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Surprising Burning Crusade Details for WoW

Heartless Gamer writes "There is quite a few surprises waiting in World of Warcraft: The Burning Crusade. The raiding scene in World of Warcraft is going to dramatically change once Burning Crusade is released. Here's the long and short of it: all of the new high-end raid content will be capped at 25 heads. Indeed, all the raid content that was mentioned in today's demo, with the exception of Kharazan (which is designed for 10 players) is being designed around a force of 25. Blizzard has completely done away with 40-man raiding; Molten Core, Blackwing Lair, the Temple of Ahn'Qiraj, and Naxxrammas will still exist, of course. There just isn't going to be any new 40-man content. How's that for earth-shattering?"

278 comments

  1. "How's that for earth-shattering?" by keyne9 · · Score: 4, Insightful

    I prefer the term "sanity."

    1. Re:"How's that for earth-shattering?" by wwiiol_toofless · · Score: 1

      I think this will be great for all the casual guilds having trouble mustering for the 40-mans.

      --
      the mods may say you posted flamebait, but to me it's a flame that warms my heart. rock on, brother! --chebucto
    2. Re:"How's that for earth-shattering?" by WCD_Thor · · Score: 0, Troll

      Not earth shattering at all, considering I find WoW pretty dumb, thank you very much. And from an outside perspective, 15 less players isn't that big of a deal, but thats just me.

    3. Re:"How's that for earth-shattering?" by Moraelin · · Score: 2, Interesting

      And from an outside perspective, 15 less players isn't that big of a deal, but thats just me.

      Even from an outside perspective, elementary arithmetics says 25 instead of 40 is 62.5%. So, yes, it's a lot less.

      From the perspective of getting that 40 player group together, it was just nuts for all but the largest guilds. Unless you were in one of the guilds with 300 level 60's, you could look forward to up to 3 hours just getting the last 2-3 people. By the time you got the last people who said they'd come, but were late, the first ones would (understandably) get bored or get their mom screaming at them to go to bed already, and start leaving.

      Think of getting 40 people at the office to come with you at a movie. In fact, imagine that you can't even see the movie without exactly 40 people. You could probably easily get 5 people (a "group") to come with you, but getting 40 to do anything meaningful together starts involving meetings just to plan it, coaxing, and then waiting for the guy who comes 2 hours too late because something else got in the way. (And again, you can't go without him.) And then someone calls in sick that day and you get to harrass people on the street to join your movie raid. That's a pretty literal RL analogy of how that went on WoW.

      It's boring, it's work, and it has nothing to do with playing the game.

      From a human interactions perspective, 40 player raids are just nuts. The chances that someone will have to go afk, or have their mom send them to sleep in the middle of it, or do something stupid (ranging from aggroing the wrong NPC, to mis-click "need" instead of "greed" on a loot roll, to god knows what else), rise to insane values. It's just a source of frictions and people getting pissed off at each other.

      It doesn't help that a lot of the others are already irritated by it all, and a lot less willing to forgive and forget. When you're already at the point of having waited for 3 hours for a group, past your bed time, postponing a badly needed snack just so you don't make 39 people wait for you, and only there in the first place because your guild-mates harrassed you into doing the same instance again the 100'th time... you won't be in a great mood to start with. You'll get a lot more irritated when they do stupid things and thus prolong your agony. Heck, chances are even the invariable guy playing a flirty female elf, and doing a non-stop impression of what a male mouth-breather geek thinks female flirting means (usually just one step short of "mmm, please fuck me now, big guy"), will seem a hell of a lot less funny under the circumstances.

      From a gameplay and tactics perspective, it's even more nuts. Those people aren't trained soldiers, so even the most elementary group tactics _will_ go wrong when you depend on 40 casual players doing the right thing at the right time. Plus, 40 players on one enemy means a lot of the time you don't even really see what's happening there. The only way anything like that was manageable even on Team Speak was that it had been dumbed down to not needing any tactics or thinking. Everyone just spams the same small number of spells/attacks/whatever, and the keywords there are: small number. Very small number. As a priest for example you'll spam one icon again and again most of the time.

      From a rewards/achievements perspective it gets even worse, as out of 40 people, maybe 10 actually need whatever loot that boss dropped. _If_ he even dropped what you were after. If it wasn't enough that that armour piece or whatever is dropped 1% of the time, divide it by 10 people who want it, and now you have a 0.1% chance. So even if you go by a "whoever needs it, roll for it" scheme, chances are you _won't_ get your reward for that raid. And at level 60 you don't get XP out of it either, so it was just a big waste of time.

      But even the "whoever needs it, roll for it" scheme went out of fashion sometime last year, as guilds started implementing a "contribution points" scheme. So basica

      --
      A polar bear is a cartesian bear after a coordinate transform.
    4. Re:"How's that for earth-shattering?" by WCD_Thor · · Score: 1

      Um, I actualy didn't even bother to read your whole post, but I think you are a little over involved in this game unless you are somehow making money from it. I'm a gamer my self, but I don't invest quite so much into one game, partly because I have "gaming ADD" lol. Anyways, have fun playing WoW, I'll continue being stubbern and shunning it even though I know almost nothing about it (watched friends play for about an hour and said it wasn't for me, lol).

    5. Re:"How's that for earth-shattering?" by Moraelin · · Score: 1

      Well, I'm long past giving a damn about WoW too, but I'm just trying to explain what was the big deal about those 40 player groups.

      --
      A polar bear is a cartesian bear after a coordinate transform.
    6. Re:"How's that for earth-shattering?" by WCD_Thor · · Score: 0, Offtopic

      Oh, ok, yeah I'm not in the mood to read it now, just got a bunch of bad financial news, SHIT FUCK FUCK SHIT!!!! sorry.

    7. Re:"How's that for earth-shattering?" by Akaihiryuu · · Score: 1

      I'm not an extremely hardcore player, I don't have any level 60 characters (my highest character is level 35). It takes a great deal of time and effort to get up to level 60. I'm more of a casual player, I enjoy exploring the different areas of the world and seeing the story unfold through quests. I've done 4 instances so far (Ragefire Chasm, Wailing Caverns, Shadowfang Keep, and Blackfathom Deeps)...and it's hard enough to make a good party of 5 people for these small 5-man instances, let alone 40. Just getting 40 players who know how to play their classes, know their role, and know how to work as a group would be an extreme undertaking. Finding a 3-5 hour period (some of the raid instances do take that long) where all of these people can play together without interruption would be nearly impossible. I know there are some dedicated raid groups that manage it, but that's still an incredible undertaking, and I won't be complaining about them switching to 25-man raids for the new content.

    8. Re:"How's that for earth-shattering?" by Anonymous Coward · · Score: 0

      He sounded pretty reasonable and objective to me.

  2. Earthshattering? by Anonymous Coward · · Score: 0

    How's that for earth-shattering?

    Since this is /. , and there still isn't a comment crying about these forthcoming changes, I guess not too earthshattering.

  3. Big deal by Aadain2001 · · Score: 5, Insightful

    There won't be any at launch time, but that does not preclude Blizzard from adding 40 person raid content later. Remember, WoW had only a single 40 person raid when it was released: Molten Core. Over the past two years, we have seen the addition of three more 40 person raid instances, and two 20 person raids. It would not suprise me at all of Blizzard caves into the raiding minority and releases several 40 person raids in a row, each following the same pattern as before: give out the best items and best store lines to raids with 40 people.

    --
    Space for rent, inquire within
    1. Re:Big deal by Anonymous Coward · · Score: 5, Informative
      It's always possible, but it's definitely not the focus for the Burning Crusade expansion. As we add new content to the game, it's influenced heavily by everything that we've learned from past design implementation. From a design standpoint, there is much more we can accomplish in creating smaller raid environments. From a player's standpoint, it represents a greater potential for less time devoted to downtime and also allows for easier and faster coordination.

      We're still very focused on creating epic raid encounters that provide epic challange, and from what I've seen we're dead on course. So, to answer your question, there are no plans at this time to create raid environments that exceed a player-cap of 25, however, we will always evolve this game in the direction that we feel is most beneficial and on a long enough time line, it's difficult to state what's in-store.
      Eyonix: http://forums.worldofwarcraft.com/thread.aspx?fn=w ow-general&t=9480853&s=blizzard&tmp=1#blizzard
    2. Re:Big deal by Anonymous Coward · · Score: 0

      Well, I for one left WoW because of how it seemed that Blizzard was only developing for those people who were in very large (organized) guilds. I have always prefered to be in a small (10-30) person guild where everyone knows each-other than these massive (200+) person guilds; it seems like you have to be in a reasonably large guild just to be in a position where you can "punch-in" at 5:00pm on thursday to raid.

      High end raid content made WoW far more boring than my job, so I quit WoW.

    3. Re:Big deal by Aadain2001 · · Score: 1

      That is why I canceled my WoW account as well. This news about smaller raid content does have me excited and looking foward to renewing my account when the expansion is released. The raiding content currently in game is too much like a job to be fun, hence why I canceled my account last month.

      --
      Space for rent, inquire within
  4. Damn, now I'll have to get a girlfriend by andrewman327 · · Score: 0

    I think that this will not affect things too drastically, although it will take some getting used to. Maybe this will make people spend a little more time in that mystical "real world." Oh wait, no it won't.

    --
    Information wants a fueled airplane waiting at the hangar and no one gets hurt.
  5. OMG by Anonymous Coward · · Score: 5, Funny

    That means 15 people in my guild are now expected to go out and get jobs and girlfriends instead of raiding?!? INSANITY!!

    1. Re:OMG by wakaru · · Score: 1

      yea this is my concern to for raiding guilds. Alot of guilds are based on a 5 per class standard so they take 5 of each class on every 40 man raid. with addition of shamen and paladins to cross factions this adds a bit of chaos. then with the 25 man we are going to have to have 15 ppl sit out. or we are going to have to run 2 25 man instances at the same time and recruit more ppl or something.

  6. wow = horrible game by brennz · · Score: 2, Insightful

    WoW is a horrible game.

    The vast majority of endgame play revolves around endless rep farming, honor farming in BGs, and doing yet another instance run.

    So many PVPers played WOW, only to find out how bad the PVP system really is. Risk free pvp. Nothing remotely comparable to UO during the tank mage era. Instead, overgeared dimwits burning cooldowns. != skill. This led to a huge PVPer exodus from WoW.

