1

      So for some reason doing something you enjoy is a waste of your life? Peronally, I feel doing things that are not fun and that I do not enjoy to be wasting my life. I enjoy playing WoW. I feel the time I spend playing relaxes me and keeps me happy. How is that a waste of my life?

    2. Re:all the time in the world by Anonymous Coward · · Score: 0

      It's quite amusing really. What constitutes "a waste of time" is totally subjective, but most cultures will have you believe all things fall universally into one category or the other.

      It's nothing but an attempt to present water as concrete. A pity, that most people don't bother to touch it.

    3. Re:all the time in the world by Anonymous Coward · · Score: 0

      It is a waste of life beacuse it does'nt conform his views upon life and its rewards. You should, for example, be going out instead and getting pissed and hitting on stupid hoes. Now *that's* what i call living man. Oh, and he's just a nazi.

    4. Re:all the time in the world by modecx · · Score: 1, Flamebait

      So for some reason doing something you enjoy is a waste of your life?... I feel the time I spend playing relaxes me and keeps me happy. How is that a waste of my life?

      Yeah, heh... Most hardcore meth addicts I've ever met would argue that they weren't wasting their lives--if they could stop picking at the imaginary ants crawling all over them long enough to do so, that is! Of course, it's all made worthwhile by the high, and the looking forward to the next high. They don't realize that they look like they were just exhumed and most likely crave brains to the rest of us, because they can't look outside of the box they live in.

      Hell, most normally functioning people can't willfully look outside of their own situation, so it comes as no surprise that people with fucked up brain chemistry can't see how screwed up they are. Any number of things can fuck your brain over, and video games are certainly up there among the best. Take for example Anorexia, and chronic over eating... Two disorders which are polar opposites are surprisingly both linked to increased production of dopamine and endorphins, and the same thing is also found in game addicts, and addicts of any kind. The feeling of calming and happiness will be experienced by all of these people when they do their respective things. The body and brain are terrifically complex systems, nobody has it all wrapped up, and my experience in the area is purely casual.

      RPG games are the absolute worst type of game, though, simply because of how the game is played. You're encouraged to play for many hours every week, and your avatar receives rewards somehow proportional to the time you play. I think that eventually this action comes to work directly on the reward centers of the brain... And worse yet, the higher level character you get, the rarer items are, and therefore also the rarer the high you receive, making you crave the next item that much more... It's just like any drug, I think... You always need more and more to get the same high you had the previous times, until the drug is all consuming. I know from experience. Diablo2 was a bad thing for me, and for far too long. Eventually I just got so frustrated that I gave up!

      Playing games is okay in moderation, just like most everything. However, when anything profoundly affects your relationships, daily life, work, exercise habits, etc. it's likely that you've got a problem. As Jeff Foxworthy might say: If you're at work in the morning, and all you can think about is getting home to get some game time... You might be and addict.

      --
      Constitutional rights may be respected, repealed, or modified; but they must never be ignored.
    5. Re:all the time in the world by Anonymous Coward · · Score: 0

      Slashdot has the same thing. When you see two dupes in a row you know it's time to log off and get some sleep.

  5. Elite Quests and Dungeons by Phaid · · Score: 4, Insightful

    This sort of thing is why I pretty much quit and make a new alt whenever I hit about 40. I just cannot stand the gigantic instance dungeons.

    And really, to me they pretty much destroy the enjoyment of the game. Elite quests and instance dungeons seem like a cop out on the part of the designers -- they just make the same monsters three times as hard to kill, for no reason that makes sense in the context of the game world. It's so amazingly frustrating when you work your way through a nice story arc, with lots of challenging but not impossible quests, and then at the end of it you end up facing a dungeon which is completely impossible for the usual group of 3 that I play in. So you're stuck either never finishing anything, or having to LFG and hope you don't wind up with a bunch of retards.

    But then I guess I'm cluelessly stuck on that whole "RPG" aspect of it, which is clearly not where the money is.

    1. Re:Elite Quests and Dungeons by OverlordQ · · Score: 2, Interesting

      D&DO then?

      --
      Your hair look like poop, Bob! - Wanker.
    2. Re:Elite Quests and Dungeons by arakon · · Score: 1

      I'm probably going to get that at some point after it stabalizes out, gets a few patches and content upgrades. Looks promising.

      --
      "If I were bound by all laws everywhere I'm sure I would have committed a capital crime somewhere."
    3. Re:Elite Quests and Dungeons by malelder · · Score: 1

      um, all Stormreach is, is a bunch of a instance dungeons...

      --


      Yuma, AZ...You will never find a more wretched hive of scum and villainy. We must be cautious.
    4. Re:Elite Quests and Dungeons by Austerity+Empowers · · Score: 1

      They CAN be fun, if you have the time, and you like guilds. If you just liked the solo quests and fun content of the lower levels though, they haven't added much of anything worth playing.

    5. Re:Elite Quests and Dungeons by DarkBlackFox · · Score: 4, Insightful

      My experience has been almost the opposite. I leveled up to 60 at a relatively brisk pace, absorbing the game as I went along in the solo quests. I have 2 brothers who have been playing for quite a while now (and were the main reason I picked up the game, after thinking it was a waste of time for so long). I found the solo quests got boring an monotonous after a while. There's only so many times you can do the "Go speak with X" or "Go gather 10 of item X" or "Go kill 25 of X" before it starts to get repetative, just involving more damage, or more kills, or lower drop rates for items.

      With the instances/raids though, there's a dynamic that has to be present to be successful. I'll agree if publicly Looking For Group, you may end up with a group that makes the experience miserable, but at the same time you have a good chance of meeting new friends to quest with later. With both my brothers already established players on our server, I was accepted into their guild, and the end-game instances are a blast with them.

      The thing that makes the raids and dungeons interesting is it's not the same old kill/gather quests, but rather a dynamic group effort requiring different skills and talents to be successful. Take Molten Core- There's a number of boss fights there, each with different strategies to take them down, from Lucifron to Ragneros. Beyond that, head into Blackwing Lair, and face even more difficult fights. As far as elite quests being a cop-out, I'd say it's the opposite. More thought and planning goes into creating an elite/boss fight than typical trash mobs. With the higher end bosses, you need a clever combination of talent, from healing, to banishing, to sheeping/sapping, to all out DPS'ing. All in all, it's refreshing to see a group come together to use each classes unique skills as one solid unit, to take down otherwise impossible enemies.

      For people who don't want to join guilds or cooperate with 39 other people, there's still Blackrock Spire, Scholomance, Stratholme, Dire Maul, and a few others that can be done 5 or 10 man. Group together with some people, and if you have fun with them, add them to your friends list, and ask if they'd like to quest together in the future. Amass a few friends, and you have the beginnings of a guild of your own.

      I can't sway anyone's opinion on end-game Warcraft, and it's not my intention to try. Everyone has a personal preference, and my personal experience has been thus far positive. As with any game, YMMV.

    6. Re:Elite Quests and Dungeons by dbIII · · Score: 1
      at the end of it you end up facing a dungeon which is completely impossible for the usual group of 3 that I play in. So you're stuck either never finishing anything, or having to LFG and hope you don't wind up with a bunch of retards.
      Damn, just like doing major projects in real life.
    7. Re:Elite Quests and Dungeons by Rithiur · · Score: 1

      And you seem to be forgetting that the "RPG" is preceeded by "MMO", as do many others.

      What is beyond my comprehension is that why do people buy a Multiplayer game, when they obviously do not wish to play with other people? Did you buy it because others did? Did you buy it because of all the hype? Did you buy it because it's Warcraft? If you did, then I'm afraid you have no place to complain.

      I, for one, bought WoW fully aware of the fact that I was buying a multiplayer game, not an online single player game. I expected that any "real" content of the game would require cooperation with other players. Getting into a good reputable guild was not on option, it was a must.

      I do understand the argument that casuals don't have enough time to team up, as it does indeed sometimes take a ridiculously large amount of time to set something up, such as a raid or getting into a battleground. But I must apologize, I simply do not understand the argument that you do not wish to team up in a multiplayer game.

    8. Re:Elite Quests and Dungeons by Anonymous Coward · · Score: 0

      "What is beyond my comprehension is that why do people buy a Multiplayer game, when they obviously do not wish to play with other people? Did you buy it because others did?"

      Because they enjoy having the option to team up when they choose to, but don't want to be forced to team up for every friggin' little thing all the time. Why is that so hard to understand?

    9. Re:Elite Quests and Dungeons by Anonymous Coward · · Score: 0

      The parent did state that he/she usually plays in a group of three. That is playing the game in a multiplayer manner. The problem is the scale, with 40 people not appealing to those who want smaller groups for more "intimate" relationships.

      I just wanted to point out that the parent is not asking for a single player game.

    10. Re:Elite Quests and Dungeons by Ryan+Amos · · Score: 2

      I like them. Elite dungeion quests are very fun and many can be accomplished easily if you're in a small guild. However, anything beyond Molten Core in WoW is just way too much work for the average person with a job, friends or a girlfriend. No matter what the designers say, Blackwing Lair is inaccessible to all but the top 3-5% on every server.

      A lot of people are becoming disallusioned with WoW because of this, myself included. A new 40 man dungeon that's harder than anything in the game? Why not expend all the energy it takes to make this content that 5% of your customers will play making content that, say, 50% could enjoy?

      I understand they have to create a carrot to keep people chasing. That's ok. Just don't put the carrot on a stick that's a mile long, cause a lot of us just aren't gonna chase it.

      It's why I'm not renewing my account after this month, and why many others I know are doing the same. WoW promised to be the MMO for people who didn't want to live MMOs, and that experience ends once you hit lv 60. After level 60, it becomes a job, and I already have one of those that pays me a lot more than WoW.

    11. Re:Elite Quests and Dungeons by Lithos · · Score: 1
      However, anything beyond Molten Core in WoW is just way too much work for the average person with a job, friends or a girlfriend.

      Not necessarily true.. take the wife/girlfriend with you! (That's what I do).. wow that rhymes and I didn't even try.
      --
      What's a sig?
    12. Re:Elite Quests and Dungeons by johnkoer · · Score: 1

      Why not expend all the energy it takes to make this content that 5% of your customers will play making content that, say, 50% could enjoy?

      Because that 5% is probably more vocal than the other 95%. It's that 5% that spend their days trolling the WoW forums and complaining that there is not enough high end content in the game.

    13. Re:Elite Quests and Dungeons by Ryan+Amos · · Score: 1

      Yeah but they pay the same $15/mo as someone who plays less. I'd think keeping the rest of the people interested would be better than catering to a vocal minority...

  6. Definitions Please by Barkmullz · · Score: 0, Redundant


    Ok, I have not played WoW and I have no idea what a "40 man instance" or a "40-man raid zone" is. Can only 40 people occupy it at the same time? Are you facing imminent death unless you enter it with 40+ people? In the terms of WoW, what is an "instance" anyway?

    --
    Ronald said nothing. He flung himself from the room, flung himself upon his horse, and rode madly off in all directions.
    1. Re:Definitions Please by Jarnis · · Score: 1

      When the first person enters, a new 'copy' of the instance is created. Then only those persons who are in the same pre-created 'raid group' can enter the same copy. Maximum amount of players in a single raid is 40.

      So, maximum of 40 players can enter. (8 groups of 5 players each)

      If someone else tries to enter without being in the same raid group, he creates another copy of the instance, and won't see the other raid. So in theory 10 separate raids of 40 players each could be tackling the same bosses.

      Effectively, a system to ensure that the top end mobs are never 'camped' by same top players, blocking access by others.

      And to ensure that same people won't just sit at the boss spot for hours and kill it over and over again, each high end raid instance has a 'reset timer' between several days and a week. Nothing respawns until the whole instance resets. Also if you re-enter the area before it has been reset, it's status is the same as when you left it - you will enter the same copy, with the stuff you killed earlier still dead. Then people in your raid group can enter it with you, letting you continue clearing the instance where you left off the previous day.

    2. Re:Definitions Please by radarjd · · Score: 1

      An instance is a dungeon to which a limited number of people have access, but of which there may be many instances running at once. Take Molten Core, a 40 person instance. At most, you may have 40 people grouped together in a raid (8 groups of 5 people). I may in a group of 40 running the instance, while someone else is in another group of 40 running the instance. We will not interfere or even see one another.

      Raid -- group of groups. A group contains 5 people at most. In order to join up with more than 5, you form a raid. The raid itself gives no inherent bonuses. It eases communication, and allows easier access to how other people are doing (in health or mana). At most, a raid may contain 8 groups.

      So, a raid instance is an instance which requires a raid.

      Some people dislike raids because of the requisite number of people required to experience the content. You have to get 40 relative competent people together at the same place at the same time and sustain the raid for several hours. Others like raids because the bosses are harder and the loot is better.

    3. Re:Definitions Please by jchenx · · Score: 1

      Ok, I have not played WoW and I have no idea what a "40 man instance" or a "40-man raid zone" is. Can only 40 people occupy it at the same time? Are you facing imminent death unless you enter it with 40+ people? In the terms of WoW, what is an "instance" anyway?

      40 man instance/raid-zone - A dungeon that has a max limit of 40 people in it at the same time, as part of the same group. You can't have more than 40 people in a raid. If you enter with less than 40 people, chances are you won't get very far ... at least not to the end boss, and not without a lot of added risk.

      Instance dungeons - I think it's easier to describe what it is NOT. Most areas of WoW (non-instanced) are shared. You can see what everyone else is doing, even if you're not a part of the same group. The advantage to this is that it seems more realistic. The disadvantage is that people are often fighting the same enemies, so you lose a lot of the epic feel. For example, imagine you're on a quest to kill a certain boss. But when you get to that area, you see several other random folks sitting there, trying to kill the same guy. That's not very realistic.

      What instances do is create a copy of the dungeon that is usable only by you and your own group members. The whole area is yours. Game designers like it, since it allows them to better script the whole dungeon experience, without worrying if some other group happens to be there already. I believe the terminology "instance" partially comes from programming, where you can define a class and then an object is an instance of that class.