    Soon, there will be a huge exodus of the sheep out of WoW, I'm not sure to which game yet though.

    Promising candidates include:
    http://www.darkfallonline.com/
    http://www.vanguardsoh.com/
    http://www.warhammeronline.com/english/home/index. php

    1. Re:wow = horrible game by Incoherent07 · · Score: 4, Insightful

      Do you really, honestly think that the "sheep" you talk about have any desire whatsoever to play a game that demands any more out of them than WoW does? (Vanguard, I'm looking at you.)

      --
      This is my sig. There are many others like it, but this one is mine.
    2. Re:wow = horrible game by brennz · · Score: 3, Insightful

      WoW's requirements for nonstop grinding instances isn't fun.

      MMO gamers want balanced skill-based pvp, functional economies not exploited by chinese-farmers, the freedom to create unique player-made content (like Shadowbane/EVE-Online), and to determine their own friends/enemies rather than being forced into pre-made "factions".

      WoW fails in all those regards.

      MMO gamers would move, provided a good improvement emerged.

    3. Re:wow = horrible game by MuNansen · · Score: 3, Insightful

      lol. I love how someone proclaims that "MMO gamers" want everything that the #1 MMO in the world fails to give. Thank goodness game development is left to the professionals and not the average board poster.

    4. Re:wow = horrible game by Emetophobe · · Score: 1

      I agree with you, WoW end game is the reason I quit. I had finished all the bg grinding (got all the exalted rewards in AB, WSG and AV for my rogue). I just got sick of having nothing to do end game other than farm for gold to use for repairs/etc while farming molten core once a week. It's just repetitive and Not Fun(tm).

    5. Re:wow = horrible game by grasshoppa · · Score: 1

      Bitter much?

      I hate to break it to you, but 1-60 is actually pretty fun. I love it. The dungeons, the small groups, the pvp ( the possiblity of getting ganked on a moment's notice ).

      Once I hit 60 I retire that character. The 60+ farming isn't fun, I won't argue that. Oh, I may pull him out to do one of the lower 60 dungoens a couple times, but I refuse to grind.

      --
      Mod me down with all of your hatred and your journey towards the dark side will be complete!
    6. Re:wow = horrible game by Oopsz · · Score: 2, Interesting

      http://www.kingdomofloathing.com/

      Which has proved to me that great gameplay, clever writing and an absolutely huge community can make up for graphics in a MMORPG.

    7. Re:wow = horrible game by brennz · · Score: 1

      I'm not bitter.

      WoW has its merits, primarily pre 60.

      However, the endgame is a continual sore point.

      If you compared this to UO endgame, or Shadowbane endgame, those games actually *BEGAN* at level/skill softcaps. Hitting 60 in WoW starts the instance grinding softcap instead.

    8. Re:wow = horrible game by tacarat · · Score: 5, Insightful

      WoW's requirements for nonstop grinding instances isn't fun.

      MMO gamers want balanced skill-based pvp, functional economies not exploited by chinese-farmers, the freedom to create unique player-made content (like Shadowbane/EVE-Online), and to determine their own friends/enemies rather than being forced into pre-made "factions".

      WoW fails in all those regards.

      MMO gamers would move, provided a good improvement emerged.


      What I want is for MMOs to make a lot more variety in the lowbie quests. Doing the same lame little quests in the begining just to same quests at level cap isn't fun. It kills replayablity. I'd like long term, story driven choices. Hell, I'd even support having a server where everybody started off maxxed out (rocket server, anyone?).

      I'll agree with everything else but the farmer bit and WoW being a horrible game. I personally don't care about the farmers as long as they don't harass me, at which point they're just being individual pricks and should not represent the entire community. I've known enough gold farmers that mind their own business and grind, not bothering anybody. Many of the people who complain about farmers driving up prices the most are the first ones to snatch up the cheap, mass farmed goods and then resell at higher prices. If not, they're the ones ignorant of how prices would be if it was 100% player orientated. Supply and demand, plus the farmer's need to sell quickly, benefit many players, whether they admit it or not. This is especially true of commodity items like cloth, skins and even potions. Every time that the prices on those skyrocketed, it was due to "regular players", and was always brought back down by farmers that continued to sell at the lower, older price or cheaper. There are problems with quest mobs on occasion, but that happens with regular players who are farming the quest mob for the drops. The only difference between them and the regular farmer is the language barrier.

      As far as WoW being a horrible game... Well, I liked it. I got bored eventually, but that's true of all games. I was heavily into CoH before that. Just because a game can still be improved on doesn't mean it 100% sucks right now.

      --
      "Common sense will be the death of us all"
    9. Re:wow = horrible game by Ghaun+Hellborn · · Score: 1

      Don't forget text based muds like Realms of the Dragon at www.rod.org

      --
      www.rod.org
    10. Re:wow = horrible game by garylian · · Score: 2, Insightful

      Actually, considering that most players that play MMOs tend to pick PvE servers as opposed to PvP servers when both are offered, that we can easily poke holes in your assumption that "MMO gamers want balanced skill-based pvp".

      WoW has been successful because the casual gamer can play it easily. It isn't for the die-hard PvP'er.

      Since Shadowbane has been a major flop as a primarily PvP game, I would hardly call it a great model. And V:SoH is going to be mostly PvE, with PvP servers offered in limited amounts.

      Yes, WoW offered little but grind at lvl 60. So did EQ at lvl 50 initially, and at lvl 60, too. It wasn't until there were AAs and the ability to customize some gear with stats/resists that things got better.

      And if gameplay in UO was so great, how come they were losing so much marketshare that they had to go to a model that allowed people to not be PK'ed? Sure, that killed the remaining population off, but they were losing the subscription battle to EQ already, and numbers were dropping.

      So, in MY opinion, most MMO players don't want PvP at all, or limited PvP. Which is what WoW offered them. You might not like how it turned out, but a whole lot of others did, to the tune of the best subscription numbers for a North American MMO ever.

    11. Re:wow = horrible game by Anonymous Coward · · Score: 0

      So if I leave WoW now then I am a sheep? What if I left last month (which I did)? Am I still a sheep?

    12. Re:wow = horrible game by Anonymous Coward · · Score: 0

      Having never played an MMORG.. I didn't understand a word you said?
      How times have passed me by!

    13. Re:wow = horrible game by Rayonic · · Score: 1

      Why would people leave WoW? Didn't you read the article? They're totally revamping and expanding the PvP system, and nicely adding onto the raidgame.

      Expect a surge in subscribers when the expansion is released.

    14. Re:wow = horrible game by brennz · · Score: 2, Interesting

      Most MMO players want PVP. Although more Americans want PVE type of servers, americans as a percentage of total MMO players cannot shift the balance towards PVE thanks to our asian MMO brethren that prefer PVP. (There is a study on this, but I don't have a URL for it)

      Casual gamers are not competitive in WoW. They may hit 60. They will never have the big raid content, or obtain highend PVP rewards. If they were obtaining those things, they wouldn't be casual gamers because of the massive time contributions required for those rewards.

      Shadowbane failed because of it's poor engine and sb.exe (notorious client error). Wolfpack made a huge mistake trying to roll their own...... Mythic's DAOC had a far superior engine at that same time, yet SB stole a large amount of market share from DAOC until the client flaws killed it.

      UO had a great PVP system during the tank mage era. This was for PVPers, against other PVPers, and so people without adequate skills became cannon fodder.

      Your opinion about North American MMOs is accurate, but as a whole for the overall MMO market, PVP is preferred.

    15. Re:wow = horrible game by ultranova · · Score: 1

      Soon, there will be a huge exodus of the sheep out of WoW, I'm not sure to which game yet though.

      I'd say Sociolotron. You can't beat sex as an attractor, and after grinding WoW for a few years I doubt they're looking for another fighting game.

      --

      Forget magic. Any technology distinguishable from divine power is insufficiently advanced.

    16. Re:wow = horrible game by Duncan3 · · Score: 1

      "functional economies not exploited by chinese-farmers"

      Sorry, those days are long gone. Now MMO players just hope for games not completely controlled by chinese-farmers. Those games too are getting very very rare.

      --
      - Adam L. Beberg - The Cosm Project - http://www.mithral.com/
    17. Re:wow = horrible game by Anonymous Coward · · Score: 0

      Yeah its horrible, so horrible that you played it all the way to the endgame!

    18. Re:wow = horrible game by Anonymous Coward · · Score: 0

      after grinding WoW for a few years I doubt they're looking for another fighting game.

      Why would the mass of gamers suddenly stop wanting fighting games now?

    19. Re:wow = horrible game by Shivetya · · Score: 3, Insightful

      and yet the continue with numbers that many games would be happy to have 10% of.

      WOW isn't for you. It also isn't all about raiding, let alone PvP. It never was. I know people who have played multiple characters to 60 who don't see PvP or raiding as the game. To them its the world. See, not everyone looks to be uber. Many people, and probably a majority considering their numbers, look for an engrossing world that is fun to play in with friends. WOW succeeds brillantly because it is easy to play.

      So many comment on the need for "hardcore" or difficult games. Well news to ya'll, they are already out there and most of them are floundering. Why? Because its a game. It isn't supposed to be work. The raids of WOW offer that *IF* you choose to devote time to it. There are many "simple" raids that can be done with friends and those are good enough for a lot of people.

      If wow lost 1 player for every claim an exodus was coming because of PvP and Raiding there would be no one left. Fortunately some of the people making the claims do leave. People who cannot be satisfied in a game should not play a game.

      --
      * Winners compare their achievements to their goals, losers compare theirs to that of others.
    20. Re:wow = horrible game by Zutfen · · Score: 1

      http://www.shardsofdalaya.com/

      Shards of Dalaya is an absolute blast to play. Sure it's got dated graphics by WoW's standards... but the storyline, loot, zones, is 100% unique and much more fun than the game it was derived from.

      Winter's Roar may have been halted 14months ago, but it came back with a vengeance (a legal one, I might add) a few months later, as Shards of Dalaya.
      Incentives for getting friends etc to play is a nice touch, too. It all adds a unique experience (pun intended) to MMORPG'ing.

      Not to mention that the development staff is also working on a new, standalone MMORPG, called Dawntide.

      --
      I'm too lazy to enter a sig. Hey wait a second! You tricked me!
    21. Re:wow = horrible game by secolactico · · Score: 1

      http://www.kingdomofloathing.com/

      Which has proved to me that great gameplay, clever writing and an absolutely huge community can make up for graphics in a MMORPG.