      BTW, WoW is certainly not the only MMO to use instanced dungeons. Guild Wars, as a matter of fact, relies on it heavily. Other games (usually older MMOs like UO and EQ) didn't originally have instanced dungeons, so you had a lot of the "gee, we made it all the way to the boss and there are 5 other groups there now, I guess we need to wait in line" problems.

      --
      -- jchenx
    4. Re:Definitions Please by illuminix · · Score: 1

      Instance - An area that once you (and your group) enter, you are alone. So if you and your group want to have the challenge of fighting their way through a dungeon, and killing the end boss, the game will generate a seperate dungeon instance just for your group. There can be 20 other groups running the same dungeon, each one in their own instance. So you don't have to worry about people being in the zone ahead of you. Once you enter, its yours to conquer.

      In WoW, there's groups (limited to 5 people I think?), and then there's raiding parties. Rading parties can hold a much higher number of people. There's advantages and disadvantages to both, but raiding parties are usually organized to attack an enemy city, or to conquer an instance. A 40 man raid instance is geared towards large raiding parties. If you enter with much less, you'll simply be overwhelmed. The hardest instances require the most coordination between members of the raiding party.. as far as healing, debuffs, etc.

      Only 1 raid party of 40 people can enter that particular instance. But there can be dozens of parallel instances going at the same time. Hope that makes sense :)

      --
      http://cubemonkey.net/quotes -- fortune-mod quote generator
    5. Re:Definitions Please by vertinox · · Score: 1

      Are you facing imminent death unless you enter it with 40+ people?

      Nah. You just need 4 compentant players who aren't retards to survive but it just so happens the games ratio of retards to competant players is 10:1

      --
      "I am the king of the Romans, and am superior to rules of grammar!"
      -Sigismund, Holy Roman Emperor (1368-1437)
    6. Re:Definitions Please by GrungyLotG · · Score: 1

      If you can do MC or BWL with 5 people, you need to be held as a WoW God.

    7. Re:Definitions Please by Fulcrum+of+Evil · · Score: 1

      it just so happens the games ratio of retards to competant players is 10:1

      That's partially due to the ratio of tards to competent people in society. It's somewhat exacerbated by the tendency for introverts to spend too much time playing these games.

      --
      "We returned the General to El Salvador, or maybe Guatemala, it's difficult to tell from 10,000 feet"
    8. Re:Definitions Please by November+1,+2005 · · Score: 0

      In some civilized countries, morons like you are drawn and quartered. I hope you fucking rot you piece of trash.

  7. WoW is getting out of hand by AdamThirteenth · · Score: 5, Funny

    This is ridiculous, when I go to a movie theatre and hear someone talking about guild drama, when I talk to friends I haven't seen in years and they have a rank 8 undead mage on Archimond, and indeed, when WoW appears in the Times.... WoW has gotten out of hand.

  8. A little less MM MMORPG? by BrickM · · Score: 4, Insightful

    Playing around in the world of Warcraft is absolutely amazing, due to the depth of story and rich world they've created. But I could never imagine buying and playing the game regularly unless they design a path or two you can take through the game to make it to the "end" without having to join up with a huge guild that schedules raids and grinds for gear.

    Basically, I love multiplayer agmes and WoW is very good, but I can't stand playing a game on a schedule or organizing this massive efforts. Make some "end game" content that doesn't require a huge guild to complete, please. Some of us like company in the worlds we play in, but hate obligation.

    1. Re:A little less MM MMORPG? by swimmar132 · · Score: 1

      You can easily get to level 60 without doing any raids or playing with others.

    2. Re:A little less MM MMORPG? by andykuan · · Score: 2, Insightful

      I'm in agreement. I love playing the game but I don't have the time or patience for the administrivia involved in doing a raid. Implicit in these massive 20- to 40-person raids is that one's administrative effort in the "real" world is the price you have to pay to get those rare items. Plus the expectation that I must have a large contiguous block of time to kill in order to complete said raid.

      Let's say doing a raid takes 3 hours of planning and 7 hours to complete. That's 10 hours of time expended. Couldn't Blizzard provide some kind of end game content that leads to rare items similar to what you'd get from a raid that would take me 10 hours to complete without requiring me to organize a bunch of wankers while ignoring my wife for a whole day? Heck, make it 20 hours of my time -- as long as it's possible to do some end game content solo.

    3. Re:A little less MM MMORPG? by tourvil · · Score: 2, Informative
      But I could never imagine buying and playing the game regularly unless they design a path or two you can take through the game to make it to the "end" without having to join up with a huge guild that schedules raids and grinds for gear.

      You can make it to the "end" without joining a huge guild or raiding all the time. You'll simply reach the "end" sooner if you don't do those things. There is a finite amount of content in the game, whether you're into small group stuff or raiding. The raiding content simply takes longer to burn through.

      I don't plan to join a raiding guild (not quite 60 yet, only 51), which means I'll probably have to settle for lower quality gear. But I don't really mind. I've had a lot of fun getting my current current character to where he is, and I suspect I'll enjoy PvP for a good while, even if I'm at a disadvantage at 60 without epics. When I get bored with the small group content/PvP at level 60, I will likely either start up a new character and try a different class or find some new games to play.

    4. Re:A little less MM MMORPG? by Khaotix · · Score: 1

      It's called farming for mats/drops.

      You do it solo. You can get phatlewtz. You can do it for a minute or a month.

    5. Re:A little less MM MMORPG? by andykuan · · Score: 1

      Sure, but the really good/rare items are only available in raid dungeons.

    6. Re:A little less MM MMORPG? by Anonymous Coward · · Score: 0

      depth of story
      Did we play the same game? WoW has no storyline whatsoever. You do this quest, then you do another quest. Sometimes the quests are linked together in a chain, but it doesn't actually change anything based on if you do them or not.

    7. Re:A little less MM MMORPG? by dolphinlover · · Score: 1

      No offense, but how easy or hard it is to get to 60 is not relevant to the game after you have reached 60, the end game, which is what the parent is discussing.

      From the parent: "Make some 'end game' content that doesn't require a huge guild to complete, please."

  9. Leeroy Jenkins! by Just+Some+Guy · · Score: 4, Funny

    That's all I've got to say about that.

    --
    Dewey, what part of this looks like authorities should be involved?
    1. Re:Leeroy Jenkins! by floodo1 · · Score: 0

      omg sooooooooooooooooooooooooooooooooooooooooooooooooo oooooooooooooooooooooo funny :)

      --
      I KUT J00 M4NG!!!
  10. a Dynamic raid by lineman60 · · Score: 0

    Why is there nothing like Dynamic raid, like Diablo 2.The more people join the raid the harder it gets of course this would be relative to the players ability but since it is all instances But I don't think that it would cause to much trouble (in a week a walk though would be posted) and no one would claim that the devs are ignoring one group to satisfy another.

  11. This is why hardcore players are stupid... by michaeltoe · · Score: 1, Troll
    You guys think the game is all about the items you get after you finish your 6 hour raid. Yet you complain about how difficult the raid was, and how much misery you went through to get there. You use that as a strawman argument every time someone asks for more _content_, and of course, are completely oblivious to the fact that content != badass weapons and armor.

    People just want something to do once they reach the end of the game. The rewards are secondary, but you're so demented you can't even remember games are supposed to be fun.

    1. Re:This is why hardcore players are stupid... by imbaczek · · Score: 0

      I didn't have a raiding guild and was a pally, so I quit. There are so many other games around, this one isn't really worth it after 60.

  12. more proof blizzard intent on destroying lives by Archbob · · Score: 0

    This is the final straw. I am going to sue blizzard for their obvious intent on destroying lives.

  13. Expansion pack will fix a lot of high end problems by Mullinator · · Score: 4, Insightful

    Since the Expansion pack will be raising the level cap to 70 a lot of the current raid zones will suddenly become instances that players will be capable of doing with far less people. I think that is why Blizzard keeps on releasing these high end raid dungeons since they know once the level cap is raised that people won't need to be so hardcore to do them.

  14. Bigger than a breadbox? by Anonymous Coward · · Score: 0

    The Undercity wasn't that big, from what I remember of trying to start Undead alts. Fucking annoying to navigate, but not that big at all.

  15. Re:What does it mean to "beat" a dungeon? by Zaxor · · Score: 1

    The latter. Dungeons, or instances, are filled with harder-than-average monsters ("elites") followed by boss monsters who require coordination to defeat. Once all of the bosses in the instance are killed, the dungeon is considered beaten and you have to wait for it to reset before going back through. The reason to do it repeatedly is that each boss drops a few (maybe 1 or 2) high quality items, and the players that can use them roll for them. Of course, there are almost always more players than items so you keep going through for fun and to get stuff :-)

  16. Re:Moreover, Interestelingingy enough!?!? by Anonymous Coward · · Score: 0

    well, I find the GNAA's posts far more insightful than the average drivel posted on /.

  17. public service message by DeadPrez · · Score: 2, Insightful

    So are the all the "regular" enemies still going to be the same model except slightly different sizes and colors? ^^

    I've lost a ton of friends to WoW, and in fact i played beta and about 3 monthes of release. Dungeons are the biggest scams and time sinks. But you can't compete either in PvP or other dungeons without farming item after item endlessly (literally hundreds of hours spent doing the same dungeon over and over)

    For the love of god, recognize this shitty, endless cycle. Your life has no purpose and that's why you play (are addicted to) WoW, but guess what? Your life has even less purpose while you play! Also, real life friends are better than loser virtual friends who only act like the like you so they can get purples.

    1. Re:public service message by Anonymous Coward · · Score: 0

      "Also, real life friends are better than loser virtual friends who only act like the like you so they can get purples."

      Oh! Someone's been hurt. ;D

    2. Re:public service message by SydShamino · · Score: 1

      Your life has no purpose and that's why you play (are addicted to) WoW, but guess what? Your life has even less purpose while you play!

      No offense, but trolling on Slashdot on a Saturday is pretty low, too. =p

      --
      It doesn't hurt to be nice.
    3. Re:public service message by DeadPrez · · Score: 1

      I actually quit just before "raids" were added. Raids of course being where you can't advance your character unless you group with 39 other people, have to hope your raid can kill the "boss", then hope your class item drops, then hope you've played enough so you can be the highest bidder in the auction, then hope this item isn't obsolete in the next patch. That's certainly a lot of finger crossing.

      Not bitter at my online compadres at all. Just bitter this is the state of MMORPGs.

    4. Re:public service message by CyDharttha · · Score: 1

      i just like to play video games..

    5. Re:public service message by MyIS · · Score: 1

      I so agree with the comment about Blizzard reusing same model for a hundred different bosses!

      I think that a proper MMORPG should continually add new content - items, events, whatever. Substantial amounts of it; and do it every week if not day. It doesn't have to be too elaborate - just new quests, books, etc.

      I know I was hooked on WoW because there was just so much of it to discover. I found it very much like reading an interesting book, that kept you wanting to discover what's waiting in that next zone, after the next quest, or with the next level's abilities. That's why hitting level 60 was such a disappointment, and that's why rerolling on a different faction made it all fun again.

      A lot of us casual players are after that, Blizzard; I'm sure the cash that you guys rake in would be enough to hire a few pulp writers to keep several fresh storylines going! That, and a few 3D artists to make some more beastie models.

      --
      http://zero-to-enterprise.blogspot.com/
  18. how wow works by DeadboltX · · Score: 5, Insightful

    In WoW the dungeons are "instanced" which means that when you group up with people and go into the dungeon only your party is in there, it creates a new dungeon for each party that goes into it. Regular dungeons are 5-man, meaning if you are of appropriate level it will take a group of 5 people to go through with a decent ammount of time. These 5-man dungeons are usually capped at a max of 5 people also, so you can't roll through with 20 people and get it done in 2 minutes. 40-man dungeons are the "end game" content. They are possible to do with less than 40 but it is ill-advised if you value your time. They differ slightly from regular instance dungeons in that you are "locked" into the instance once you kill a boss. From then on until the instance resets (once a week) you will join the same instance every time you go in. This allows groups of people to complete a dungeon over the course of a week which is often necisary. The first 40-man raid dungeons were Molten Core and Onyxia's Lair. Molten Core (9 bosses + 1 super end boss) is doable with far less than 40 now if your group has been doing it and has awesome gear. Onyxia is a 1 boss dungeon which is also doable with less than 40. (Average completion time is 8 hours for MC, 1 hour for Onyxia) They then released Blackwing's Lair which is a lot harder than either of the other 2, most servers have only managed to progress to the first few bosses by the time they released AQ (I forgot how to spell it..) There really is no average completion time for BWL because only a few guilds complete it. AQ was just released about a month ago, even harder than BWL, I'm not sure how many if any bosses people have killed. But to sum it up, you need an organized guild of either 40 extremely i-will-lose-my-job-over-a-game dedicated people or a guild of 80 pretty dedicated people to assure that you will be able to do one of these dungeons on a schedualed night. High end raiding guilds will usually have planned raids 3-5 nights a week going to the various dungeons which makes the end game content seem more like a second job than a video game. The harder they make these dungeons the longer it takes guilds to progress through them, the more raid time is REQUIED the less fun the game becomes.

    1. Re:how wow works by Manatra · · Score: 1

      Many, many guilds have beaten Blackwing Lair (I would reckon about 5+ per server) and many more are probably working on beating the latter half of the instance. As well, the "average" completion time for Molten Core is more around 4 hours, 2 hours if you have good gear ;)

      Raiding isn't as hardcore as people make it out to be. I am in Death and Taxes, probably one of the more 'hardcore' guilds out there. Yet I know of many many people in the guild that spend only like 10-15 hours online a week and attending pretty much every one of our raids. Yes you need a guild of 40+ people to do these raids, but you don't need to spend in ordinate amounts of time doing them.

    2. Re:how wow works by Anonymous Coward · · Score: 0

      In other words, just like Everquest.

    3. Re:how wow works by Anonymous Coward · · Score: 0

      Average completion time for MC is not 4 hours, not close.

      Remove the trash mobs (and lose the associated, but necessary cores) and your 4 hour number would hold water.

    4. Re:how wow works by Anonymous Coward · · Score: 0

      Would it kill you if you use the enter key a little bit more often?
      Reading from a monitor is hard enough with interpunctuation and proper usages of linebreaks. But your text is extremely hard to read.

      I know this is off-topic, but I wanted to get this off my chest.