      People keep saying that. And I've been meaning to find out whether it's true, but a horribly slow site always makes me throw my hands up in frustration. I've never been able to sit for more than 20 minutes in this game, and the ocassional puns and wordplay that I've seen doesn't make up for it.

      I know it's free and all, but I've never been able to find out if its enjoyable enough to patronize it (and even if I do, will that improve my game experience)?

      --
      No sig
    22. Re:wow = horrible game by Wildclaw · · Score: 5, Insightful

      Raiding is one of the absoulte worst inventions ever. While at first, it may look like an excellent idea, it suffers from one serious flaw. It effectivly limits every single character(class) to what they are absolutly best at. (And if they are an all-round character they can just go home)

      What you end up with is heal bots, buff bots, tank bots and damage bots. Whereas in a five man group, players will need to use their secondary skills because there isn't anyone in the group that has that skill as a primary. Five man groups also can contain more interesting combinations, while a raiding group always is constructed after the same formula.

      The absolute worst part about raiding is how it tears the community apart. Unless you whore (whoring is the correct term since you effectivly is selling your body and soul) yourself out to a raiding guild, you will have no access whatsoever to the high end content. A pickup group of 5 people is workable. 10 people is possible, but tough. 25-40 people is impossible.

      World of Warcraft had two big selling points. Excellent level 1-60 solo/party fun. Secondly it is a Blizzard product which automatically created a big fanbase (Although Blizzard has lost most of its original developers by now). After the release they have added a lot of raiding, and simultanously destroyed PvP due to messed up items strengths. Level 80 items doesn't work when you have level 60 special abilities, where some of the abilities scale with item strength, and others don't.

      It also suffers from the same flaw as other MMORPGs. Beginner areas quickly empty, and at the end you end up with all the people in high level zones (Or instances). This is however something that I have no idea how to fix.

    23. Re:wow = horrible game by Anonymous Coward · · Score: 0

      Yeah
      Vanguard is definitely going to require about 10x more time commitment than wow. And that's just to run to the first quest!

    24. Re:wow = horrible game by Pancake+Bandit · · Score: 1

      Blizzard made WoW for two different player bases: the hardcore player, and the casual player. A casual player is one who wants to play a little bit at a time, and not necessarily every day. The hardcore player has several free hours every day to play.

      Now, let's look at the goal of an MMO, which is much less loosely defined (and maybe impossible to obtain) than a linear game. For most players, they have "beaten" the game when they've done all they can do to strengthen their character. Blizzard had to make a game with a reasonable goal, to keep both player types happy. Blizzard also had to make a game where both player types would feel rewarded for the effort they put into it, whether it's a lot of effort or a little.

      A casual player gets the game and makes their character stronger by levelling him. He or she will hit some instances if time permits, getting good gear that is commonly dropped in them. The player will pick up a craft and find other ways to make money so he or she can buy better gear from other players. Most casual players won't get to level 60, which is currently the highest level. As they get to higher levels, they realize that they need to put more effort in to improve their character. Levels are slower, and good equipment becomes more expensive to buy. The casual gamers who are willing to work harder will usually reach level 60 in 6-12 months.

      Upon reaching 60, the casual player realizes another thing: they need a new objective, because no more experience points can be gained. The only way to improve your character is through better gear. He or she will hit some of the high level 5-man instances and start collecting the first set of class-specific equipment. Beyond that, the vast majority of good gear is obtained by large raids. Unfortunately for the casual player, you can't log in and decide to join a raid. Raiding is a commitment. If you want to go to Molten Core, you'll need to collect fire resist gear, join a raiding guild that is still doing Molten Core, and be able to play for 5 hours a few times a week. Casual player realizes that he/she can't commit to this. If the player wants to do pvp, he or she will be easily killed by the hardcore gamers who have the time to raid. In frustration, said player will post angry messages on Blizzard's boards and quit. If you can't raid at 60, there is little to do.

      Still, Blizzard manages to keep as many people content as possible. The casual player will play for a while before hitting a wall, and the hardcore player will be given new challenges and constantly better gear to obtain. Blizzard makes money from both.

    25. Re:wow = horrible game by buffer-overflowed · · Score: 1

      The number of players that want a robust PvP system is probably about equal to the number of players that want high-end raid content. Everyone else wants Diablo 2.

      --
      The key to the enjoyment of pop music is to replace any instance of "love" with "C.H.U.D."
    26. Re:wow = horrible game by Anonymous Coward · · Score: 0

      Yeah, the story-driven thing is important. That's what turned me off of MMORPGs - no long-term effects. Completing any given quest was pointless, because while you'd get honor or reputation or whatever, the quest ticker would still be there. No matter how many times you clean out a dungeon, it'll just respawn. Or even PvP - what's the point of taking over an enemy city when you don't get to keep it?

      I hear Guild Wars allows factions ('guilds', if you would) to permanently claim territory in an on-going war. That sounds interesting, and if I had a gaming-class Windows box, I'd look into that.

    27. Re:wow = horrible game by pr0nbot · · Score: 1

      It also suffers from the same flaw as other MMORPGs. Beginner areas quickly empty, and at the end you end up with all the people in high level zones (Or instances). This is however something that I have no idea how to fix.
      Maybe rather than having multiple realm servers, have fewer (or one) realm servers and a bigger world map?

    28. Re:wow = horrible game by Sage+Gaspar · · Score: 1

      I'm not sure if this is an indictment against raiding or raiding in WoW, but I found raiding in EQ2 to be a lot of fun. No uber gear necessary for most of the zones, just a sturdy grasp of the classes and tactics. Everyone makes full use of their abilities. Once you get decent gear you can run with a raid party of far less than the cap, which is at 24 right now. There was a pickup raid alliance on my server that was raiding three, four times a week on the easier zones just for fun.

    29. Re:wow = horrible game by Kaboom13 · · Score: 1

      Theres a huge problem with 5-man dungeons. They are next to impossible to balance without completely leaving some of the classes of the game out. Look at any 5 man dungeon in the game, and although all of them have been nerfed to being easy regardless, they all have certain class combinations that make them incredibly easy, and certain class combinations that make them very difficult. If they ever release 5 man content that requires actual skill (instead of mindless gear farming), people will quickly figure out the best character combinations and the classes not part of those will have an extremely difficult time getting groups that can actually finish the instance. If you make it easy enough that sub-optimal groups can still do it, it will be incredibly easy for optimal groups, and thus incredibly boring, like the current 5-mans.

    30. Re:wow = horrible game by tacarat · · Score: 1

      Engineering things for the whole playerbase world is kind of a pain I'm sure, especially when forks start up in storylines over multiple servers. I wouldn't mind it if they were just small things that only affect the character. Simple things, like starting off as a priest and then slowly going evil, with NPCs shunning you appropriately, or bounties on your head going up and down in various areas. Faction by each town would be great. I think it'd be neat to be praised in Iron Forge, dispised in Stormwind and barely tolerated in the Undercity. Things like that could be great for RP and for PvP. The new world PvP Flags in WoW are a good start for them in that regard. It's just too bad it's so hard to be a proper brigande when they won't let you join the Defias or other, shadier, organizations.

      Did I say RP while talking about MMOs? Oops :P

      I will say this, CoH had the best idea for costumes/gear. I really got sick of "looking" like everybody else. That one aspect of such detailed character customization, which I'm sure could be implemented in many other games, gave a better sense of immersion and attachment to the character in the game. Everybody looks pretty much the same in other games when they start and when they start dungeon grinding unless they waste space on costume pieces (which may or may not be useful items).

      --
      "Common sense will be the death of us all"
    31. Re:wow = horrible game by tacarat · · Score: 1

      Expect a surge of re subscribers after the expansion hits. All the folks (like me) who left WoW will probably give it another chance after TBC is released. Servers will bog down, queues will be horrendous and the chat channels will be full of outdated advice and veteran newbs.

      The bigger question will be how many stay after the free month or two included with the expansion purchase price will stick around. I'd imagine a few, if only until they get a few characters to 70 or realize that things haven't changed that much and go back to other things.

      --
      "Common sense will be the death of us all"
    32. Re:wow = horrible game by Eskarel · · Score: 3, Insightful
      The gold farmers only exist because people want to buy gold from them. If people stopped buying gold/items, and/or the game was designed so that it was unecessary, then you wouldn't have gold farmers.

      That said the only reason half the stuff is affordable is because the gold farmers farm the item while the rest of us are having fun.

    33. Re:wow = horrible game by kiddygrinder · · Score: 1

      There won't be a huge exodus from WoW, it's the biggest game in the world with millions of addicts, you think they're all gonna just go wtf? why am i spending 50+ hrs grinding so i can get a new hat? It will die eventually, but it will be a slow death prolly over the next 2-3 years. The truth is, for all it's flaws, it's still one of the best and most popular which is a feature in and of itself as it gives you lots of people to play with.

      --
      This is a joke. I am joking. Joke joke joke.
    34. Re:wow = horrible game by genner · · Score: 2, Informative

      Wow, how long has it been since I heard the word tank mage and UO used in the same sentence.
      UO was a such beatiful game before EA got their grubby mits on it.
      Thanks for reminding me how far MMORPG's have fallen.
      Oh well back to Guild Wars. At least they don't charge monthly.

    35. Re:wow = horrible game by Anonymous Coward · · Score: 0

      I agree with your assesment of the current state of WOW, but if you RTFA, you would see they are changing the PVP system to a non-grinding one. Team-based arena PVP with a ladder system? Yes please. If you look at Naxxaramas, you'll see they are also stepping away from the rep system for PVE rewards, so hopefully that will continue too.

    36. Re:wow = horrible game by ultranova · · Score: 1

      Why would the mass of gamers suddenly stop wanting fighting games now?

      Why would anyone who leaves WoW because it's nothing but endless grind want another grind game instead of staying in WoW ?

      Besides, you grind so you can get better equipment and can show your l33tn3ss so you can pick up girls. Why not switch to a game where you really can ?

      --

      Forget magic. Any technology distinguishable from divine power is insufficiently advanced.

    37. Re:wow = horrible game by Chibi-Hikaru · · Score: 1

      #1 or not, WoW fails to provide what I want in an MMORPG. That is why I went back to Final Fantasy XI. There I can actually have some crafting that's more than clicking a button, a more realistic world asthetic, and actually get to work together with the other players in a meaningful way. And yes, I ground a character up to 60 in WoW. It's not for me.

      --
      http://www.cafepress.com/hikarudesigns/ http://www.bricklink.com/store.asp?p=hikaru
    38. Re:wow = horrible game by Agripa · · Score: 1

      The larger the population per server the more opportunity there will be for scaling problems on both the client side and the server side when too many players enter one area and interact. EQ faced this problem a lot when players organized very large raids in single zones. Players would increasingly go link dead during the raid or worst case the zone would crash and reset kicking everybody off often with disastrous (or humorous depending on your point of view) results if they logged back on individually and appeared in a dangerous area one by one. We actually did better by artificially limiting the size of our raids to specifically avoid these problems because the added control and reliability more then made up for the loss of firepower and healing. At the extreme, larger and better equipped guilds used 4 times as many players to fail at events we considered routine.

      As the game ages and the character demographics on each server change, you have a compounding problem where there are not enough characters at some level of advancement to viably form groups. This gets even worse as expansions are added because you split the existing server population more finely. In EQ for example, the LDoN expansion which was mostly composed of instanced content became completely unusable 2 expansions later because at any one time on one server there were never enough players to form a group for it. Eventually players are lost to other games because they have no way to meet up with those at a similar level which only compounds the problem. They can start new characters and potentially face the same problem, pay(!) to transfer to another server with the risk of again facing the same problem, or switch to another game. I would expect game companies to at least make the options that retain the player more likely but have never seen them take steps that effectively did so.

      I do not know how Blizzard is handling these issues but they would do well to learn from SOE's mistakes unless they wish to travel the same path. I was planning on at least trying Vanguard but after it was announced SOE would be involved I lost all interest for fear of repeating my experiences with them.

      One odd thing that has bothered me about these types of games is that they always seem to make the same mistakes and not learn from even the documented past. I am not sure if it is because the designers are unaware or if it is because it is not worth the small effort needed.

    39. Re:wow = horrible game by cmonkey_1973 · · Score: 1
      Beginner areas quickly empty, and at the end you end up with all the people in high level zones (Or instances). This is however something that I have no idea how to fix.
      Sadly the way this is fixed is brutally obvious: Make death fatal. But that will never happen in world of warcraft, their design precludes it.
    40. Re:wow = horrible game by king-manic · · Score: 1

      It also suffers from the same flaw as other MMORPGs. Beginner areas quickly empty, and at the end you end up with all the people in high level zones (Or instances). This is however something that I have no idea how to fix.

      You introduce a aging system. after x hours of play the character starts losing osme stats, and after 3x the character dies of old age. This will keep the entire community cycling. You may pass yoru items on but each char has a fintie life span.

      --
      "There are more things in heaven and earth, Horatio, than are dreamt of in your philosophy."
    41. Re:wow = horrible game by Anonymous Coward · · Score: 0

      Unfortunately, the only idea I have is to kill the whole Level concept entirely and keep everyone with a roughly equal chance of outdoing each other, based on player skill instead of character abilities. But then, we have Unreal Tournament to that.

      Or having said abilities as additions instead of pure numeric grindup -- out with more potent versions of same spell, in with various spells with varying requirements of casting time, mana and damage. Same to the weapons.

      Another way to have low levels and high levels interacting is a system where people get in trough invites, pretty much like Orkut, and whoever invited a given person has to work as his mentor. But that's just silly.

      There's many ways to fix MMO's problems, none are really reasonable in the scope of what people consider an MMO.

    42. Re:wow = horrible game by Archimonde · · Score: 1

      I understand what are you trying to say but I would like to add a remark or two.

      Ok, lets look a kid who just bought a game and after a month or two leveled a char to lvl 60. Then he farmed as you call "simple" instances (BRS, DM, Scholo, Strat) for a month and he got a blue gear. Then he wanted to do some pvp only to find out that others utterly destroy him; equipment-wise, premade-wise, or just server inbalance-wise. It is not uncommon that with my tier 2.5 warlock I could kill another warlock even though I had 1/4 health and/or mana. Then he said to himself: "wtf, I really need some better gear, and farming "simple" instances is godawful boring and repetitive, and after all I got everything from there". Then if he were lucky, he joined a mc/bwl raiding guild. Then he raided almost every day for hours and he got better gear (and alot better than his previous gear). Problem is, others still have better gear than him because their guilds farm more difficult (well, not difficult if it is on a "farm status) instances. Then you in a way screw/abandon your old friendly guild and go to a better "pro" gear. Problem is, they want Your Soul there. They want 100% dedication to the game. You can't do anything but farm. It is not like a second job it is like a primary job. It sucks. You see where I'm going?

      Yes, certainly you can enjoy "simpler" instances. But everything has a limit really. I know a guy who went 98(!) times (and I kid you not) to a scholomance just to get final piece of his (now bad) shadowcraft armor. He is not casual, the guy is crazy. Problem is, raiders are not really normal. I lost a year of my life with wow. I really regret it now. It was fun, I made a lot of great friends (not RL friends unfortunately), but I really had to quit. It was really difficult, saying goodbye to people you knew for one year every day. That is the reason not many ppl quit the game. They cannot do it because of the other people. And as some other slashdotter said many months ago (paraphrassed): if you are a casual, at lvl 60 wow turns to be just another chat program. But problem is, this is really expensive chat program.

      --
      Trolls are like broken clocks. They show the truth two times a day. The rest of the day they talk nonsense.
    43. Re:wow = horrible game by FunnyLookinHat · · Score: 1

      You = horrible reader

      Maybe you missed the whole area of the interview about the new PvP system(do you even read the links anymore before you comment?)

      And maybe the reason they are releasing an expansion is because they realized people wanted more to do than just go and farm rep. and honor. (Oh hey, a whole new continent? new quests? great idea!)

      All of those new games do look good, but I guaruntee they won't really steal much of WoW's playerbase. Sure, there have been entire guilds that have said "Let's go start up in Vanguard when it's released..." A couple 100 person guilds is nothing compared to a 6.5 million person userbase.

    44. Re:wow = horrible game by teflaime · · Score: 2, Insightful

      PvPers aren't going to go to Vanguard. Vanguard has promised that they will be about huge raids. In fact, they keep saying that is the whole point of their game. I haven't seen Darkfall, but my bet is that PvP junkies will either check out WoW again after the expansion, with its promised changes to PvP, or will go to WarHammer until it is decided that WarHammer is a bust too. I wonder why the PvPers didn't go play Auto Assault. It had a great PvP element and was a lot of fun when you could get enough people online (Of course, it's major problem was getting enough people online).

    45. Re:wow = horrible game by Rallion · · Score: 1

      The vast majority of endgame play revolves around endless rep farming, honor farming in BGs, and doing yet another instance run.


      You might be right, technically, but since the open beta I've probably played the game, on average, every other day. I had some periods of every-day-play and one period where I actually let my subscription lapse for a few months, but it probably averages out.

      I've never done rep farming, or honor farming. I've never even been in raid groups with the exception of Battlegrounds and an ill-fated assault on the Undead capital. I HAVE run many instances, but only when I feel like it, and I;ve enjoyed it.

      I never play when I don't feel like doing something in the world. I've always had fun. People who aren't having fun while playing WoW fall into one of two categories: First, and you know about this one, is the people who just aren't meant to play this type of game. Of course, this group exists with any game, or any entertainment. However, the second category is people who aren't even playing to have fun. They're playing to be omgz the best playar evar!!! There are a TON of people like this, but they're in the minority. Most people can just play to have fun and relax. It's easy to do, if that's your goal.
    46. Re:wow = horrible game by tremor_tj · · Score: 1

      I hate to be mean, but you are everything that is wrong with the official boards. You assume that everyone wants what you do. You assume that casuals WANT to raid, but just never will. You assume casuals want to PvP (but quickly changed that to Asians when you were called out). I'm sure you assume raiders are the only ones that should get any good loot, too.

      I've heard all of your arguments on the offcial forums. I've heard them from the rest of the very vocal minority from the first day I played Everquest (launch day, so I've been around to hear them all). I've heard them in EQ, in EQ2, in WoW, in Eve, etc.

      I'd like to take this opportunity to "thank" a vocal minority for hijacking an entire genre from the majority. At least I'm saving the subscription fees.

    47. Re:wow = horrible game by SolemnDragon · · Score: 1

      i don't want to raid. I don't want to join 39 people i don't know to bicker over loot. I want to play the game, stop when i want to stop, get to sleep at a reasonable hour, and pick up again on another day. I want more chains of quests that are interesting and not more "Get me that book," or "go talk to the person in the next room."

      I don't want PVP, but i am perfectly happy with there being pvp servers for those that do. The raids are out of hand, some of us just want to play solo, in a world with other players, and blizzard doesnt' support that very much at all.

    48. Re:wow = horrible game by garylian · · Score: 1

      That pretty much summed up the game for me, as well.

      I tend to duo MMOs a great deal with the wife, and when she isn't available to play, I either solo or work with guildmates that I know in RL.

      WoW was perfect for duoing, as a rogue and a druid made an impressive pair, that could pretty much do all but the dungeon content by themselves. We had a blast for the 7 months it took us to hit 60, playing it casual style. We had no problems with PvP, because we went PvE. There were a few instanes where we got PK'ed by folks hanging around a mob that you had to kill for a quest, and once you engaged, you were flagged as PvP. Horrible design that had a lot of peeps pissed off.

      There is nothing wrong with PvP, or with those that wish to play that style. Zippo. But, for those that don't want to play it, there is nothing wrong with sticking to PvE.

      Large raids are a pita to set up, especially for the casual gamer or the family type guild of close friends. Most folks don't have 40+ close friends that play a MMO.

      Blizzard is working on their core players. Just like every other MMO attempts to do. (Except UO and its ill-fated attempt to lure back the non-PvP crowd.)

    49. Re:wow = horrible game by garylian · · Score: 1

      UO had an ok PvP system, but it was all or nothing, and it really discouraged new players.

      I played UO for over a year. I got gang-raped while out "harvesting" rocks or wood by 10 or more PKs more times than you could shake a stick at. I'd have no equipment on me but my axe/pick, so there wasn't anything but what I had cut down to steal, but they still PK'ed me. Then stood around like 13yr-olds and taunted me that I wasn't a great player.

      That, or the PK'ers that stood just inside the starter dungeon inside the town waiting for new players to wander in.