  19. World Of Raidcraft. by Visceral+Monkey · · Score: 2, Insightful

    Have fun, it's all about raids and it's why a lot of people are simply quitting the game. They seem to have forgotten the large number of people who made the game so popular..

    --
    *Fortitudo, aequitas, fidelitas.*
    1. Re:World Of Raidcraft. by bconway · · Score: 1

      All 5 million of them, you mean? There must be some solo/small group content out there keeping them busy, the subscribers keep going up, up, up.

      --
      Interested in open source engine management for your Subaru?
    2. Re:World Of Raidcraft. by Anonymous Coward · · Score: 0

      There is a huge influx of new players in WoW. People only quit after they spend a few months at 60. It takes a casual player around 5 months to get to the point where they are forced to quit the game. It might take WoW years to run out of new players joining and quitting the game before it becomes a problem for Blizzard.

  20. Too much fun, literally by illuminix · · Score: 1

    I leveled a hunter to 60, ran a number of raids with people in my guild, and really had a blast. My character is sitting there waiting for me, and I do plan on going back once the level cap is raised. When I was playing before, my wife was getting pretty neglected. I tried getting her into it, but I'd have had better luck trying to talk the pope into subscribing and playing an undead thief. Brick wall.

    But now, she changed jobs, and starts very early in the morning. And goes to bed at about 9pm. Me? I stay up until about 1am. Lots of gaming time, wife is happy, therefore I am happy and life is good. I think I just talked myself into re-subscribing again. Where's my damn credit card.

    --
    http://cubemonkey.net/quotes -- fortune-mod quote generator
    1. Re:Too much fun, literally by RobertLTux · · Score: 1

      better luck trying to talk the pope into subscribing and playing an undead thief. ------- btw His Holieness is the Pope but yes you could flip it and say trying to talk a SCO lawyer into playing anything but an Undead Thief I would like to see one of these where you could find a person that is born as #high level but has a huge "manna" cost

      --
      Any person using FTFY or editing my postings agrees to a US$50.00 charge
  21. Re:Moreover, Interestelingingy enough!?!? by DrMrLordX · · Score: 1

    Agreed. They are rather offensive, but somehow amusing . . . I wish they'd post more often and maybe get away from template-based posts.

  22. It's all about you by DasAlbatross · · Score: 1

    For some people getting the great item and defeating an extremely difficult boss is fun. But I guess everyone should play games your way.

  23. One of the problems with WoW by Siberwulf · · Score: 4, Insightful

    Being a game designer, and writing my own MMO, I've been doing a lot of thinking about WoW (avid player for 6 months).

    It doesn't find the happy medium. It is like a pyramid, with the middle missing. There is no spot for mediocracy. You have leetsauce gear, or you are a noob.

    Every game has its roots. DAoC was a PvP game. EQ was a PvE game. WoW can't make up its mind, so its kinda half-assing it on both attempts.

    I think its great for the extra publicity, as it helps us indies get a better grasp on what Joe Public wants and how he reacts to various scenarios.

    1. Re:One of the problems with WoW by Anonymous Coward · · Score: 0

      WoW developers said they looked at other MMOs and decided to take out the tedium of camping monsters.

      They simply replaced that with another sort of tedium: going through the same dungeon over and over again until you get lucky and get your drop..

      It's the same thing as camping.

    2. Re:One of the problems with WoW by Screaming+Harlot · · Score: 1

      Mediocracy? Isn't that the government system currently in power in the USA? ] /Rule by the mediocre

    3. Re:One of the problems with WoW by code-e255 · · Score: 1

      Well Mr_game_designer_who's_writing_his_own_MMO, how many subscribers does your game have? WoW isn't half-assed at both PvE and PvP. Both its PvP and PvE games are amazing. And actually World of Warcraft is the most casual-friendly MMO there is. That's why it's so popular. You're totally wrong with your "You have leetsauce gear, or you are a noob" argument. Only a small percentage of the playerbase is into getting a full suit of epix.

    4. Re:One of the problems with WoW by ClamIAm · · Score: 1
      World of Warcraft is the most casual-friendly MMO there is. That's why it's so popular.

      And we all know it attracts the best and the brightest...

    5. Re:One of the problems with WoW by Anonymous Coward · · Score: 0

      Casual friendly til you hit 60....

    6. Re:One of the problems with WoW by Siberwulf · · Score: 1

      This biggest crim you can commit against a gamer is to make them feel like they've wasted their time.

      How many raids are truely fruitful for a gamer in WoW at level 60? You don't need the XP, you don't need 90% of the items that even drop.

      PvP on the other hand is equally as "regressive." Your hard-earned week of achievement can be wiped out if you go out of town, or if your internet goes down. There is no long-lasting benefit from PvPing, as there is in DAoC. In DAoC, you get a rank, you can't be demoted back to a lesser rank.

      Now, of course as an indie, I'm not going to be making a "WoW-Killer" or anything like that, but all these things will be taken into consideration when we develop our next game.

  24. We want STARCRAFT 2, NOT MORE WOW STUFF! by Anonymous Coward · · Score: 0

    Starcraft 2 ! Starcraft 2 ! Starcraft 2 !

    1. Re:We want STARCRAFT 2, NOT MORE WOW STUFF! by Locke03 · · Score: 0, Troll

      Didn't you hear? Blizzard has decided not to release SC2 until all the current fans are old and grey and will most likely die before finding out what happens to all our favorite characters.

      --
      I don't care what youre doing so much as the idiotic way you're doing it.
    2. Re:We want STARCRAFT 2, NOT MORE WOW STUFF! by Anonymous Coward · · Score: 0

      ...Warcraft folks had a big wait between II and III. And it was worth it. Patience, young jedi.

  25. So it isn't just Blizzard who shut down GLBT talk? by Anonymous Coward · · Score: 0

    Perhaps the parent poster should have said, "The Night Elves have the highest ratio of non-straight players in the game." or something along those lines.

  26. Raiding is *gasp* Fun by Anonymous Coward · · Score: 0

    (Brief intro, though others have covered it well:
    Dungeons are portions of the game that spawn a seperate copy for each group that goes in them. They range from 5 people working together to kill mobs and more complicated boss fights (Dire Maul, many others) to 40. Naraxammus has a max of 40 people, and you'll likely need all 40 to do it with full effectiveness.)

    Whenever there's a post remotely related to raids, someone bitches about Blizzard being raid-only obssessed. This happened back when Blizzard released the first raid dungeon after release (BWL) back in July, after they had already released two 5-man dungeons (Maradon and Dire Maul) since release, and no raids. It happened with ZG, and AQ, and Naraxammus will be no different. Yes, Blizzard has probably been a little too raid-centric. But, even if they had made only 5-man dungeons ... people would still be running out of things to do. And whining that the raiders had "more".

    No game is going to last forever. If you feel you've played everything that's fun for you in the game, then you're done with the game. It happens even with raiders. (Nefarian first fell, what, several months ago? They ran out of content too, until 1.9, I imagine a number got bored and left).

    Where it gets silly is those who make daft complaints about how their should be uber 5 mans that of course will be harder than any raid dungeon and how raiders never have fun and suck and the 5-manners should get uber gear. It's even funnier when there are complaints about how raiders are too loot obsessed in the same post as saying 5-mans should give epic loot.

    Raids are fun. Particularly the learning curve. Working at a goal with friends, working together to meet a challenge that takes the skill of 40 organized, good people - it's great. People go for different things out of games; raiders take one thing, other people take others. And the raiding portion of the game at release - and after 1.3 - *was* inadequate. Frankly I think they could have stopped at AQ for a while, instead of Naraxammus, but I'm guessing this has been scheduled for a while.

    And most of the well-designed raid fights (Ragnaros, Razorgore, Vaelstraz are shining examples but almost all of them fit here) *can't* be effectively changed to encounters that fit a smaller group, since they're designed around a large group. And Razorgore is fun as hell, as are most of the other bosses (Vael shows both the fun, teamwork, accomplishment side of raids and the frustating, stupid death side of it).

    Yes, solo and smaller groups need progression of their own (the Field Duty quests and the 1.10 gear quest lines should provide both progression and quest content, but there should be more) but many of the complaints are silly. Or maybe I just spent too much time on the wow boards a while back.

    1. Re:Raiding is *gasp* Fun by Locke03 · · Score: 1

      No game is going to last forever.

      Nethack

      --
      I don't care what youre doing so much as the idiotic way you're doing it.
  27. It's all about your epic gear by michaeltoe · · Score: 0, Flamebait

    Again you miss the point entirely. Casual players pay the same monthly fee that hardcore players do, they just want to have fun and don't want it to become like a job (probably because they have one already!) Yet the vanguard of WoW's elitist pricks continually make the argument about epic weapons and armor and how "casuals" want Blizzard to give stuff away for free. That's not the case at all, but because you're demented, you can't see that.

    1. Re:It's all about your epic gear by michaeltoe · · Score: 1

      The game, if I recall, was still massively multiplayer at levels 1-40. At endgame it reaches a point where you're basically forced to start raiding, or just start over again with a new character. If you think grinding the same enemies for hours with 40 other people yelling at you for heals is the only way to play an MMORPG then you need to stop playing WoW.

    2. Re:It's all about your epic gear by metamorphage · · Score: 0

      You seem not to realize that there are 5-man dungeons in the game. Lots and lots of them. But wait! All of them are pre-level 60. Every true level 60 dungeon in WoW is either 20- or 40-man. Multiplayer does not equal "needs 39 other people to play." 5-man (or even ten) is also multiplayer, and Blizzard should be implementing 5-man dungeons at level 60 as well as the massive raids.

    3. Re:It's all about your epic gear by DasAlbatross · · Score: 4, Insightful

      I can't see that? All I said was that getting the weapons is fun for some people. You were claiming that wasn't the way to have fun. I know many people who have never seen the inside of Molten Core and have ridiculous amounts of time on their main character and love WoW. Different strokes for different folks is fine with me.

    4. Re:It's all about your epic gear by Dr.+Descartes · · Score: 2, Insightful

      I think an easy solution to the situation is to create more tier 0 sets. One for each spec tree for each class. Add a few 5-10 man dungeons within which certain bosses drop said items (maybe make a few drop off of Strat, Scholo, etc). The casual player can get a decent blue item in a few hours of gameplay.

      That should solve the problem for a number of months. The casual players get more content and the hardcore gamer keeps what's important to them, the differentiation between casual and hardcore players based upon the color of their item names.

    5. Re:It's all about your epic gear by Pinefresh · · Score: 0, Troll

      God I wish I had mod points for this troll.

    6. Re:It's all about your epic gear by getwhipped · · Score: 1

      I'm demented? I'M DEMENTED!? Well, tally hoe, scally wag. If I had a rare/epic for everytime someone told me that, well... I'd be playing World of Warcraft!

      Toodles.

      --
      get whipped (you know you like it)
    7. Re:It's all about your epic gear by WreathOfBarbs · · Score: 1

      How is playing with 5 or 6 good friends of less value than playing with 39 other people you don't even know? I am in a raiding guild and frankly the drama and whining is not fun, nor are the raids themselves. But having 70+ played days on my main there isn't anything else to do. There is absolutely no reason they can't make smaller dungeons on timers so they can't be farmed, with extremely difficult pulls and a collection scheme a'la Zul'Gurub. Hell, Molten Core is a 40 man that is farmed endlessly.

      You don't even have to put purple gear in there, just *blue* gear of the equivalent level. You have level 83 epics in AQ, but where are the level 83 rare items? Blizz has a budget system worked out already they just need to use it to it's full potential. The way the raiding guilds farm MC already has made 'epic' items seem less than epic when IF is full of people decked out in full tier 1 gear. You can hardly tell one warrior from another anymore, they all wear the exact same gear.

      I laugh in the face of people that say more people required = harder content. Zul'Gurub is a 20 person raid that requires concentration and coordination most of the time. Molten Core is 40 man, but I can go auto-follow for 30 minutes and never even be missed. The only thing epic about 40 man raids is the bellyaching over who got what item.

      There is another piece to the puzzle that Tigole didn't even address there, and that's PVP. It is utterly broken as far as gear is concerned, raiding guilds field teams of players who PvP fairly little, yet they mop up the guilds who are primarily PvP oriented since they have access to superior gear. So your average player enters a battleground only to spend his time being one and two shotted by epic geared players. Kinda kills the fun when you spend more time waiting to be rezzed than you do playing.

      A simple solution would be to make all skills and talents have 1/2 the normal effect inside BGs. This would shrink the gap between the haves and have nots, who would at least have time to get a few hits in before dying to that warrior with the Windseeker sword.

    8. Re:It's all about your epic gear by Rakarra · · Score: 1
      I laugh in the face of people that say more people required = harder content. Zul'Gurub is a 20 person raid that requires concentration and coordination most of the time. Molten Core is 40 man, but I can go auto-follow for 30 minutes and never even be missed. The only thing epic about 40 man raids is the bellyaching over who got what item.

      That sounds like your group simply knows how to do MC more than ZG. Not a lot of groups have the ZG encounters down to a science yet (and it helps that the boss encounters are scripted more creatively).
      Much of the griping about Zul'Gurub right now is that it's about as hard as Molten Core and yet the equipment rewards aren't as good. What is there to do at level 60? You have two options, socialization (which I get by running either ZG or MC) and character progression (which, aside from ZG enchants, I'll only get from MC due to the poorer drops in ZG). Right now my guild runs ZG for the novelty factor and for the reputation, but that probably won't last that long.

  28. OFFS! by Anonymous Coward · · Score: 0

    Why on earth do we care?

  29. Re:Xxxerexxesexx?? by Anonymous Coward · · Score: 0
  30. Definitions: by _KiTA_ · · Score: 2, Informative

    Raid Zone: Huge dungeon inside a MMORPG, populated with enemy leaders and extremely valuable treasure. Takes a group of 5-40 players hours to finish.

    Eastern Plaguelands: One of the toughest outside areas of World of Warcraft. The Plaguelands are the remnants of a country that was killed by a plauge and ravaged by undead. Everything is dead, rotting, and there are undead (skeletons, zombies) and huge maggots everywhere. The Eastern Plaguelands are home to two of the first Raid Dungeons of the endgame -- Scholomance, a destroyed city full of undead, and Stratholme, a ruined city divided into two, one half is full of corrupted paladins, the other half full of undead.