      Yeah, that was a great system. Most of the PvP'ers that I saw in my year+ of UO ran around in large bands and looked for single or paired toons to kill. They had zero "skills", as you call it. It was a simple zerg-fest of PK attempts. Only those select few that went the Chaos/Law route usually tried to use skill. And that wasn't most of the folks on the server (Chessie) I played on.

      Considering the fact that you could get a toon up to 100 ability in 6 different skills in 3 freakin' days by botting, skill played almost no part in UO.

      As for casual gamers and WoW, I know quite a few that raid MC once a week, and hit the other 40-man locations. They also PvP some in battlegrounds and the like, or have alts on the PvP servers. The fact that WoW's Honor system sucks usually gets them to not play that style much, though.

    50. Re:wow = horrible game by thesandtiger · · Score: 2, Insightful

      You mean to say "some MMO gamers" want those things, I'm sure.

      I'm an MMO gamer and I don't really give a shit about those particular issues.

      I want:
      Cooperative play that rewards good teamwork, and where the outcome of a fight is in doubt right up until the end.

      Multiple ways to achieve a goal or quest. Maybe I can just charge in and whack some Lieutenant Dorkmeir to get the Symbol of Snazziness. Or maybe I can sneak in, pick his pocket and take off without a fight. Maybe I can walk in and simply persuade him to give it up. Maybe I can not bother with any of that and simply forge one and turn that in to the quest giver.

      Some kind of game-world change to reflect accomplishments - even if it's just NPC's greeting you by saying "Oh, it's Kimmie the Dragonslayer!" Atmospheric type stuff.

      An "interesting" economy - player driven and with interesting things to do. Maybe a future's market for crafting ingredients and so on (which there kind of is now, but I mean something official). I really liked many aspects of SWG's economic game (despite the rest of the game being incredibly simple and easy)

      That's what *I* want. I wouldn't presume to speak for all MMO gamers - you clearly want something different.

      --
      Since I can't tell them apart, I treat all ACs as the same person.
    51. Re:wow = horrible game by Anonymous Coward · · Score: 0

      It might be neat if NPCs could recognize the reputation of any given guild, and allow guilds to purchase - and maintain - their own territory.

      Quests could be generated automatically (i.e., steal so-and-so artifact crafted by an opposing guild, seek out a level X wizard with Y proficiency to fulfill Z task for your guild, etc..) by the NPCs or even your own guild masters, guilds could attract their own NPC followers, so on and so forth.

      Player generated content is key, I think. It's really the only way to generate lasting effects on the game terrain, as well as making a game consistently fresh.

    52. Re:wow = horrible game by dave562 · · Score: 2, Interesting
      The absolute worst part about raiding is how it tears the community apart. Unless you whore (whoring is the correct term since you effectivly is selling your body and soul) yourself out to a raiding guild, you will have no access whatsoever to the high end content. A pickup group of 5 people is workable. 10 people is possible, but tough. 25-40 people is impossible.

      I purchased WoW last month because I wanted to see what all of the excitement is about. A few friends of mine are really into it and I thought that it would be fun to play with them. I bought a three month subscription with the intention of re-evaluating my desire to play at the end of that period.

      From what I've learned so far, I don't plan on continuing after the three month point. I'm a casual gamer at this point in my life. Between work, my girlfriend and martial arts my time is spoken for. I like the questing aspect of WoW that I'm involved in right now. I can logon, quest for an hour or two and then go do something else. The whole concept of raiding is a huge turn-off. I talk to my friends about it and it isn't uncommon for them to spend 3+ hours in a single instance. That's ridiculous.

      The thing that really turned me off to the whole game is when my buddy explained DKP to me. The concept of "earning points" by doing the same thing over and over and over again so that you can have the "privledge" of getting a certain piece of gear just sucks. I understand the system, and I understand the benefits. If you're willing to WHORE yourself to a group and by doing so help others succeed, then eventually you'll get some reward from it as well. I just don't have the time and patience to grind through the same thing again and again and again and again and again and agai..........

    53. Re:wow = horrible game by misleb · · Score: 1
      Sadly the way this is fixed is brutally obvious: Make death fatal. But that will never happen in world of warcraft, their design precludes it.


      Indeed. Such a scheme has worked for some of the most replayable games out there: rougue-like games. I played Nethack on and off for nearly a decade and recently (as in a few years ago) switched to ToME (Angband variant). Although these games don't work well when made multiplayer. And I don't think most people can handle the death of a character. Too much stress. When you spend weeks or months working on a character, it can be pretty traumatic to have it die... especially if the death was "unfair." Too much like real life. ;-P

      -matthew
      --
      "THERE IS NO JUSTICE, THERE IS ONLY ME." -Death
    54. Re:wow = horrible game by Kabal` · · Score: 1

      5 hours a few times a week to raid molten core?

      Come on. I joined a guild back in July last year that was just starting molten core (literally everyone in the guild had not been in there). We did 1x 4 hour raid a week. We cleared MC after a few months, and have since cleared Blackwing Lair and are currently working on AQ40. We'll never be at the front of the raiding game, but at the same time, 4hrs a week isn't a huge investment. Outside of that raid time I basically never play the game at all.

    55. Re:wow = horrible game by Anonymous Coward · · Score: 0

      Shadowbane and Eve both suck. Eve is one of the most stupid games around. Eve to me is a game that fails to deliver. You wait months to train up skills for what. The huge time gap between acquiring new skills after newbie content is what drove me to cancel my Eve account. Eve loves to brag about its automatic skill training system (works on a timer) and how the game has no grind, which is untrue. Cost of skill books (required to train a skill) goes up astrometrically as you progress which forces you to grind for money in game on hours to no end. It could take you about 40-50 hours of grinding just to buy a mid level skill book. The best ones can take hundreds of hours.

      After you grind for money to buy skill books you have to grind to buy equipments which can be destroyed in an instant by some 13 year old kids who apparently has more time on their hands to camp for money than you do. Grinding itself is doing the most stupid things you can think of in an online game. That to me is work not fun. PVP you say it is broken in the core. There is no hard player cap in number of people you can bring to fight but the game is lagged and broken beyond recognition by even the mildest size battles. The core flux of PVP is pretty stupid tbh. There isnt much variety in what you can do besides ganging up on each other DAoC style. I really dont see a point to play Eve other than having a space sim GUI to look at. I really got to appreciate 40 man raids after I tried Eve.

    56. Re:wow = horrible game by Anonymous Coward · · Score: 0

      Vanguard? PvP? Are you serious, or am I reading that wrong?

      Mythic (the makers of Warhammer) was bought out by EA recently, so its location on my hype-o-meter dropped dramatically when I heard about that. I'm still hopeful but I'm not holding my breath.

      Darkfall, now, you may be onto something.

      Other upcoming MMOs of note:
      Chronicles of Spellborn, http://tcos.com/news/index.php
      Huxley, http://www.huxleyonline.com/

    57. Re:wow = horrible game by Zaplocked · · Score: 0

      Then suggest an alternative to DKP - everyone roll /random 1-100?

    58. Re:wow = horrible game by cheese-cube · · Score: 2, Insightful

      If WoW is such a horrible game then why do millions of people play it?

    59. Re:wow = horrible game by Anonymous Coward · · Score: 0

      Your ability to suck at Eve is not really an indication that Eve sucks. It's an indication that Eve was not designed for your level of ability.

    60. Re:wow = horrible game by tbannist · · Score: 1

      "Every time that the prices on those skyrocketed, it was due to "regular players", and was always brought back down by farmers that continued to sell at the lower, older price or cheaper."

      That's part of the problem, you see. By driving the price on materials low and then redistributing gold to other players based on out-of-game cash, farmers make material farming unprofitable for regular players while simultaneously driving the price up for high end items. So if you want to buy an epic item off the auction hall, farmers drive the price of the epic up and the price of all the stuff you can sell down. Thus forcing the average player to spend a lot more time farming their own gold to compete with the presence of bought gold.

      That's the problem with gold farmers, they distort the economy and force players to do more work to progress in the game.

      --
      Fanatically anti-fanatical
    61. Re:wow = horrible game by Anonymous Coward · · Score: 0

      what? Im supposed to suck at Eve Online just because I dont run macro bots nor have 8 hours a day to farm money nor want to whore myself to a mega corp ala raid style?

    62. Re:wow = horrible game by Anonymous Coward · · Score: 0

      I played UO for over a year. I got gang-raped while out "harvesting" rocks or wood by 10 or more PKs more times than you could shake a stick at. I'd have no equipment on me but my axe/pick, so there wasn't anything but what I had cut down to steal, but they still PK'ed me. Then stood around like 13yr-olds and taunted me that I wasn't a great player.
      That, or the PK'ers that stood just inside the starter dungeon inside the town waiting for new players to wander in.
      Yeah, that was a great system. Most of the PvP'ers that I saw in my year+ of UO ran around in large bands and looked for single or paired toons to kill. They had zero "skills", as you call it. It was a simple zerg-fest of PK attempts. Only those select few that went the Chaos/Law route usually tried to use skill. And that wasn't most of the folks on the server (Chessie) I played on.
      Considering the fact that you could get a toon up to 100 ability in 6 different skills in 3 freakin' days by botting, skill played almost no part in UO.


      Excellent synopsis of the genre.

      Interestingly the archetype of an MMOG minority as seen in early UO are now in their earlier 20s/late teens and apparently playing Shadowbane/Eve Online/DAoC and have convinced themselves that they have somewhat evolved into playing the self proclaimed most complex games in the market. As for the rest of us we'd hang on to a less complex but well balanced game that is actually 'fun' to play.

      Brevity is the soul of wit.

    63. Re:wow = horrible game by tacarat · · Score: 1

      That's part of the problem, you see. By driving the price on materials low and then redistributing gold to other players based on out-of-game cash, farmers make material farming unprofitable for regular players while simultaneously driving the price up for high end items. So if you want to buy an epic item off the auction hall, farmers drive the price of the epic up and the price of all the stuff you can sell down. Thus forcing the average player to spend a lot more time farming their own gold to compete with the presence of bought gold.