    Undercity: The main town of the Forsaken. Previously the capital city Lordaeron, events in Warcraft 3: Reign of Chaos caused it to be destroyed by an undead Army called the scourge. Later, a "free" faction of undead, the Forsaken, took it over as their home.

    1. Re:Definitions: by WhiteWolf666 · · Score: 1

      Scholomance, a destroyed city full of undead

      AFAIK, Scholomance is not a destroyed city, its actually at the height of its power. Scholomance is a school of necromancy; it should be filled with undead. Once upon a time, Caer Darrow was a rich family's castle, but they made a deal with the evil undead (scourage), and were rewarded with their status as necromancers.

      When its empty of undead, something is wrong ;-)

      --
      WhiteWolf666 an exBush supporter. All you new-school,compassionate,save the children Republicans can rot in hell
  31. Piers Anthony by mrmeval · · Score: 1

    Peirs Anthony had predicted these kinds of elaborate games a decade or more ago. He also predicted their wealth generating potential from intangible creations.

    --
    I'd go on a Vegan diet but the delivery time from Vega is too long. --brownkitty
    1. Re:Piers Anthony by Fjornir · · Score: 1

      Which books? I remember the Citizen/Adept stuff, but don't see any connection to MMOing there.

      --
      I want a new world. I think this one is broken.
    2. Re:Piers Anthony by mrmeval · · Score: 1

      I think that's the series. It's the one with the game about Italy/Rome where one fellow had manage to build something in it that is stunning. Another person then went in and destroyed it. It was a virtual reality setting IIRC.

      --
      I'd go on a Vegan diet but the delivery time from Vega is too long. --brownkitty
    3. Re:Piers Anthony by Anonymous Coward · · Score: 0

      Decade ago? That's pretty recent. There was a story from the 70's where the games were available at home, in the mall, or whereever there were public terminals (which seemed like everywhere). Besides the game stuff, the story was about a teenage girl who meets a teenage guy who is living off how much money he's making from the game (you pay for your subscription, but can make that money back and more through paying well). Well, she's got the item he needs to go through and get all the neat stuff that pays off (since he play all the time, he's explored everywhere). She gives him the item, he gets all the stuff, cashes in, and retires. Can't remember the name or author, though, it's been at least 20 years since I read the story (wasn't new when I read it, either).

    4. Re:Piers Anthony by 2megs · · Score: 1

      Richard Garriott was making these kinds of elaborate games a decade ago.

      http://www.mobygames.com/game/windows/ultima-onlin e

  32. Raids by AdamThirteenth · · Score: 2, Interesting

    I feel I have to chime in here in the defense of raids.

    First, I find them a lot of fun but not for 8 hours. So, I don't join competitive guilds, I join more relaxed guilds, generally with higher numbers (about 140 or so) that has people willing to go on various raids if you'd like to that week

    Second, They aren't required.

    I spend more of my time on wow playing battlegrounds and leveling alts. I also like the concept of making a lvl 29 WSG character (that being a character that I don't level passed level 29 so he can play in a lvl 20-29 bracket in an instanced pvp arena) and getting the best possible gear for him and seeing how bad I can beat people (since its not going to happen in the 60 bracket.) Then do it again with a different race/class.

    To me it's amazing working together in a 40 person group to accomplish a goal. It's cool to see all the rogues running around and hunters and mages unleashing ranged attacks from 41 yards. But, it does get redundant. I equate getting the best gear and (in an MMO world that means being the best generally) to being a dedicated athlete, it takes boring and redundant good ol' fashioned work! The best rewards shouldn't be easy to obtain and if you don't like it you probably should stick to FPS or RTS.

    1. Re:Raids by Anonymous Coward · · Score: 0

      I spend more of my time on wow playing battlegrounds and leveling alts. I also like the concept of making a lvl 29 WSG character (that being a character that I don't level passed level 29 so he can play in a lvl 20-29 bracket in an instanced pvp arena) and getting the best possible gear for him and seeing how bad I can beat people (since its not going to happen in the 60 bracket.) Then do it again with a different race/class. So, basically, you suck at PvP at 60 so you ruin 20-29 WSG instead? Fucking twinks. Go learn to play.

  33. Since when... by Anonymous Coward · · Score: 0

    ...is news about content upgrades for a single video game news worthy of being posted on /.. Gimme a break! I'm sure everyone that plays WoW already read this fantastic news on another source... those of us that don't (and there are a great many more of us) don't need to be wasting our time with this junk.

  34. Raids by Anonymous Coward · · Score: 0

    All this complaining about the commitment involved with WoW is confusing me. I have a level 60, and yes I have been part of several instance runs(no more then 6 people, not raids). This is a rare exception. Generally I solo, unlike many other MMORPGs it IS possible to reach the level cap without EVER joining a group. I rarely have more then a couple hours to play at a time and have made it to 60 without terrible difficulty.

    Long ago I temporally destroyed my life playing Everquest. My lesson has be learned. I will not dedicate an unhealty amount of time to an MMORPG. In my opinion WoW facilitates leasure play far better then any other MMORPG I've played.

  35. Too much "stupid" loot already ruins the game. by Shivetya · · Score: 5, Insightful

    Seriously. Rare should mean only a few can exist in the entire world. In MMORPG parlance rare means you just have to farm the same damn mob over and over for it to drop. Nothing is Rare/Epic in WOW. It just takes longer to get. Hell most 60s are equipped in rares/epics.

    Worse, its an ever escalating arms race. They keep out doing the last quest and now you have scads of level 60s running around with items that normal level 60 content can't threaten and worse, in PvP anyone not equipped on the same level is just shit out of luck.

    Monty Hall.

    When a MMORPG finally understand what rare means then perhaps we can get away from this incessant farming the create. Then Blizzard gets up on their high horse claim gold farmers are bad yet they continue to create the very environment which fosters them!

    (sorry for the ramble)

    --
    * Winners compare their achievements to their goals, losers compare theirs to that of others.
    1. Re:Too much "stupid" loot already ruins the game. by EnderWiggnz · · Score: 1

      right, like the old guard MUD days, items may appear once every 30-60 (real-life) days or so, when the sysadmin does a "reset".

      --
      ... hi bingo ...
    2. Re:Too much "stupid" loot already ruins the game. by Number13 · · Score: 0, Troll

      That's the whole philosphy behind Guild Wars. There's a max level no character will ever surpass (even after expansions are released) and there's "perfect" equipment that will never be surpassed. Starting from ground zero you can make a PvP character that's max level with close to perfect equipment. And you know what? The PvE player hordes complain about the level cap, complain about the max items. They want their characters to continue gaining power into infinity. People seem to *enjoy* mindless monty haul grinding--which is why EQ and WoW are so much more popular than Guild Wars.

    3. Re:Too much "stupid" loot already ruins the game. by dscowboy · · Score: 5, Insightful

      Let me explain what you mean. You're complaining about a system where 'rewards' (loot, xp, money, etc) materialize out of thin air. When you killed that merloc and looted its corpse, the money you got from it didn't come from anywhere, the merloc didn't 'earn' it. The merloc didn't spend 10 years eating saltwater fish to grow the [Thick Merloc Scale] you tore off it. It never gathered the raw materials for a [Cracked Short Bow]. In five minutes another identical merloc is going to appear with some more crap on it, all out of thin air. You think that's stupid. Of course it's stupid. The alternative is to have a system where players and non-player characters have to compete for persistent, LIMITED materials/resources/loot/energy. A system where not everyone can be winners, and hard work doesn't always pay off.

      But we get plenty of that in real life, which is why we play games. Games where EVERYONE can be a winner, and the least amount of effort (clicking buttons, sitting in chairs, barely thinking) can ALWAYS produce 'rewards'.

      You can't have it both ways, either a realistic system where rewards are limited and people lose as often as they win, or a fantasy system where rewards appear out of thin air.

    4. Re:Too much "stupid" loot already ruins the game. by shoptroll · · Score: 1

      Same thing happened in Diablo II. I reallly think there was a reason why Blizzard put up a strategy guide on their website detailing all the rarest items in the game. I remember friends who used to read through that and drool over what you could get.... if you didn't mind running location X to kill monster Y for a 1% chance (without increasing the item drop magically) at a certain item. The game was beatable even without these items.

      Any game where there is even the remote chance of "rare" items being found after continuous attempts will create this behaviour. Kingdom of Loathing only has 4-5 items like this and there's very few people that have them. On the other hand, KoL is also home to items that will be available for only a month before they become unavailable, and then the prices in the economy go skyrocketing. Which causes people to complain about not being able to have gotten certain items since they weren't around at the right time.

      I will agree with the devs about there being something neat for killing a really nasty monster with 39 other people. It's gotta be like being a small part of those war scenes from LotR or something. Then there's the fact of actually being able to coordinate 40 people over the internet. I will say that needing 6 hours to do this is a bit absurd. If people have a large problem with the amount of time needed to do these raids, they need to look into breaking up the dungeons into individual parts so they're more accessible... or something like that, I dunno.

      --
      Insert Sig Here
    5. Re:Too much "stupid" loot already ruins the game. by servognome · · Score: 1

      Worse, its an ever escalating arms race. They keep out doing the last quest and now you have scads of level 60s running around with items that normal level 60 content can't threaten and worse, in PvP anyone not equipped on the same level is just shit out of luck.

      So the solution is to create an elite hardcore few who are first to get the "Really rare" item that nobody in PvP can touch... ever.

      When a MMORPG finally understand what rare means then perhaps we can get away from this incessant farming the create. Then Blizzard gets up on their high horse claim gold farmers are bad yet they continue to create the very environment which fosters them!

      Gold farming becomes WORSE the more rare things are. You create an environment where for most people (the non-hardcore) the only way they can ever get some items is buying them with gold.

      --
      D6 63 0D 70 89 81 BB 8E 7B 7C 5F 5D 54 EA AB 73
    6. Re:Too much "stupid" loot already ruins the game. by Eivind · · Score: 1

      I second this. In the best online RPGs I've played very rare scales to the extreme cases which are equipment which is, simply unique. There can only be *one* instance of that equipment. In general that equipment has some sort of deterioration and/or timer so that it won't be simply held by a single character (then to be sold a Ebay for $$$) forever.

    7. Re:Too much "stupid" loot already ruins the game. by JavaLord · · Score: 1

      Nothing is Rare/Epic in WOW. It just takes longer to get. Hell most 60s are equipped in rares/epics.

      Try joining a guild that is just starting molten core. Our guild went for the first time yesterday. We ended up doing a 6 hour run, cleared 3 bosses, with about 8 epics dropping. If you spend 6-12 hours on a weapon/armor, I'd say it should be pretty 'epic'.

      Worse, its an ever escalating arms race. They keep out doing the last quest and now you have scads of level 60s running around with items that normal level 60 content can't threaten and worse, in PvP anyone not equipped on the same level is just shit out of luck.

      I think the worst thing about WoW right now is that the pvp rewards don't even come close to what you can gain via pve in the same amount of time. The pvp system really needs to be revamped, especially the rewards....but from what I've heard it won't be until after the expansion.

    8. Re:Too much "stupid" loot already ruins the game. by Mobomeku · · Score: 1

      Those 8 epics will help your guild get 8 more epics on the next run. And so on. The equipment that drops in these high-end raids helps you with all of the future raids. In a few months your guild will be running the whole thing in 5 hours and seeing 20+ epics a night. Then you'll be equipped to move on to BWL. Rinse and repeat.
      As for large-scale PvP, I personally think it causes more problems than it solves. Equipment will always be a deciding factor in WoW because the gameplay more-or-less takes player's skill out of the equasion. And even if you had a level playing field equipment-wise, the better organized team (i.e., all from the same guild using some sort of VoIP program) is going to win because of superior communication and tactics. Of course, I'm a carebear from way back when, so I'm a little biased against PvP anyway. . .

    9. Re:Too much "stupid" loot already ruins the game. by WreathOfBarbs · · Score: 1

      In WoW, all the really good items are bound to the character as soon as it is looted. So rarity of those items has zero effect on the gold economy, but it has a huge effect on PvP game play.

    10. Re:Too much "stupid" loot already ruins the game. by Macgrrl · · Score: 1

      The current "rare" item category is "Legendary", these have their name in orange text. How many have you seen?

      Disclaimer: our guild have 3 - but that's also rare.

      --
      Sara
      Designer, Gamer, Macgrrl in an XP World
    11. Re:Too much "stupid" loot already ruins the game. by jacksonj04 · · Score: 1

      I was part of a design team for a mod (Now sadly vanished), and the amount of implementation such a system would have needed was beyond phenominal. It was literally a case of "There is only x amount of material y in the world. If item z takes amount w, then the world has x-w of that material left". If you killed a creature, you would only get appropriate resources for that creature. (Flesh, bone, hide etc).

      It was even down to the level of specifying how much of one material an NPC would have taken from the world's stock for his own clothing or residence. Nothing could be removed from the world, so if you killed something and abandoned the corpse it would have to have the flesh degraded into soil-based nutrients over time. Again, this was handled by another function for how much bacteria was around based on the local conditions.

      The biggest pain in the arse was designing currency. In order to match with the rest of the system, it had to be 'tangible'. The 'coins' were nothing more than set quantities of 'world' gold and nickel run through an NPC manufacture process, but the entire concept of value of them had to be based off a central stock of goods.

      This is what MMORPGs need. You shouldn't just be able to kill unlimited creatures and sell their hides for cash, because there is only a set quantity of material around to make those creatures. Kill too many, they become extinct.

      --
      How many people can read hex if only you and dead people can read hex?
  36. Why is WoW Any Different? by mabu · · Score: 2, Interesting

    I stopped eating glass when EQ2 came out and my uber guild in EQ fall apart after I amassed enough DKP to get whatever I wanted, which then became totally useless. It was bad enough having to be at my computer for 4+ hours per night at the same time and participate in terminally boring raids over and over to get phat lewt, but the politics and the ass-kissing and the trivial drama just did me in.