      I can honestly say that I always made a profit from my personal farming. The trick was to actually sit and pay attention to the Auction house and other factors of the economy (former AH junky). I used to make a good amount of money buying "underpriced" items from farmers and reselling at a normal price on the AH a few days later(or saved money by keeping them for myself or the guild). Rather than trying to sell items when the AH was flooded with them, I'd send them to a mule for storage until prices came up to something decent. Hell, if you're motivated enough, try to get into the beta for the burning crusades and start finding out what new recipies or quests need what items and have your mains collect those on your regular server (or at least keep an ear open in the forums)

      Getting back to epics. Again, farmers don't drive prices up. They'll try to get as much as they can for an item, true, but so will all sellers. Most players are willing to repost such items several times to make the sale, eating up the deposit losses the whole time. Farmers want quick sales and will undersell on the AH (at the time posted), or even spam the trade channel. You may miss the 1/2 priced Krol Blade because you've put that person on your ignore list (I clean mine out every few weeks, just to see what I'm missing).

      Anyhow, the biggest reason epics or other high demand items cost huge amount can be boiled down to players with too much money. They have huge cash reserves and rarely are willing to do anything but buy-out auctions. They want their items now! Gold buyers and people with high level mains twinking alts (this got considerably worse after battlegrounds and the bracket system was introduced) are mostly the cause of this type of price inflation. Sub-20 blue items go for a ton of money, not because of farmers, but because of twinkers. It's just like when people complain about AH items accidentally buyout an overpriced item, say 1sbid/20g buyout on a stack of linen. I've found that I've made good purchases by just looking for and bidding on those items. Many people don't bother bidding on high ticket items specifically because of thier super high buyout and miss a good opportunity.

      People that "must" have an item now are the ones that alter the future buyout prices and percieved market value. There's no reason to think that farmers don't have auctioneer like a lot of regular players do. If enough idiots pay 1000g for a piece of junk, I guarantee you that the piece of junk will be sold at prices around 1000g, regardless of the seller's actual occupation. Farmers, especially around the end of thier shift, can be very willing to undersell by 1/2. There were a few times I wish I had borrowed money to buy such good deals. /. had linked an article about this a while back.

      So, to sum it all up:
      High prices caused and maintained by overly funded players that have no sense of shopping around or patience. Work with or around the farmers and you'll make out like a bandit.

      --
      "Common sense will be the death of us all"
    64. Re:wow = horrible game by aafiske · · Score: 1

      If McDonalds is such horrible food then why do millions of people eat it? ...

      That said, WoW _isn't_ a horrible game, it's probably has the most refined PvE gaming available. It's just that that sort of thing is necessarily limited by the devs, and as such runs out (or becomes predictable) and the whole thing gets boring.

    65. Re:wow = horrible game by aafiske · · Score: 1

      "Actually, considering that most players that play MMOs tend to pick PvE servers as opposed to PvP servers when both are offered, that we can easily poke holes in your assumption that "MMO gamers want balanced skill-based pvp"."

      Your logic is faulty. The PvP servers that you say players avoid are _not_ balanced skill-based pvp. They are generally a ganker's paradise where someone 10 levels above you can kill you with no effort or risk.

      Given the popularity of Counter Strike, Halo, Quake, etc, I think there _is_ a big market for balanced skill-based pvp. Neither you nor the grandparent know whether or not this intersects with the current set of MMO players though.

    66. Re:wow = horrible game by Jaeph · · Score: 1

      Wow has 3 newbie zones per side - it should only have one. The newbies should be focussed into a few zones at first using instances to handle overload. The number of available zones should then branch out as you level.

      -Jeff

      --
      Please learn the difference between a dissenting opinion and a troll before you moderate.
    67. Re:wow = horrible game by tbannist · · Score: 1

      You don't seem to understand basic economics here. Gold farmers sell gold to other players who use this (for them) instantly created cash to buy high end items, thus driving the demand for high end items up while the supply stays essentially constant.

      It's not farmers selling stuff that drives epic prices up, it's the gold buyers buying stuff. You can't have one side without the other.

      --
      Fanatically anti-fanatical
    68. Re:wow = horrible game by Anonymous Coward · · Score: 0

      Agree with what you said. Sweat shop gold farmers are a big problem in almost all MMORPGs today because there is a growing market for them. They've gotten so big that chinese gold farmers have pretty big influence on games either thru constant online forum postings (i.e. whining) with multiple accounts they operate or underhand deals with developers. One of these companies have even bought out an liscense to exclusively host an online game in China. http://www.eve-online.com.cn/ Eve probably has the best business model for gold farmers. CCP is also pretty passive when it comes to banning.

    69. Re:wow = horrible game by thatguywhoiam · · Score: 1
      That's what *I* want. I wouldn't presume to speak for all MMO gamers - you clearly want something different.
      Very well said. I agree completely. May I mail this to Blizzard?

      Cheers.

      --
      If Jesus wants me it knows where to find me.
    70. Re:wow = horrible game by tacarat · · Score: 1

      You don't seem to understand basic economics here. Gold farmers sell gold to other players who use this (for them) instantly created cash to buy high end items, thus driving the demand for high end items up while the supply stays essentially constant.

      It's not farmers selling stuff that drives epic prices up, it's the gold buyers buying stuff. You can't have one side without the other.


      No, I understand, but I'll have to reread my post to see if I was clear enough (guess not. Mustn't rush post next time). There are people who buy gold to that probably have a minimal affect on the economy. These folks are using the gold to buy epic mounts, repairs and purchase AH items at reasonable prices. The people that screw up the economies are the ones that spend WAY too much money on an item. These can be gold buyers or people that have saved up the cash from their own efforts (Older players twinking new alts). The prices on an item are considered "out of whack" or gouged when the price doesn't reflect the actual supply or demand. Poor consumers (gold buyer or not) reinforce the idea that high prices can be demanded for simple items by not waiting for optimal prices just as resellers buy out the entire stock of certain items to repost later at a much higher rate.

      It bears mentioning that all the gold bought and sold was earned from somebody's mob, which farmers... well, farm rather diligently. That's just earned money that they save up, which isn't any different than regular players doing the same thing. Big influxes will cause issues, but they'll equal out eventually. I have no sympathy of dupers and hackers, though. That's a seperate discussion, and one I'd side against them on.

      But, just to reiterate, the gold farmers are not the root cause of all of this. Part of the blame lies with players that will give real world money for virtual gold. If you got rid of the gold/gear/account buyers, you'd lose the farmers, not the other way around. The rest of the blame for bad prices lies with greedy players attempting to manipulate the market's supply/demand for their own profit or people that will only impulse buy items rather than farm themselves or wait for a better price. People will still complain about prices on things, but we just have to admit that some folks are stingy with their cash ;)

      --
      "Common sense will be the death of us all"
    71. Re:wow = horrible game by ultranova · · Score: 1

      And I don't think most people can handle the death of a character. Too much stress. When you spend weeks or months working on a character, it can be pretty traumatic to have it die... especially if the death was "unfair." Too much like real life. ;-P

      Add an afterlife. When your character dies, it goes to the great beyond, and if you want it back, you'll have to work for it, and maybe even subdue your former body, now an undead monster. Some quests could even require you to die first.

      You could even go the route of having different afterlifes for different alignments. Like D&D - or real life ;).

      Hmm... I have Nethack's sources and a bit of free time on my hands. Maybe I should try this out.

      --

      Forget magic. Any technology distinguishable from divine power is insufficiently advanced.

    72. Re:wow = horrible game by Anonymous Coward · · Score: 0

      "It also suffers from the same flaw as other MMORPGs. Beginner areas quickly empty, and at the end you end up with all the people in high level zones (Or instances). This is however something that I have no idea how to fix."

      How about the risk of permanent death once you hit lvl 60?

    73. Re:wow = horrible game by Hoi+Polloi · · Score: 1

      Now I understand it all! God is running a giant real world RPG! We all have to "age out" to allow space for new players.

      --
      It is by the juice of the coffee bean that thoughts acquire speed, the teeth acquire stains. The stains become a warning
    74. Re:wow = horrible game by Hoi+Polloi · · Score: 1

      "There are a TON of people like this, but they're in the minority."

      Read this sentence back to yourself. It makes as much sense as the term "jumbo shrimp".

      --
      It is by the juice of the coffee bean that thoughts acquire speed, the teeth acquire stains. The stains become a warning
    75. Re:wow = horrible game by Anonymous Coward · · Score: 0

      Let's say there's a million people like that. That's a ton of people. It's still a minority.

  7. Re: Surprising Burning Crusade Details for WoW by drivinghighway61 · · Score: 5, Insightful

    So you still have to treat WoW as a second job to play in the end-game? Great. Hopefully Blizzard will introduce some good non-set items in 5 or 10-man instances. I don't have the time to invest in raiding for 10+ hours a week, nor do I even have that desire. I do, however, have a few real-life friends that I'd love to be able to play with through the end-game. I realize Blizzard can get away with the crappy end-game WoW currently has, but it would be great if it were possible for players like me and thousands of others to still be viable without having a second job.

  8. CmdrTaco by Anonymous Coward · · Score: 0

    I heard that CmdrTaco had to change his name.

  9. WTF?? by October_30th · · Score: 1
    Ok, so I am getting old and probably senile, but what the hell is this article about?


    I've read the story on Slashdot and I've RTFA and I still don't get why it's such a big deal that "raiding will be different"?

    --
    The owls are not what they seem
    1. Re:WTF?? by 0racle · · Score: 1

      Because raiding is all WoW offers.

      --
      "I use a Mac because I'm just better than you are."
    2. Re:WTF?? by brennz · · Score: 3, Informative

      Raiding, rep farming, and honor grinding = sums up all of WoW endgame.

    3. Re:WTF?? by bar-agent · · Score: 1

      Raiding, rep farming, and honor grinding = sums up all of WoW endgame.

      Interestingly, the article says they're getting rid of big raiding, rep farming, and honor grinding.

      <aladdin>It's a whole new world...</aladdin>

      --
      i'd hit it so hard, if you pulled me out you'd be the king of britain [bash.org]
    4. Re:WTF?? by Everlasting+Axiom · · Score: 1

      very infomative

  10. Could someone remind me.. by The+Hobo · · Score: 0, Troll

    Why this is on Slashdot? I'm sure this is on a ton of WoW-centric messageboards, and rightly so, but this is a forum on science and technology, not about one particular game that just so happens that the site owners play.

    --
    There is another kind of evil which we must fear most, and that is the indifference of good men. -- Boondock Saints
    1. Re:Could someone remind me.. by Das+Modell · · Score: 2, Insightful

      Have a look at the left sidebar. There's a Games category in there.