    At that point I stopped playing EQ and didn't mess with any of their competitors. But everything I'm hearing about WoW is that it seems almost identical to Everquest. It has all the same problems that plagued EQ. So what makes it a big deal? Is is just new and different eye candy but the same design? Same group sizes; same raid setup; instanced zones; epic weapons; everything?

    I actually really enjoyed non-instanced dungeons. I'd argue whether the WoW and EQ2 standard is better. Yea, it's better if you want to live in a little sealed, unrealstic world, but the non-instanced dungeons were a lot more fun. Raids would accidently/intentionally train each other; opposing groups would help each other out; you could watch a powerful group break into a secured area and then sneak in and get some good loot... these are very real-world, realistic type scenarios. Instanced dungeons are lame. So exactly why is WoW such a hip game? From what I gather, it's totally derivative of other MMORPGS.

    1. Re:Why is WoW Any Different? by Anonymous Coward · · Score: 0

      I played EQ also, and every time I play I notice the subtle differences between the two games. Below is a list of the things I consider to be better than EQ:

      - It's a lot easier, I find that playing EQ was stressful because there was an excellent chance of dying even when fighting something your own level.

      - You won't lose your gear if you die, or worry about people taking your gold when you do.

      - There is no kill-stealing; if you attack it first the XP is yours whether it dies by your hand or someone elses.

      These are just the things I could come up with off the top of my head. I'm sure there's a lot more. I really think if you played WoW for a little bit you'd see why everyone likes it (you can play for free for 10 days or something with a guest key)

    2. Re:Why is WoW Any Different? by atrus · · Score: 1

      Sounds like you need EVE then.

    3. Re:Why is WoW Any Different? by funk49 · · Score: 2, Insightful

      At that point I stopped playing EQ and didn't mess with any of their competitors. But everything I'm hearing about WoW is that it seems almost identical to Everquest. It has all the same problems that plagued EQ. So what makes it a big deal? Is is just new and different eye candy but the same design? Same group sizes; same raid setup; instanced zones; epic weapons; everything?

      That's because the asshats at Blizzard hired away the guys from SOE who worked on EQ2, which in turn brought their idiotic philosophy of "40-man raids or nothing" to WOW. The original developers of WOW are long gone, and so is Blizz's original vision for the game. All it is now is a much more cartoony version of EQ with instanced dungeons and lame-ass PVP.

    4. Re:Why is WoW Any Different? by Anonymous Coward · · Score: 0

      Oh yeah, I loved the non-instanced dungeons of Ragnarok Online. I played a wizard; I would find a priest to party with, and go into the Clock Tower to kill some high orcs. Although during prime time, there weren't too many orcs arround... it was so satisfying when you actually found an orc, and were able to kill it before the 4-5 other parties arround you got it.

      You always felt safe too... even though it was a hard dungeon, and stuff could kill you pretty eaisily, there was always someone running by you every few seconds to help you out.

      Instanced dungeons.. what a stupid idea.

  37. Re: FUCK YOU JEFF KAPLAN by Anonymous Coward · · Score: 0

    Jeff Kaplan should go back to his raiding guild in Everquest because the vast majority of WoW players HATE RAIDS.

  38. What casual v. hardcore is really about... by pcx · · Score: 2, Insightful

    The "war" between hardcore and casual isn't a war at all. It's just casual players have reached a point in the game where they are unable to advance their characters further. They don't want epic handouts, they just want a way to continue to make progress with their character and thanks to time/skill or other factors are unable to participate in the 40 man raid guilds that allow that to happen.

    It's not surprising given that it's been over a year since a new "casual" dungeon has been added to the game (dire maul).

    1. Re:What casual v. hardcore is really about... by samurphy21 · · Score: 1

      In what way do people want to "advance their character"? I'm guessing the argument is about wanting the higher level armor, because I've got a character that's been 60 for about 2 months now and I've never once done a raid or even an instance that required more than my and maybe 3 friends or people I met who were asking for a 4th.

    2. Re:What casual v. hardcore is really about... by mdarksbane · · Score: 1

      Exactly. The "complaint" is that all these characters love this game, have loved playing their character to 60 in 5 man groups an our or two at a time, and don't want to have to sell their soul to the political back-stabbing of a the huge guild it takes to get anywhere in a raid.

      I haven't quite hit it, as I'm only recently 60 and I haven't got through all the high level 5-mans yet. But I can look a month in the future and see that I'm not going to be any closer to raiding MC (because I'm in a guild for the friends, not for phat loot) and I will have thoroughly exhausted any interesting content left to me. I can drop the at that point, sure - in fact, I probably will. But the point of these complaints is that many people play an MMO for the friends, for the groups, for the social aspects. At some point with any game the game itself is going to get old and you have to choose between leaving your friends and being bored by the game. But when the game requires a monthly subscription, it makes you evaluate that tradeoff much more quickly and become much unhappier when you are given nothing new to do for your money.

      I think the whole AQ event that they just released is a great idea, and the new 20-man dungeons in ZG and AQ are a good step between a 5-man and a 40-man raid. But I'm pretty disappointed to learn that their next big thing AFTER AQ is another 40-man dungeon. After completing the supposed hardest 5-man instances in the game, I see no reason they couldn't make something of a similar scale but greater difficulty, something that requires the same level of coordination between 5 people as MC does between 40. It still wouldn't be as hard as the 40-man raids, but having participated in some of the ZG boss fights, there is no comparison between them and the toughest fight I have seen in a 5-man instance. There has to be some middle ground, I just wish I had the feeling that they cared at all about reaching for it.

  39. High end raids causing plug on new characters? by Grip3n · · Score: 4, Insightful

    The issue that I see with this is the fact that starting a new character nearly becomes impossible, and nearly all the end-game content for reaching 60 is limited to 40 people during a guild's raid schedule. I, at one point, had two level 60's and enjoyed the game, but I realized it actually was taking over my life.

    Initially I would only space time in for WoW, but eventually I found myself moving around my own timetable *for* WoW. Once you're in the hardcore guids, there is no end to the raiding (at night...during the day there is absolutely nothing to do at level 60 beyond PvP, and the PvP items suck compared to anything from BWL). The game became an obsession, perfectly viable business opportunities and opportunities to make a significant inroad into my career were forsakeen for...well...taking down Golemagg for the 55th time.

    Now, this new raid instance merely continues the chain. Once again, there's nothing outside of raiding to do once you're 60. PvP items are becoming increasingly inferior to the epics won out of BWL or even AQ40.

    Now the issue with new characters is suddenly, lets say you make a new one. You get him to 60, great. Decked out in blue items if you're good and spent your time leveling the last levels in Dire Maul. With this new Nex thing, you're incredibly behind. There are the epics from Molten Core you would want to get, which then you'll need to get the items from Blackwing Lair, then hit up AQ40 for all the latest Legendary or god knows what, then you'd be on your way to Nex. This process would take nearly 2 years to complete, and there's no way in hell you're going to AQ40 or this new zone without being decked out in Epics. There's even very little use for you in BWL if you're in Blues...especially against Vael when everyone just needs to be putting out huge numbers.

    Thus, it becomes alts are...well...more of a burden than an enjoyable part of the game. You're stuck on one character and you damn well better enjoy it. You're hooped if not.

    If i was at Blizzard, I would be looking for more ways to extend the story at level 60 beyond "Get a group of 40 people and kick ass". ZG was slowly making it that way...but perhaps even take it further. Most people who are casual could perhaps get 5 people together. Make a dungeon where you go and kill something that will yeild an epic item with a 200% drop rate (in other words, two epics...not 3 or 4 like from the 40 man raid bosses). Make the dungeon take around 2 hours to complete for the group of 5, and give it a reset timer akin to ZG's, or perhaps even the weekly timer. The casual players will love it because they can only ever go so often, and the hardcores probably won't want to invest all that time...unless they're more interested in just killing time.

    It would be a slow process, but a good one. Perhaps the dungeon (at a level of difficulty equivilant to MC) yeild items straight from MC itself. Of course, with only 5 people the game would need to ensure an item isn't going to be destroyed, thus is sensitive to the classes in the group. At this rate, the group of 5 people should have 8 epics (the number of armor slots) by the end of 5 months. Comparatively, if you have 40 people go into MC, MC yeilds around 30 epics a month, 8 slots each, you're looking at 3 months of getting entirely equipped.

    Thoughts?

    --
    To make a pun demonstrates the highest understanding of a language
    1. Re:High end raids causing plug on new characters? by DarkBlackFox · · Score: 1

      The way I see it is the caliber of the items dropped from any given boss are directly related to the difficulty of said boss. The drops from MC/BWL/AQ are so stacked with stats because of what is involved in each fight along the way. That's also why the loot is so varied- each boss drops a certain piece of every classes epic set. It encourages every class to go along with the raid, picking up their pieces if they drop, helping others if they don't. The rewards are preportional to the amount of effort put in to getting them. As such, there's no way a boss designed for a 5 man run could ever be as difficult as a 20 or 40 man boss, and therefore cant't drop as good quality loot. The only way that would be possible was if a 5 man run took the 8 hours it takes for a 40 man MC run- the effort put in gets returned as epic loot out.

    2. Re:High end raids causing plug on new characters? by Khaotix · · Score: 1

      Well, your math is way off for one thing ...

      Epic drops from MC are a tricky beast. First you need to assume you have all of MC on farm status ... which takes most guilds a few months to accomplish (well, now 1-2 months due to nerfs, ZG gearing, etc). Then you need to assume you actually get 100% use out of the drops that occur. My guild has been disenchanting epics from MC for a *long* time now. We are still farming MC because people need specific drops with low drop rates (Sulfron ingots, Eye of Sulfuras, neck/ring/trinkets, BoE Tier 1 pieces) even though we've had BWL on farm status for quite a while now. Gearing up a guild takes a *very* long time especially if the numbers are against you.

      If you want to make 5man content with an epic or two as the end reward then you'd need to make the difficulty of it on par with 5-manning UBRS if you wanted to keep difficulty-reward in line. There is going to be a new batch of class sets, think of them as tier 0.5, that are going to be available to smaller groups (think 5-10 man I believe, much like the tier 0 sets). I think it's a good idea.

      It's difficult to insert things in-between BRS/BRD/Strath/Scholo loot and MC loot.

      I think having more BOE epics helps out casual players in a big way. Being able to purchase tier 1 epics, albeit at a fairly high price, allows people to get good loot without having to step foot into MC. Basically if WoW made crafted epics as good as tier 2 epics (and give them high mat requirements of course) and offered more BOE drops in end-game instances it would allow more epic gear to circulate to casual players.

    3. Re:High end raids causing plug on new characters? by NBarnes · · Score: 1

      If 'the caliber of the items dropped from any given boss are directly related to the difficulty of said boss', explain the disparity of gear quality between ZG and MC?

      Spend five hours in ZG, get 3 epics. 4 if you're lucky.

      Spend five hours in MC, get 17+ epics.

      The only thing that determines gear quality in WoW is how many people are in the raid. 5 to 15, you get blue. 20, you get some purples and a lot of blues. 40 man? You're the chosen people and epics rain from the skies.

    4. Re:High end raids causing plug on new characters? by BarryJacobsen · · Score: 1

      To be fair, a large part of being in ZG is getting rep (while you do get rep in MC, that's just useful for one thing) which will then get you "guaranteed" items which aren't included in your 3 or 4 epics per 5 hours. Also, it is a lot harder organizing and class balancing 40 people than it is organizing 20, so there should be some difference.

  40. WoW has diverged from its what caused its success by Paolomania · · Score: 3, Insightful

    from http://web.archive.org/web/20021202071205/www.worl dofwarcraft.com/wow/faq/ :
    How will World of Warcraft differ from other MMORPGs?
    World of Warcraft will differ from other MMORPGs in many ways. One of our main goals is to ensure that players can enjoy World of Warcraft without having to invest huge amounts of playtime. Players will be able to complete quests and experience the world at their own pace-whether it be a few hours here and there, or week-long adventuring marathons. Additionally, our quest system will provide an enormous variety of captivating quests with story elements, dynamic events, and flexible reward systems. World of Warcraft will also feature a faster style of play, with less downtime and an emphasis on combat and tactics against multiple opponents. We also plan to incorporate several unique features, which we'll disclose throughout the course of development.


    Once a character reaches 60, the only playstyles are to raid or grind. At 60 you can play at your own pace, so long as that pace matches that of at least 20 other people. Story elements and dynamic events are cool, but at 60 there are fewer and fewer quests that take longer to complete and are accessible to fewer people. Fighting a huge raid boss doesn't involve much tactics against multiple opponents. And to boot, the raid itemization progression (aka mudflation) has totally thrown off PvP balance between those who raid and those who do not.

  41. surely you mean... by Anonymous Coward · · Score: 0

    "Make your time"

    1. Re:surely you mean... by Anonymous Coward · · Score: 0

      ha ha ha

  42. Re:Xxxerexxesexx?? by Anonymous Coward · · Score: 0

    Well genius, reading the title again, it doesn't have more than two x's in it. And Xerox doesn't either.

    More than two would mean three or more in case you are still having trouble figuring it out.

  43. WoW's dirty secret... by Anonymous Coward · · Score: 2, Informative

    Is that raid content is trivially easy. It takes a bit of time to learn the encounter, but once a few guilds have done it and posted their techniques, it's not hard to learn.

    Within the 40 person raid, there's a few people working hard; the main tank, the leader co-ordinating, etc. But most of the 40 people are just mechanically doing their job. Working as "healbots" staring at health bars and castng heals when the health goes down, or as "damagebots" casting the same attack over and over when the leader says to attack and pausing when the leader says to stop attacking so the tanks can regain control. It's sickening how easy it is to rake in the epics. It just takes time. About 6-8 hours to complete the raid and get around 20 epics for the 40 players.

    By contrast, the other content is far more challenging. Especially PvP, but even smaller high level instances like Dire Maul are much more challenging than MC. Even the blizzard quote from the article scoffs at how easy Stratholme is (a 5 man instance). Stratholme is *harder* than Molten Core. Yet Molten Core gives out epics like free candy.