    2. Re:Could someone remind me.. by barfooz · · Score: 1

      Slashdot: News for Nerds. Stuff that Matters.

    3. Re:Could someone remind me.. by snowgirl · · Score: 1, Insightful

      Because maybe this is CmdrTaco's personal blog that just happens to be visited by everyone and their techie mother?

      Seriously, if you don't like what's posted on Slashdot, don't complain about it, because the site isn't here to serve your personal desires. It's here to serve the personal desires of the editors. :P

      --
      WARNING! This girl exceeds the MAXIMUM SAFE standards established by the FDA for BRATTINESS
    4. Re:Could someone remind me.. by 0racle · · Score: 3, Insightful
      News for Nerds
      WoW is the current favorite. Just like not too long ago you heard all about Half-Life, and before that Doom, and before that ...

      The Science and Technology is only one aspect of what the site is about.
      --
      "I use a Mac because I'm just better than you are."
    5. Re:Could someone remind me.. by Anonymous Coward · · Score: 0

      ...but this is a forum on science and technology, not about one particular game that just so happens that the site owners play.

      You must be new here! ;)

    6. Re:Could someone remind me.. by drsquare · · Score: 1

      There are many popular MMORPGs around, I don't see why WoW gets all the coverage.

    7. Re:Could someone remind me.. by Anonymous Coward · · Score: 0

      1: It's the most popular by a decent margin.
      2: It doesn't get all the coverage. Eve Online gets a ton.

    8. Re:Could someone remind me.. by Anonymous Coward · · Score: 0

      Because WoW is more popular than all the rest combined. http://mmogchart.com/Chart7.html

    9. Re:Could someone remind me.. by CrankyOldBastard · · Score: 1

      Because this is the first game that is going to destroy (shatter) the Earth.

  11. MMORPG by LParks · · Score: 2, Interesting

    When I played WoW, I liked the idea of large raids. I would've liked to see larger than 40 man raids IF the server and clients could handle it. I was in a guild that frequently had to turn away players from 40-man raids.

    I think it is conducive to the idea of a MASSIVELY Multiplayer Online RPG to have large scale raids. It gives an epic feel.

    1. Re:MMORPG by Emetophobe · · Score: 1

      Have you ever tried to manage a 40 person raid? Now try and imagine managing 80 people... In most raids all it takes is 1 person to fuck up and wipe everyone. Dealing with 40 people is bad enough, let's not get crazy now.

    2. Re:MMORPG by Spikeles · · Score: 0

      Just look at what happened at the opening of the Gates of Ahn'Qiraj....

      --
      I don't need to test my programs.. I have an error correcting modem.
    3. Re:MMORPG by Anonymous Coward · · Score: 0

      You should play Dark Age of Camelot. Sometimes in RvR (Realm vs. Realm) you can see 50-150 people on each of the three sides fighting against eachother.

      Major PvE raids tend to be as large or larger than those in WoW, although many DAOC players view them as a nuisance. But in DAoC it's not too hard to do some PvE to get the stuff you need then devote all of your time to RvR.

    4. Re:MMORPG by ZiakII · · Score: 1

      Have you ever tried to manage a 40 person raid? Now try and imagine managing 80 people... In most raids all it takes is 1 person to fuck up and wipe everyone. Dealing with 40 people is bad enough, let's not get crazy now.

      I used to mange 72 people raids in everquest, back when there was no spiffy raid tool, and btw back then god help you if one of your raid members screwed up the whole raid died (80% of the time).

    5. Re:MMORPG by AlXtreme · · Score: 1
      I agree, I don't see the 'massive' aspect of MMORPG's currently. Sure, 40-man raids can get chaotic, but 40 people, Quake could handle that number concurrently years ago. Guess it's a balance between the number of people able to fight together and the complexity of the gameplay.

      I tried WoW 18 months ago, it was great fun having large-scale inter-faction raids, but all the instanced extra PvE/Battleground content more or less stopped all of that. In time, I do hope to be able to pick up my sword again and charge at 1000+ orcs. Roleplaying is fine and all, but being tiny part of a giant onslaught, the blood and gore flying through the air, wave upon wave of men and beast crashing in upon eachother... now that's MMORPG'ing.

      --
      This sig is intentionally left blank
    6. Re:MMORPG by Ruff_ilb · · Score: 1

      Large scale raids with lots of PCs are only ONE component of an epic feel. In many ways, the aspects of the large raids that give the game an epic feel don't make up for the aspects of the large raids that don't (The waiting, the gear-mongering, etc).

      The devs could create an equally epic feel by implementing more epic LOOKING dungeons (although MC and BWL and Onyxia are definitely epic looking enough), speeding up the gameplay, and adding (instead of one IMPOSSIBLE to kill giant turtle, for example) hordes of evil mobs instead of just one giant stupid one - and while they're at it, they could improve the AI of the mobs in question. I realize that many of these things can't practically be implemented due to the technical limitations of the game, but some of them can.

      Or, to give you an analogy that everyone's familiar with (on /., anyway), sure, Helm's Deep is pretty epic, but so are the mines of Moria.

      --
      http://www.TheGamerNation.com/Forums
    7. Re:MMORPG by jesdynf · · Score: 2, Informative

      Try Planetside. Not an RPG, but any game that can have three factions fight it out, 133 people a side, can't be ALL bad.

      --
      Yahoo! Pipes are awesome. How awesome? http://pipes.yahoo.com/jesdynf/slashdot
    8. Re:MMORPG by Millenium+Shadow · · Score: 1

      I prefer MASSIVE raids as well. However some folks seems to enjoy Mildly Massive Online RPG.

  12. who cares by Anonymous Coward · · Score: 0

    is anyone actually suprised by this? The idea behind the new levels was to make the 10 levels take as to get as the 60 before it.. the levels themseleves are going to create huge gaps in strength every time.. mc and the likes are going to be the equivalent of BRS before long

  13. And Naxxrammas is...? by Psionicist · · Score: 4, Informative

    For all you three reading this wondering what this is all about: An instance in WoW is a dungeon cut off from the rest of the WoW-world, sort of like a mums basement for the ubergeek. You and your friends enter an instance, and you can be completely alone in there, killing NPC-monsters (and get nice equipment) and not having to deal with those outside the instance.

    The most difficult instances require up to 40 players to complete. Molten Core is a Dungeons & Dragons-like dungeon full of fire-monsters. Blackwing Lair (more difficult than Molten Core) is a place full of dragons. Naxxrammas is full of undead, spiders etc, and is probably the hardest instance atm. Chances are that previous friend of yours you haven't seen for the past 16 months run around in Naxxrammas, killing bosses such "The Four Horsement".

    Of course, requireing 40 mans to complete, these instances are usually reserved for the "hardcore". Since WoW's success is because it was casual friendly, it doesn't surprise me Blizzard concentrate on 25 man stuff, that is probably easier for the casual to join in at.

    1. Re:And Naxxrammas is...? by snuf23 · · Score: 2, Funny

      Why thank you. I always thought Naxxrammas was prescription medication for severe hemarhoids. Good thing I didn't "ask my doctor"! Guess I'll have to find something else to tame my Molten Core.

      --
      Sometimes my arms bend back.
    2. Re:And Naxxrammas is...? by Anonymous Coward · · Score: 0

      Naxxrammas is full of undead, spiders etc, and is probably the hardest instance atm.

      No probably about it. Naxx IS currently the hardest raid instance. Period.

    3. Re:And Naxxrammas is...? by Hoi+Polloi · · Score: 1

      Thanks for finally explaining this. I wish there was a guide to terminology for nonplayers out there somewhere.

      --
      It is by the juice of the coffee bean that thoughts acquire speed, the teeth acquire stains. The stains become a warning
  14. The Dumbass Probablity. by Zephiria · · Score: 3, Insightful

    The real problem that MMO's face, like Warcraft and in my case in Guildwars is the dumbass probability.
    IE the more people you have in a group the greater the chance that one of them is going to be a dumbass.
    Which requires that you somehow vet all the players, otherwise you have to go through a very long process to get decent players.
    Allot of complaints people have about MMO's is that sometimes its nice to log in, blast about then log off, not wait about for an hour to get a group and then only to find out that because its a random group you have X number of dumbasses that get you killed 5 minutes or less into it. Or god forbid just at the very end of it.

    I think that their needs to be a kind of rating system for players, so other players can rate them based on their experiences with them.. Sure it could be griefed... but I think overall it would be good.

    1. Re:The Dumbass Probablity. by MartijnL · · Score: 1

      That's why they invented guilds. Guilds that are good enough for the end game content usually lack dumbasses.

    2. Re:The Dumbass Probablity. by Zephiria · · Score: 1

      Yes I know :)
      But you still have problems there.. Either not everyone is on.. or theirs not enough for a full party etc.
      You still usually end up having to pick up a few people, and the people who only play a few hours a week are either in a very loose guild or not in one at all.

    3. Re:The Dumbass Probablity. by Anonymous Coward · · Score: 0

      We like this idea and we will be patenting within a few days.

      We were looking to move our $699 tea bagging cocksmoker fee into new markets and I think we just found one.

      Thanks for the support!

      -- Sir Darl Q. McBride, Esq.

    4. Re:The Dumbass Probablity. by discord5 · · Score: 2, Interesting
      I think that their needs to be a kind of rating system for players, so other players can rate them based on their experiences with them.. Sure it could be griefed... but I think overall it would be good.

      Such a system will be abused. Suppose a really good player (player #1) makes a constructive remark to a less good player (player #2) on improving his skills. Player #2 is agitated, and puts a bad review on him with "steals items" as an explanation. Player #1 notices this and puts up a bad review with "needs to learn to play". You can see where I'm going here, right? Never doubt the immaturity of the audience of a game (or for that fact, people in real life). You can't fathom how upset people can get over virtual "property", until you've had some kid whine for an hour at you for having something he doesn't. Hell, I've even seen someone threaten to kill (yes, in real life) another person over virtual "property". Some people take videogames way too seriously, and a system like this would do more damage for good players than for bad ones.

      A guild, corporation or clan easily weeds out bad players. In WoW, high ranking guild members tend to notice when people incessantly nag about items (even though there is a DKP system, or other thing, blah blah), don't pay attention in raids, etc... Most of the time, you'll find out what kind of player you're dealing with before they actually go on a raid.