    1. Re:WoW's dirty secret... by code-e255 · · Score: 2, Insightful

      It really depends on when you join your guild / raid group. To me it sounds like you just tagged along on a Molten Core raid with a bunch of people who already knew what to do. If you're one of the older groups who started raiding the end-game instances when they got released and when strategies on how to beat the bosses weren't widely spread, you wouldn't say the game's easy. Normally it takes weeks of learning to beat the end-game PvP encounters. Weeks of just getting your ass handed to you and having to pay lots of gold for equipment repair costs.

      Things do get easier when strategies and tactics spread, true, but it's still hard for a completely new raid group to start being victorious.

      Molten Core is the easiest place to get epics, but I wouldn't say it's easier than Stratholme. Stratholme only requires 5 people. MC requires 40. The more people you have, the more likely somebody will make a mistake and things won't go as planned. Okay, people can make minor mistakes in MC - there not everyone *has* to play extremely efficiently. However, in order to beat Razorgore or Nefarion in the Blackwing Lair, everyone does. Beating Razorgore takes most guilds many weeks of training. I'd guess that less than 1% of the player population has beaten Nefarion. And the newest raid zone in WoW, Ahn'Qiraj is even harder than Blackwing Lair...

    2. Re:WoW's dirty secret... by DiscoNick · · Score: 1

      He's right. MC took our guild 6 months from beginning to end, and that was including reading up on stategies. This is what keeps the game intersting... having a challenge. We killed our first BWL boss (Razorgore) last week after after about 3 weeks of attempts. We're going again next week, and may not even get him again. It is *that* difficult. Vael wiped us out in less than 30 seconds. Shameless plug: There are even uber items in the game to reward dedicated players. Here's a short clip of the Thunderfury, a weapon that extremely few priviledged people on the server get a chance to own, or even see: http://www.filenuts.com/446.html

    3. Re:WoW's dirty secret... by Anonymous Coward · · Score: 1

      I'm in a guild that formed in September, and we started MC with mostly lvl 40+ greens and well as minimal blue class set pieces. I was present for the first downing of every MC boss (Gehn to Golemagg -- 6 bosses all went down for their first times in a single run) as well as onyxia. Most of the people really are doing almost nothing.

      We can do the whole instance now in about 7 hours. But take 5 people from the guild and go to Strat, and we have more trouble. These players aren't very skilled but they can play as automatons which is all MC needs.

    4. Re:WoW's dirty secret... by Anonymous Coward · · Score: 0

      Our guild took 3 weeks from forming to downing Rag. We haven't started BWL yet, but will in a couple of weeks, we're just gearing up a bit from MC now.

    5. Re:WoW's dirty secret... by Cederic · · Score: 1


      I hit strat the other night with four guildmates. One was level 58 - we were there to help twink his alt.

      We breezed through. No wipes. It really is a doddle there.

      MC on the other hand, we've only ever killed 7 of the bosses. It's taking us a while to learn the strategies, and a while longer to teach them to some of our guildmates.

      We're not a raiding guild. We're a bunch of casual players - hence only just getting to MC despite playing since Feb (in Europe). For people like that, MC _is_ hard.

      Strat gives you more to do, keeps you more alert, and is thus far easier - you don't get bored, lose concentration. You don't need 40 people to not screw up. You don't need specialised equipment (full fire resist, or 420 defense, etc).

      If Strat dropped epics equivalent to those in MC, our guild would be breezing through MC by now - because we can farm strat at will.

    6. Re:WoW's dirty secret... by Joel+from+Sydney · · Score: 1

      I think you're right, but only up to a point. MC has been in the game since launch in November 2004 - that's nearly 15 months ago. It's not surprising that the strategies are well-known, so that even newly created guilds won't have a huge problem running through it. Heck, it was at least six months before anyone managed to take down Onyxia, at the time the hardest encounter in the game, but I've seen guilds kill her with only 15 people!

      Blackwing Lair is different though. Rather than the MC-style "tank and heal the main boss while other groups deal with the adds" encounters, Blackwing Lair actually takes real skill and participation from pretty much every member of the raid for things to work. For example the Vael fight requires four rotating tanks to counter his "instant death after 30 seconds" ability. If every aspect of the fight doesn't go perfectly, you're looking at a wipe, though at least the fight is over in 3-4 minutes either way. Other encounters require absolutely perfect positioning of both the mob and the different roles (eg keeping casters/healers in line of sight of the tank, but out of the monster's line of sight), not to mention the timing and placement of offtanks and secondary offtanks.

      And then you get to the Nefarion encounter, where he has abilities beyond anything you've seen before. Stage one of the encounter involves fighting at least 42 of his Drakonid minions, while he's running around invulnerable and casting shadow bolts and polymorphs. Once you're done there, he starts his class calls, which are customised debuffs for each class. EG Rogues get automatically teleported and stunlocked directly in his line of fire; priests casting heals end up casting debuffs instead; hunters get their equipped ranged weapons reduced to zero durability; mages polymorph random teammates; warriors get stuck in beserker stance etc. Getting around these takes real skill and knowledge from everyone in the raid. Finally, once he's at around 20%, all 42 of the elite mobs you killed before get resurrected, and you still have to fight him and his class calls. Anyone who takes down Nefarian has earned good rewards.

      As Blackwing Lair strategies become more widely known, it will probably become almost as easy (or as practiced) as the Molten Core. At which point the hardcore guilds have moved on to AQ40, and eventually Naxxramos. I guess the point I'm trying to make is that over time, things that are difficult at first become much much easier. I suggest that you have trouble with Stratholme because you don't run it very often. If you ran it as often as MC, you'd probably breeze through it with ease.

  44. problem is by Transient0 · · Score: 2, Insightful

    it doesn't take any more blizzard man-hours to create an item for 10,000 people than for three people.

    it's just not worth it to do the art/balance-testing for something that only two or three people are going to see.

    1. Re:problem is by afidel · · Score: 1

      They already do it with the highest level PvP rewards, hell I believe the top tier is only occupied by two people on each server, the highest ranked PvP'er on each faction.

      --
      There are 4 boxes to use in the defense of liberty: soap, ballot, jury, ammo. Use in that order. Starting now.
    2. Re:problem is by KangKong · · Score: 1

      yeah but you can keep the rewards after reaching rank 14 (highest pvp rank). This means people play nonstop for a few weeks to get from rank 13 to rank 14 then stop playing and some other person reaches rank 14.

    3. Re:problem is by Hoknor · · Score: 1

      If you are not currently at the rank of an item however, you cannot wear it. You still keep it, but it is unusable until you displace the other person again. That was how promotional materials explained it before the honor system was live at least, I had already hit 60 got bored and stopped subscription however, so maybe it changed and you didn't end up having to maintain rank to wear eq you could purchase for that rank.

    4. Re:problem is by Melchior_of_wg · · Score: 1

      Yes, this changed very very quickly after they put in the honour system because it turned out to be such an absurd grind that people simply couldn't keep it up for months just to wear a few items. But if they couldn't wear the items (some people sell their old stuff right away) they had trouble playing the rest of the game. Now you only need the rank to buy items, but once you have them you can use them forever. This is why most rank 14 people just stop pvping completely and start doing raids and such (to get rings or other items).

  45. expansions.... by Anonymous Coward · · Score: 0

    Is it just me or is everything that blizzard has come out with for WoW so far been mostly just a bone to keep people happy?
    Just expansion areas every few months. Stuff with the proper tools could be created and impelmented in just a couple weeks.

    new instance area, new attached quests that make you need to farm area many many times to get quest items. some new scenery and monsters. some loot.

    Nothing really game changing. Nothing you can do can change things in game save a dragon head on a pole for a day.
    Nothing for guilds to do as a guild for reward other then endless raids of the same places over n over.
    Something simple like a quild registry that members can earn badges would be nice. - Guild Seal Clubbers has managed to defeat Undead lich story, etc.
    Would like to see Guild ships and Zepplins. pvp and even pve would be interesting again.

    Battleground maps are in a sorry state.. no point other then mindless gankfest.
    if players can create maps for online first person shooters in a few days, blizzard has no excuse for not making new/random battlefield maps. same map same spots is boring.
    No fixes to glaring issues since release.

    From what I have seen playing the game for a year before giving up, is that there is no more developer telent left at blizzard.
    They cant even keep a website up and running properly, much less even handle simple game updates.
    Ahwell, lowest common denominator..

    1. Re:expansions.... by code-e255 · · Score: 3, Insightful

      Blizzard have released quite a lot since release. See for yourself: http://www.worldofwarcraft.com/info/underdev/imple mented/index.html (Mauradon, Gurubashi Arena, Dire Maul, Azuregos, Lord Kazzak, the PvP honour system, the elemental invasions, PvP Battlegrounds (unlike you, I and many others find them very fun), Blackwing Lair, Darkmoon Faire, Fishing contest, Zul-Gurub 20-man raid zone, Silithus and Searing Gorge revamps, the 4 Dragons, linked auction houses, Ahn'Quiraj (20-man and 40-man raid zones, and s***loads of bugfixes, character class fixes and revamps, and holiday festivals).

      Sorry for sounding like a fanboy, but no hobby modders would be able to create content of the same quality Blizzard's content is. Creating an instance isn't simply a couple-of-days 3D Studio Max job (more like couple of weeks to get an internal release done). The thing needs to fit into the game world and into the storyline, and it needs to fulfil the needs of the players. Interesting new encounters take quite a lot of time to design, test and balance, and adding items which are useful yet not game-breaking isn't a simple task either. Then there are all the quests, sound effects and voice acting, artwork - going to concept art to the final textured model doesn't just take a day or two. Loads of people work on instances - writers, game and level designers, modelers, texturers, sound people, and lots of testers.

      I don't play Battlefield, but I play a lot of Counter-Strike (been playing since beta 1) and I have come across a lot of community-made stuff (the whole game was a community-made game before 1.6), and even there 3rd party maps tended to suck. First person shooter maps are a lot simpler to create (and even they take weeks of work, lots of testing, and lots of post-release tweaking) than proper WoW instances with all the content. With newer, more sophisticated engines which allow for more polys and higher-res textures, it's getting harder and harder for modders to create high-quality content. Creating maps for CS1.6 which were as good as the official maps was hard - doing so for Counter-Strike: Source is way harder.

      And even if Blizzard would let players create content, how would it be integrated into the game world? You can't just let players create new items (they'd all create uber-legendary weapons which drop off rabbits).

      The only feasible thing is maybe for Blizzard to hold some sort of a "create a design for a new weapon or other visible item" contest. Creating concept art and models for itemsis something a few people in the community could do. As for whole instances, I doubt any non-professional would be able to create something of the same standards of Blizzard's content.

  46. Re:What does it mean to "beat" a dungeon? by Anonymous Coward · · Score: 0

    RTFM nub. How the fuck is this +2, Informative? He's ASKING a fucking nub question!

  47. On Malganis... by Kildjean · · Score: 1
    Join Grog Addicts FTW!

    http://www.grogaddicts.org

    7

    --
    Nom de dieu de putain de bordel de merde de saloperie de connard d encule de ta mere.
  48. Well, I'm cancelling. by bluemeep · · Score: 4, Interesting
    My roommate and I are the perfect example of the raider/casual oddcouple. She's in the major uberguild of the server, is one of the primary healers and can spend anywhere from 6 to 20 hours a day raiding. I've seen her go from Onyxia to BWL to MC all in one spree. She enjoys it and coincidentally met her fiance through the same guild (one of the lead warlocks). She is also unemployed, living off of her family inheritance.

    I, on the other hand, am in a guild that is essentially a small group of friends. I've never even set foot into Molten Core, since we tend to RP more than anything else. I raid every now and then, but I get terrible migraines if I have to stare at the screen for too long. Between that and my full time job, my character has completely stagnated. I've got top of the line crafted gear, but it'll never get better unless I seriously raid. In essence, I've finished the game... There's just nowhere for it to take me now.

    Now we have the announcement that the next big thing is, amazingly, another megaraid dungeon. Whoop-de-doo.

    The expansion will probably add a decent amount of casual-friendly content (new areas to explore, 5 and 10-man dungeons that don't have to be completed in daily segments, etc.), so I'll probably be back when that's released. But for now, there isn't a single reason for me to keep shelling out $15 a month.

    1. Re:Well, I'm cancelling. by critical_v · · Score: 1

      player vs. player? remember...the reason people play games online? to play with/against other people?

      if you're not on a PvP server, why get better gear?

      why do anything?

      --
      You sure 'bout dat?
    2. Re:Well, I'm cancelling. by banaanimies · · Score: 1

      E-peen. It's all about e-peen.

    3. Re:Well, I'm cancelling. by bluemeep · · Score: 2, Interesting

      What I'd wanted better gear for would be to further myself in PVE. I actually enjoyed questing; the lore of the world and the stories it had were pretty interesting at times. That's the aspect of the game I enjoyed -- going on adventures with friends. Not stabbing some random stranger in the face.

    4. Re:Well, I'm cancelling. by Rhys · · Score: 1
      I raid every now and then, but I get terrible migraines if I have to stare at the screen for too long.


      Try an LCD. Or if you're using an LCD, go back to a CRT. Seriously, LCDs are way easier on the eyes. I never had issues staring at a CRT long-term anyway, but an LCD is definatly easier on the eyes.
      --
      Slashdot Patriotism: We Support our Dupes!
    5. Re:Well, I'm cancelling. by Rakarra · · Score: 1
      player vs. player? remember...the reason people play games online? to play with/against other people?

      Also not terribly friendly to casual people. Casual people get absolutely steamrolled by the professionals (and I do say professional because the weeks leading up to high warlord status require people to pvp enough to fill a full time job) and they'll be weaker than other characters because they don't have the gear for it. No raiding? Can't pvp enough to rise high enough in the pvp ranks to get the pvp armor sets? Then they'll be owned in the level 60 game. Some of the lower-level brackets (30s, 40s, 50s) are much more casual-friendly and are probably the funnest brackets to pvp in. For a level 60 though, there are enough people who are hardcore to make this extremely difficult.

    6. Re:Well, I'm cancelling. by critical_v · · Score: 1

      all good points. one way that niche has been filled is by people who intentionally level their character to 29 and use them for PvP. of course, these characters also wind up getting the best possible gear for their level, and then the original problem returns.

      i PvP mostly with my level 60 mage. i'm not particularly good. i don't do it particularly often. my gear isn't that good. yet, i'm still able to get kills and advance in rank...not very quickly mind you, but i'm doing it for fun, so i'm not in a hurry.

      --
      You sure 'bout dat?
  49. Typical... by Admiral+Ag · · Score: 1

    This game is on borrowed time. (1) The game is currently unstable and people are having to queue for a long time to actually get to play (even on medium pop servers); (2) The end game content forces you to raid if you want to progress, even if you don't like that playstyle and would prefer 10-15 person content - the expansion will give you another 10 whole levels of play if you don't like to raid; (3) The recent anti-gay "blaming the victims" stuff is the last straw.

    Some people may like this, but personally, I'm done with it, and so are the friends I used to play with.

    Oh and (4): Blizzard's CMs are arrogant and ignorant cretins (except for the Mac Support people, who are awesome).

    --
    "by that I mean people who don't sit on slashdot all day wondering why everyone else isn't building robots" DECS
  50. No diff. than EQ any longer? by ioexcept · · Score: 1

    You know, I have played this game for a long time and really enjoyed it. But now it's turning into EQ. Kaplan and his -people- are slowly caring more and more about the "next release" and less and less about the current state of the game. It would be nice to see them fix the issue that are still open with the game as it stands. Then again, he and McQuade might be buddies :)

  51. In other words, the beginning of the end is here by kremehild · · Score: 0

    I find a number of things interesting here. First of all, more of the same large raid rewards from Blizzard. In other words, all that is wrong with WoW to begin with, they will magnify. Secondly, the comments on Slashdot which make the most sense to me, i.e., those in the least bit critical of Blizzard, are typically ranked (by whatever arcane ranking system Slashdot uses, obviously a biased one) around a 2, while comments that add more "hype" to the WoW machine, fawning over the new phat loot in 1337speek, are typically given a 5. This is much like a White House press release, where the untrustworthy news sources (Fox News, for example) simply rehashes verbatim the talking points of the administration. In this case, it's an article in the "whoop-de-do" NY Times written by, yeah, you guessed it, a hardcore uber-raider. Well...sure to expect balance there...not. He's basically just holding up the lead developer (bandit-in-thief) and giving him a podium from which to preach. Balance is about the one thing that WoW has never had, and it's only going to get worse.

  52. True Casuals by Nazmun · · Score: 1

    Will not have been bored at endgame already... Few people can go lvl 60 faster then 15 days (thats 15x24 gameplayed hours, which is 360 hours). You have numerous classes to explore and there's tons of dungeons to explore after your lvl 60 as well. BRD, LBRS, UBRS, Stratholme, Scholomance, Dire Mauls 3 wings.

    After your done with that there is much more casuals can do. IF they love the 1-59 experience they can make a new class. A new faction, try a different server type...

    I personally hated grinding 1-60. I did quests and hung out with friends but most of the time it felt like a goddamn grind because it is a grind.

    Also you make it out that all casuals dont' care about epics and just wnat some form of progression. HEll, spending some time in the wow general boards is all you need to know thats not true. I've seen countless people want epics of raid caliber not just from 5 man content but single man too (from a mmorpg...sigh).

    Raiding dungeons can be thrilling and just 4 hours a day consistently for at least 3-4 days a week can give you significant results. Back when our guild had trouble fielding people we conquered all of molten core minus ragnaros just raiding 2-3 days a week. We conquered him when we started raiding 4 days a week. The guild has already killed nefarion now btw.

    Needing to play 8 hours a day every day is a huge exaggeration.

    --
    Hmmm... Pie...
    1. Re:True Casuals by cyber-vandal · · Score: 5, Insightful

      Just four hours a day? That basically means doing nothing else with your free time if you have a job.

    2. Re:True Casuals by Anonymous Coward · · Score: 0

      Yeah what a knucklehead. If someone played tennis 16 hours a week would he call that persons interest in tennis casual?

    3. Re:True Casuals by Broken+Bottle · · Score: 1

      I agree but, believe it or not, there are people on the WoW boards that state that they play at least that much a day and claim to be casual players. Usually they say this to provide evidence that "casual" players have no excuse as to why they can't get "epic" gear. It goes like thisP "I'm casual, I only play four hours a day and *I've* got epic gear so there's no reason why other casuals can't too. Most casual just want epic gear handed to them."

      I think that people can realy loose sight of the shore sometimes.

      CB

    4. Re:True Casuals by TheJorge · · Score: 1

      I'm a recovering WoW player. Got out just after BWL went in.

      While I agree with you about the 1-60 grind with my second and third characters, the first time I went through was a lot of fun. I actually read the quests, and discussed things with my friends. At the time I had two roommates who played as well, and we spent most of the time in a party of 3. Surprisingly enough, at level 30, there are "awesome" weapons and armor to be had. Of course, they're not raid-quality, but when you struggle to finish that quest a few levels over you to get the blue boots with the awesome stats, it's quite a good time. Working your way through SM or Uldaman the first time is fun. I was probably playing 10-14 hours a day on average.

      When I hit 60 for the first time, it got weird. Suddenly, just killing stuff or finishing quests I didn't care about got me nowhere-- the entire focus of the game changes, and you really have to reason to play unless you're (A) raiding where something you need drops or (B) doing an epic quest for something you need. Now, I enjoyed the endgame immensely, but it's an entirely different game. The first time my guild did MC, we had had already done all the research. Required reading and mods, roles for particular battles. There was no surprises or quick-decision making required. Everyone knew what they had to do; if they did it, we won. If not, we lost. I can see how this can seem like work to the casual gamer, but to the devoted player, it's the pinnacle of mmorpgs. The plot falls away (I have no idea what the storyline is after perhaps the EPL quests) and it's about big teams accomplishing rediculously difficult goals.

      Day to day, I could easily spend 8-10 hours playing. But I realized most of my time was doing pointless things. Running characters to 60 because we were short priests was grinding. Performing my trade or bartering for resources was just wasting time in Orgrimmar. PvP was fun for a while, but at the time it was mostly honor farming both ways. At this time, I quit, but my friend joined a pure raiding guild with a strict schedule, and stuck to it.

      Much like your experience, he is able to log in four or five times a week for a few hours each time, and go striaght into a raid. The guild was well-organized and had spot reservations and waiting lists, so he usually was only on for 20 minutes before the raid started. Now, he spends perhaps 10-15 hours a week in raids, and has very little time playing that's not productive.

    5. Re:True Casuals by mandalayx · · Score: 1

      He said 4 hours a day 3-4 hours a week. That's 16 hours. You have 168 hours in a week.

      168
      -40 (work)
      -10 (commute)
      -14 (eating)
      -49 (sleep)

      leaves you 55 hours of free time a week.

      Hell I watch 16 hours of TV a week, does that make me hardcore?

      PS: Admittedly if you spend 16 hours a week in WoW you won't be uber-sauce, but you can do okay.

  53. Haha interesting times by Tedium+Unleased · · Score: 1

    or what passes as them to gamers

  54. STARCRAFT 2! STARCRAFT 2! by Wes+Janson · · Score: 0, Offtopic

    This decade please, damnit! PLEASE!! PLEASEEE!!!

  55. Re:Expansion pack will fix a lot of high end probl by MMaestro · · Score: 1

    Except that when Blizzard releases the new expansion raid zones, THOSE new raid zones will only be for the hardcore. And Blizzard (MMORPGs in general) typically doesn't raise the level cap too often. Don't forget, WoW initially launched with a level 50 cap and was only bumped up to level 60 because people were hitting the level cap literally a week after the launch (I think the current record is something like 4 days playtime from level 1 to 60.)

  56. Good Point by xzanthar · · Score: 1

    Good point about the expansion making these high end instances a lot simpler to do at the higher levels. I hope Blizzard reads some of the comments on here, and makes more light raid zones that don't require 40 people at 8 hours to complete the instances. It seams there are a lot of casual gamers that won't be able to get through some of these instances, as they won't have the time to commit to such an epic endevor. My vote would be for more simple zones for the level 50-60 players that can be done with 5 players, in 1-3 hours.

    --
    I encrypt all my files with Double XOR Encryption!
    1. Re:Good Point by Alcilbiades · · Score: 1

      I would guess /. matters very little to them. Especially considering how many posts are on their own forums and they hardly look at them.

    2. Re:Good Point by Anonymous Coward · · Score: 0

      The reason they don't watch the WoW forums is that the people there are retards, remember?

  57. Quiet, whiners! by LordOfYourPants · · Score: 5, Funny

    I don't know what all you casual people are whining about. There's been tons of new stuff introduced in the last 5 months for people to have fun with on their own or in a group of 5:

    1) Grind furbolgs a couple hours a day for a few months and get a trinket that summons a furbolg for 45 seconds and does 300 damage!

    2) Enjoy the Lunar Festival happening right now! Collect 50 coins from around the world and swap them in for..... fireworks.... and dresses!

    3) A brand new Yojimba Isle. Visit there and learn about a couple of raid quests you won't be able to go on! Lots of in-depth lore if "We must kill them all" is lore to you.

    4) The race to open AQ20/40! Do your part skinning 1,000s of animals or collecting 1,000s of runecloth to open up the new 20/40-man instances!

    5) The darkmoon faire! Skin 1,000s of animals and collect rare drops to get trinkets!

    6) The Thorium brotherhood introduced! Have you mined your 2100 ore yet? Didn't think so! Start now! Again, tons of in-depth lore and involved quests such as "give me 25 incendosaur scales!"

    7) Go from Hated to Exalted with the Brood of Nozdormu. Again, tons of fun, lots of laughs!

    In Blizzard's defense, Cenarion Hold had a couple interesting quests to it and the fishing tournament was a cool idea. Other than that, not much happening lore-wise or 1-5 casual player-wise.

    I'm also in the same boat. Enjoyed some of the quests with interesting stories to them earlier on -- tracking down a kingdom's missing king, investigating a burnt out inn, etc. Haven't found much of that recently. Just a lot of raiding to upgrade peoples characters by 0.01%.

    I've stepped away from the game a bit hoping that Blizzard puts more interesting things lore-wise into the game with the expansion. The Caverns of Time have decent potential for this, but who knows, maybe they'll just make the places you go to within the caverns lots of 20-40-man raid places with thin stories to them.

    1. Re:Quiet, whiners! by Kookus · · Score: 1

      Actually you could kinda do the brood of nozdormu quests after aq was opened. Get in on a couple boss kills and get your faction up so you don't have to farm 36k bugs... After that there is a bunch of lore stuff, and things you can do in a 5 man group for a few weeks. The first faction grind was the only truly idiotic thing in that series.

    2. Re:Quiet, whiners! by LordOfYourPants · · Score: 1

      Awesome. I'm looking forward to doing that stuff. The raid quest in Silithus explaining the reasoning behind Un'Goro Crater was nice and gave me hope for the future as far as lore-type quests go.

      Thanks for the news :)

  58. Anti GLBT bias in WoW. by puddnhead7 · · Score: 0, Offtopic

    Too bad Blizzard considers the following general chat yell to be offensive, "OZ [the name of her guild] is recruiting all levels ¦ We are not 'GLBT only,' but we are 'GLBT friendly'! (guilduniverse.com/oz)" The player who said this was threatened with account suspension by the WoW gamemasters. Check out http://www.innewsweekly.com/innews/?class_code=Ga& article_code=1172 for the full story. My wife and I are canceling our accounts as a result.

    1. Re:Anti GLBT bias in WoW. by EvanTaylor · · Score: 0, Offtopic

      Gah that's lame, I played on shadow moon (pvp server) with that guild master (not naming character as she didn't in the article) and at first was annoyed by the GLBT advertising, but then saw how many people said offensive things in both local and guild chat (hence why I did not join some guilds) that made a need for GLBT friendly guilds, especially on a PvP server where trash talking is a lot different than on a regular or RP server.

      Sadly a lot of people are probably equally offended by both sides of the argument existing in a game such as WoW because its basically mainstream now.

      Bah that sucks.

      --
      Sleep is for the weak.
    2. Re:Anti GLBT bias in WoW. by purple · · Score: 1

      I can't believe this isn't getting more coverage!

      I've already written to Vivendi about this issue. I think that in all fairness, Blizzard has good intentions. My hope is that by Monday afternoon they'll have a well-formed apology ready.

      --
      Gamertag: ChrisCasey
    3. Re:Anti GLBT bias in WoW. by WorldRimWalker · · Score: 1

      That's not Blizzard being anti-GLBT, that's a guild being anti-straight. If Blizzard doesn't want guilds to discriminate based on sexual orientation, then that policy should be applied without discrimation.

      I suppose if i announced that "Guild Foo is recruiting. We're not strictly hetero, but we prefer straights!" you would think that was perfectly OK?

    4. Re:Anti GLBT bias in WoW. by shumway · · Score: 1

      Yeesh...you might want to trade in that English-to-Homophobe dictionary. Look for one where "GLBT-friendly" comes out as "we won't insult/harass/hate you" instead of "anti-straight".

      I'm not familiar with the mentioned guild/server, but mine has a similar guild that took an extraordinary amount of flak for just trying to provide a gaming experience where you don't hear "stfu u fag" every 5 minutes. (Of course there are still plenty of "stfu u n00b", etc., but it's a start...)

      --
  59. MMORPGs are sooo 2000 by Scallawag · · Score: 1

    And WoW's graphics look like it too! /clap

    --
    Getting old fast, Shit!
  60. Re:STARCRAFT 2! STARCRAFT 2! by Thedeviluno · · Score: 1

    They will make StarCraft2 when people stop buying starcraft. Please god make them stop selling SC.

  61. Raids don't have to take that much time. by Mustang+Matt · · Score: 1

    We've gotten good enough that we can do all but the last boss (rag) in MC at about 5 hours on the dot. Some guilds do it faster.
    People come and go during this time too.

    It is a bummer to have to rush home from work to make it to the scheduled raids on time.

    However, a much larger complaint for me is pvp... With a full time job and family I just don't have the time to spend PVPing to continue building my rank up compared to a college student who is skipping classes and having his friends play "shifts" on his account.

    I sure wish it was based more on skill than who has the most time to farm honor kills day and night. I should hit rank 9 on Tuesday but I really wonder if I'll be able to make it much higher.

    --
    The man who trades freedom for security does not deserve nor will he ever receive either. - Benjamin Franklin
  62. Re: FUCK YOU JEFF KAPLAN by Anonymous Coward · · Score: 0

    You mean vocal majority?

  63. Yiiiipppeeee!! by SilverJets · · Score: 1

    How many copper bars am I going to have to collect to open this elitist dungeon?

  64. Re:Moreover, Interestelingingy enough!?!? by putko · · Score: 1

    They seem to have some new templates though.

    I wish we'd see some of their major trolls, like the fake hijacked Apple OS.

    --
    http://www.thebricktestament.com/the_law/when_to_s tone_your_children/dt21_18a.html
  65. insightful article about mmorpg's by OleMoudi · · Score: 1

    I think it is time to look back

    I don't think anyone has ever explained better what it takes to "enjoy" a mmorpg. And no, I don't think EQ and WoW have different gameplay concepts. In the end, they are both games designed with time-investment in mind, and that's utter and wicker design

    --
    ---------
    Thinking never hurt anybody --MacGyver
  66. Once I hit 60... by Jeian · · Score: 1

    I'm a level 48 right now. Once I hit 60, I plan to start over with a new character (perhaps a shaman, I hear they no longer take damage! :)

    Sometimes the journey is just more fun than the destination.

  67. MORE High level raid content!!! by Anonymous Coward · · Score: 0

    Whoopity!

  68. Re:Expansion pack will fix a lot of high end probl by Anonymous Coward · · Score: 0

    None of that is true. The game launched with a level cap of 60, which was in place during beta. They also announced that the cap is going to be raised to 70 when the expansion comes out.

  69. game time limit? by Anonymous Coward · · Score: 0

    Why not just have say a game time limit of 300 hours on some time limit servers (PvsE, PvsP PvsPtimed) . After the limit expired your character dies. This'd ensure a mix of all level characters rather than the bias towards the elite 60s we see.

    I'd be more inclined to play that server anyway.

    1. Re:game time limit? by Xocet_00 · · Score: 1

      This is a great fucking idea. Not only would it remove bias towards high-end raiding as you've suggested, it would eliminate lag in Ironforge. No people sitting around doing nothing but eating bandwidth! Sweet. Honestly, this solution is better than me upgrading my computer.

    2. Re:game time limit? by NFNNMIDATA · · Score: 1

      I like this idea, it's interesting. I would also like to see true world pvp so you can kill your own faction (those jerks) and maybe some other ways to perma-die in the game besides the time limit you mention. Maybe they could make a "hardcore" server for this gameplay mode.

    3. Re:game time limit? by Anonymous Coward · · Score: 0

      That is a great idea... it would also eliminate E-bay from the equation...

      I likes it!

  70. High-End Raids Cause a Glut of New Players by umbrellasd · · Score: 1
    This process would take nearly 2 years to complete, and there's no way in hell you're going to AQ40 or this new zone without being decked out in Epics.
    And that's 2 years at how many hours per day? 4, 6, 8?

    My preferred approach to new content would be to drop pretty and thematic items in the more difficult dungeons but to not increase their power. I would much rather see the end-game dungeons center around player skill, rather than item power.

    The problem with this is that it is not the best money-maker for Blizzard. The way they have it now, they have sucked a lot of hardcore players into an endless gerbil cage run of equipment upgrades. This is good for business (although you could argue that if enough people becoming addicted and seek help which involves quitting WoW, the equation will go the other way). And those that hate the end-game farming, still want the opportunity to see the cool content in the end-game, so they start an alt and get to 40. Then they become frustrated with the mind-numbing grind, and start another alt. Then they want to see the end-game and get to 40. Then they become frustrated and make an alt. Then they...

    In my opinion, WoW is optimized for profit and that profit exploits the most addictive aspects of player psychology to ensure high subscription rate and revenue. The sad thing is that many players of these games are looking for an addictive behavior that will give them a cycle of "accomplishment" ("Got my next epic!") that has no end. Many people really are looking for a full escape from a real life where "accomplishment" is a lot less clear cut than reaching the next player level. Those of us that would rather pay $15/mo and log on for a few hours a week and still have a fulfilling experience are the minority. Or rather, let me say that those of us that insist on balance, and will not play a brain-sucking game that only rewards addictive behavior are in the minority. Therefore, the most money is had by catering to the majority. And that majority largely consists of the hardcore grind addicts and the people with a bad case of altitis ("How many level 40s do you have?"). I was in the latter category.

    I left WoW six months ago, and although I would really enjoy taking a stroll in NEX and AQ, there is no way that I will sacrifice a few hours of life each day for 2 years to do it. I took that time over the past 6 months and found a nice house instead; a real one.

  71. Idiots by Dirtside · · Score: 3, Insightful

    I seriously cannot believe some of the idiotic posts I'm seeing in this thread. Why do people think you're supposed to be able to play an MMO constantly, forever and ever, and always be able to have new content available to play? Are you people fucking retarded? It takes ten to a hundred times as much time and effort to create interesting content as it does to experience it. Hey, did it ever occur to you that maybe once you hit level 60, if you don't like raiding or grinding for loot, and you've finished all the available quests, you could stop playing WoW? GASP! NO! YOU MUST RAID THE SAME DUNGEON A BILLION TIMES!!! RAWR!!!!!!!111dragon

    I mean, it's not like WoW has 3,000 or so quests, most of which you probably didn't do on your way from 1-60 with a given character. It's not like there are eight other classes you could play, or seven other races, some of whom have large swathes of entirely different quests. No, no, I'm going to bitch because I got to level 60 AND THERE'S NOT INFINITE MORE CONTENT TO PLAY! OMGWTFBBQORLY!!

    Jesus. If you don't like raiding, and you don't want to start a new character (try the other faction! They have an almost entirely separate set of quests to do!), and you're bored with the game, STOP PLAYING. You played for a few months, Blizzard got some of your cash, it's quite a fair trade. Quit bitching like you're entitled to something which is impossible to create. Christ on a crutch.

    (Lest anyone impugn my qualifications to rant on this topic, I have a level 60 warlock, 60 priest, 44 warrior, 35 hunter, 30 mage, 25 rogue, 24 paladin, and 10 druid. That's on ONE server. I played a lot until a few months ago (don't have the time now). Oh noes!)

    --
    "Destroy science and religion. Science would re-emerge exactly the same; but not religion." - Penn Jillette, paraphrased
  72. Bad answer by complexmath · · Score: 3, Interesting

    Q. Why not just let casual players get rewards comparable to those from raids?

    A. It would be almost impossible for us to do, and this is a philosophical decision. We need to put a structure in place for players where they feel that if they do more difficult encounters, they'll get rewarded for it.


    Sadly, the above quote indicates that difficulty in the mind of WoW designers has nothing to do with player skill so much as the ability to follow a narrowly predetermined script for N hours. The sad truth is that it's really fairly simple to macro instance runs down to putting your character on "follow" mode and taping down the macro hotkey. This simply isn't the case for 5-man content as it requires a wider set of skills and the ability to adapt, since the loss of even one person can be disastrous. Now, even 5-man dungeons in WoW aren't really difficult as they too have a predetermined script to follow, but the more granular party makeup at least makes it less likely that this can be accomplished by some well-written macro code. I've long since given up on WoW's item acquisition fetish bent for Guild Wars, in which the best items in the game can typically be bought in town. In practice, this seems to refocus the game on player skill and cooperation, and "winning" the game simply can't be achieved through perseverance.

    1. Re:Bad answer by NFNNMIDATA · · Score: 1

      I don't understand why they dont just do the same damn thing that worked so well in THEIR previous game, Diablo II, and make the dungeon scale in difficulty based on the number of players. You could also throw in more loots based on that, and you can make it scale on a curve or whatever just to keep it funky. It's very simple, just pick a multiplier and apply it across all the mobs HP and attacks. Also annoying to me is the progressive nature of these dungeons, which is another matter altogether, but basically you need to get decked out in MC/Onyxia loot to do well in BWL/ZG, and then AQ will give better loots but only if you have the uber-loots from BWL/ZG to survive, which leads to the new one in the article.... and on to infinity. Dollars for blizzard, that is.

  73. WOW DOES NOT REQUIRE RAIDS by Anonymous Coward · · Score: 0

    My brother has 2 mains that are 60 and soloed the entire way, with an occasional instance dungeon with close friends. Not once has he ever been in a raid, and has enjoyed it the entire time.

  74. Wow mods by Nazmun · · Score: 1

    It's clear that most of slashdot is crowded with casuals.. But uh.. 4 hours for 3 days a week is um not a whole lot no matter how ou look at it.

    Join a medium-high pop server and find a guild that only raids on weekends. Or join a massive guild where they don't need all of their 90 members every day for 40 man raids.

    --
    Hmmm... Pie...
    1. Re:Wow mods by Negatyfus · · Score: 1
      But uh.. 4 hours for 3 days a week is um not a whole lot no matter how ou look at it.

      This just shows your level of addiction. To me, spending 10+ a week on any one activity is a pretty serious investment of my time.
  75. enough with the 40 man raids. by Anonymous Coward · · Score: 0

    You drew in so many people with the ease of gameplay and the friendliness to casual gamers yet you fuck us in the ass with this uber raid bullshit. If I wanted to do crap like that I would go back to EQ.

    Give us some 5 or 3 man dungeons, doesnt have to have uber gear but something nice would be good. Make it all bind on pickup so people dont farm them like mad. Maybe class specific dungeons where you use the lesser used abilites of your class to proceed. Bah.. just falling on deaf ears it would seem

  76. He is not funny! by Snaller · · Score: 1

    He is right... alas...

    --
    If Google really cared they would fix Android Chrome to reflow text, instead of discriminating
  77. Whatever by NBarnes · · Score: 2, Interesting

    Blizzard says, 'We need to put a structure in place for players where they feel that if they do more difficult encounters, they'll get rewarded for it.' when asked why only raiders get the best rewards.

    The problem is that Blizzard's idea of what constitutes 'difficult' is 90% number of people involved and 10% technical difficulty of the content and fight organization. If you need 40 people to kill something, you get epics. If you only need 20, you get blues. That's all there is to their system.

  78. By "hard, really hard" he means... by Halloran · · Score: 1

    Inadequately tested, and likely unfinished, upon release. Initial MC, BWL, and 40 man AQ instance anyone?

  79. Fair warning! by Dutchmaan · · Score: 1

    Just to give you people a heads up... you just KNOW you're going to need exalted with Argent Dawn for some of the quest goodies! So best to start now if you've been lazy with AD faction.. ALSO, be sure to gear up on frost and shadow resist!

  80. Addiction? by Nazmun · · Score: 1

    I stopped playing the game back in mid december. I'm not sure how i'm addicted to a game I no longer play.

    there are few activities i don't spend more then ten hours on. Unless it is something truly trivial. I enjoy gaming and if i find a game i liked i will more then likely spend more then ten of the 168 hours of so availabel in the week to do so. I'm also a full time student... That takes up quite a bit more time then gaming. I also have a part time job in which i work twenty hours.

    The ony thing i can think of that i spend less time doing is truly trivial like eating food or something. There are few things i "do" for enjoyment that can be fulfilling if I spend a worthless amount fo time on. The only thing I regret doing now is my part time job... i've sapped all the experience I can from that job and now everything is simply boring and repeaticuous as wow has become.

    --
    Hmmm... Pie...
  81. WoW Patch Notes by Chabo · · Score: 1

    From Penny Arcade:

    The Timesink Cavern

    Timesink Cavern is a four-hundred man raid instance that requires seventy-six consecutive hours to complete.

    "LF399M TTC PST"

    --
    Convert FLACs to a portable format with FlacSquisher
  82. dupe by Anonymous Coward · · Score: 0

    dupe

  83. Further Alt Angst and random comments by Anonymous Coward · · Score: 0

    Those larger 5-mannable (10-15 raidable) instances are themselves a bit annoying to reach. Most of them are keyed, and getting some of those keys takes a lot of grinding. I have a 60-warrior I've been playing for close to a year now. He's been 60 quite awhile, but I still don't have onyxia's key yet.

    I've let the 60 sit a few times while I've played alts, and something interesting happened. I had fun. But, afterwhile I get tired of doing the same quests over again, and longed for something new. So I go back to the warrior and make another push.

    When I think of everything I've done to get my main char to where it is, just thinking about doing all of those key quests again makes makes me just stop and shake my head. I really don't want to do them all again for an alt.

    Guilds are everything. A good guild will make the game go well. Joining a bad guild can make months of dedication and helping people for nought when they self destruct. Then you're stuck looking for a new guild and back at the bottom of the pecking order, so even if you're in the guild, you may not get to go on any of the big raids. (Which is what happened to me).

    Yes, the expansion will make the bigger raids easier as higher level characters will be much more effective. At the same time, those raids were designed to be a challenge for 20-40 60's. That really seems to be the game play experience that was originally had in mind, and I'd like to have the feeling of accomplishment for completing those areas. But the time commitment is killer.

    The people I know who have made it past the wall I'm hitting my head against in the game are on everytime I log in, and I'm on most nights. Maybe that's what it takes.

  84. FROSTSHOCK!!! by Anonymous Coward · · Score: 0

    He made a classchange you know.

    http://www.youtube.com/watch.php?v=Yhm1ClW5uAY

  85. I have a life... by Anonymous Coward · · Score: 0

    I have exactly as much of a life as I want/need at this point. I go to work. I do fun stuff. I earn money to keep a roof over my head, food on the table, decent surroundings, appropriate toys and food for my cats, and pay alimony.

    And then I go home and play WoW for the evening, because it's a crapload more fun than the other options available to me. For instance, hanging out with friends pestering me to go spend the evening in bars or clubs (ewwww) for the next three years to find someone to replace the wife who moved cross country with someone she met at a community activity we were doing together (and had a fling with, then moved in with, then drove away with), or otherwise letting the craptasticness of reality catch up with me.

    Sorry, WoW's a lot more fun than an endless grind to fail to get into anyone's pants, while earning money to pay off the greatest personal betrayal I've had in my life.

  86. More information by Anonymous Coward · · Score: 0

    I found more information on this instance at this site http://wow.azzor.com/416/naxxramas.php