    5. Re:The Dumbass Probablity. by Wildclaw · · Score: 1

      In my experience guild members are elite whores that love to wiggle their behinds at those who aren't in the guild, so as to show their "superiority". And even if they don't do that, they will demand that you be online atleast x hours per week at specific hours, and do the same thing over and over. Not really my idea of fun. There are of course exceptions. There are guilds that don't do this, but they won't be able to play the endgame because those interested in the endgame will flock to the elite guilds like sheep.

      Blacklisting is a far simpler way to track dumbasses, that doesn't require guilds that usually create more problems than they are worth.

      Guilds may on the surface seem like they build communities, but if you are not careful they actually segregate the community. If people group with the same people all the time, they will never meet any new people. That is the opposite of creating a social environment.

    6. Re:The Dumbass Probablity. by Fjan11 · · Score: 1
      I think that their needs to be a kind of rating system for players

      You're in luck. There is such a rating system for WoW, and it works very well: http://www.playrate.net/

      (full disclosure: I created it)

      --
      This sig is just as redundant as the rest of this posting
    7. Re:The Dumbass Probablity. by Fjan11 · · Score: 2, Interesting

      Actually, your view turns out to be too pessimistic, the rating system for WoW called Playrate works very well with almost no abuse http://www.playrate.net/. As long as there are many more good sports than bad sports the rating system will work, since the unfair and irrational ratings average out. Just look at eBay, the rating system there works fine too, for the same reason.

      --
      This sig is just as redundant as the rest of this posting
    8. Re:The Dumbass Probablity. by Swordsmanus · · Score: 1

      It may be different in WoW, but in EQ, all of the high-end guilds except maybe the tip-top guilds across servers such as afterlife and legacy of steel had dumbasses in them. It's just that those dumbasses so happened to play a class absolutely necessary to groups and raiding - i.e. cleric, enchanter, and so on. So with few exceptions it didn't matter how bad they were, they were a needed class so everyone wanted them because the game mechanics forced certain party compositions on the players.

    9. Re:The Dumbass Probablity. by Anonymous Coward · · Score: 0

      It's no different in WoW, except for "cleric" read "priest". Protection warriors are also in demand, but it's very difficult to tell if you've got a stupid protection warrior, or just a non-protection warrior, so any warrior will do.

      What most guilds really need are "players with a clue". However, since they don't have any, they haven't realised that yet.

  15. Re: your fallacious logic by brennz · · Score: 4, Insightful

    Popularity does not mean satisfaction.
    Primacy in the market does not mean superiority either.
    It could be merely because a better alternative does not exist, or how horrible the other competing solutions are, or a game learning curve issue.

    Considering how many MMOs have actually been a market success versus the recent number of failures, perhaps the average board poster should be more involved in game development or requirements solicitation?

  16. And for the majority of us with you know, lives.. by Gothmolly · · Score: 0, Flamebait

    More importantly, who gives a shit?

    --
    I want to delete my account but Slashdot doesn't allow it.
  17. Re:News for Nerds, STUFF THAT MATTERS! by Anonymous Coward · · Score: 0

    News about WoW is news, and just because it doesn't matter to you doesn't mean it doesn't matter to other nerds.

    So nya.

  18. Re:News for Nerds, STUFF THAT MATTERS! by Borgschulze · · Score: 1

    NASA doesn't matter to me, but in no way is WoW on a level of news, it's more information than news.

    --
    In Soviet Russia, Linux compiles you!
  19. Re:News for Nerds, STUFF THAT MATTERS! by Anonymous Coward · · Score: 0

    It doesn't appeal to me, therefore it shouldn't be on slashdot!

  20. Not the first time... by SpiritGod21 · · Score: 1

    UBRS was once a 40-man instance. Then it got put down to 15. Now I believe it is 10. How exactly is WoW changing the amount of people that can enter an instance "news?"

    1. Re:Not the first time... by kwerle · · Score: 1

      UBRS was once a 40-man instance.

      No, you could run the instance with 40 - but you could not complete quests that way.

      Then it got put down to 15. Now I believe it is 10. How exactly is WoW changing the amount of people that can enter an instance "news?"

      WoW has about 6.5 million players, last time I heard, making it the most popular MMO ever - by about a factor of 10. Big changes to WoW are news for nerds the same way changes to Star Trek are new for nerds.

      What's more, RTFM. They are not changing the number of people that can enter an instance (again), they are declaring that they are changing the style of the new top end instances they are making (and other big changes).

  21. Re:And for the majority of us with you know, lives by Microlith · · Score: 2, Insightful

    Go remove Games from the categories you want to see.

    No need to be an ass, but I guess that's par for the course with this article.

  22. Why this matters by Lord+Aurora · · Score: 4, Funny
    As long as there are people like this:

    http://server1.plunder.com/994/OnyxiaWipe.swf

    we know that WoW is a very important and integral part of everyday life, worth every second and every screamed WTF!

    --
    The heavens do not fall for such a trifle.
    1. Re:Why this matters by plalonde2 · · Score: 1

      Rolling on the floor laughing my ass off! Holy shit. I reserve that kind of talking for PvP :-)

    2. Re:Why this matters by Anonymous Coward · · Score: 0

      Holy fuck that was funny as hell i've done onyxias lair so i know what he was talking about but for anyone that hasn't that would probably scare them into not playing wow.

  23. Re:News for Nerds, STUFF THAT MATTERS! by snuf23 · · Score: 1

    "it's more information than news"

    One man's information is another man's news. It is news in the sense that they have released additional new information about the game. For WoW players or those interested in WoW, this is news.

    See the definition:

    2. New information of any kind

    --
    Sometimes my arms bend back.
  24. Basically what it comes down to by Sycraft-fu · · Score: 3, Insightful

    Is they'll do what they feel makes their players the happiest, and thus keeps them playing the longest. My guess is that their experience with their current raid instances shows people like the 20-man concept more. If there's demand for 40-man raids though, they'll come back.

    1. Re:Basically what it comes down to by Anonymous Coward · · Score: 0

      WoW is an online soap opera. You pay to play. You pay to listen to and dish out gossip.
      You pay to be sucked into a massive, repeatable, boring routine.
      There's very little of interest. There is very little exploring to do after the first few weeks, so the only thing left is an insatiable urge to climb to the top.
      Too bad 99% of the people can't compete with 13 year olds who sit in school 7 hours a day, and play WoW 12 hours during weekdays, 18 hours a day on the weekends and during summer holiday. It's ridiculous. I'd like to see a limit of 1 hour a day. Whatever you get accomplished in 1 hour of time, that's it. It would certainly make the game more exciting. Goldfarmers would cease to exist. The risks in the game would go up. The conservative raiding to build up characters would go down. Kids would end up with more to do in their lives than just hang out online, goldfarming and waiting for their guild mates to go on the same raids they went on yesterday, and the day before that.

      I really wonder how these kids do in school, or in real life?

    2. Re:Basically what it comes down to by Z34107 · · Score: 3, Insightful

      I really wonder how these kids do in school, or in real life?

      I do just fine, thank you very much. I will be a senior when high school starts again, and already have 12 college credits to my name for computer science courses 200 and 300 level computer science courses I have completed at a local university. Unless by "these kids" you mean the handful that play 12 hours a day and not those who play more than an hour.

      As for your idea of limiting gameplay to an hour a day - why? If people could only play this particular videogame for an hour, what makes you think they would go outside, write a book, lobby a congressman or do homework or whatever instead of playing another videogame or instant messaging? It would just make the $15 monthly fee even more ridiculous.

      --
      DATABASE WOW WOW
    3. Re:Basically what it comes down to by NeMon'ess · · Score: 0, Troll

      So if you're one of those kids who plays WoW for hours every day, what else have you accomplished with your life? What outside projects, interests, and relationships have you developed that you can talk up when you're at parties or interviewing for a job?

    4. Re:Basically what it comes down to by Naradak · · Score: 1

      I just graduated college and found a job, thanks for your concern for my social well-being.

    5. Re:Basically what it comes down to by NeMon'ess · · Score: 1

      Z34107 hasn't written back yet. Should I be concerned about your well-being? I'm glad you found a job. Do you like it? Is it stimulating so that in ten years you won't just look back on it as something that paid the bills and sucked your life away? Are you using the money to do enjoyable outside activities and interests that aren't WoW or WoW-related?

      If not you might be wasting your life on a game.

    6. Re:Basically what it comes down to by Anonymous Coward · · Score: 0

      Should I be concerned about your well-being?
      you might be wasting your life on a game. answered your own question.

    7. Re:Basically what it comes down to by Ethidium · · Score: 2, Insightful

      >I really wonder how these kids do in school, or in real life?

      I graduated the University of Iowa a year ago with a Bachelor of Science in Physics and Astronomy, and did well enough to get into Cornell Law School, where I'm president one student organization, an officer in another, and made the dean's list both of my first two semesters.

      I'm not the 13-year-old who makes dumb jokes about Chuck Norris in Barrens Chat and brags about his 5 level 60s and tells all the female characters "I bet ur a guy." There's such a thing as moderation in Azeroth, just like in the real world.

      --
      \
    8. Re:Basically what it comes down to by It'sYerMam · · Score: 1

      I'm sure there is an extremely tight correlation between playing WoW and job satisfaction.

      --
      im in ur .sig, writin ur memes.
    9. Re:Basically what it comes down to by Joreallean · · Score: 1

      This could be said about anyone who immerses themselves in a hobby. In fact I would say there is more opportunity to have wide spread social interactions in WoW then there is playing softball with the same team every year or some other pointless sport that I don't enjoy. You go do whatever it is that you do to waste your life outside and leave the people who waste their life inside alone.

    10. Re:Basically what it comes down to by NeMon'ess · · Score: 1

      You still don't get it. Spending all your free time playing only WoW or softball would both be wasting your life. Go on a hike, read a book, take some photographs, learn about politics, or any topic not directly job-related. Go learn how to dance, or weld, or repair your own car. Go take a real-world vacation.

      Do stuff that broadens your knowledge, interactions, and who you are.

    11. Re:Basically what it comes down to by Anonymous Coward · · Score: 0

      Go on a hike, read a book, take some photographs, learn about politics, or any topic not directly job-related.

      the more I learn about politics the more I feel like I'm wasting my life away

    12. Re:Basically what it comes down to by Anonymous Coward · · Score: 0

      How are any of those things any less life-wasting than WoW, besides the exersize of the hiking?

    13. Re:Basically what it comes down to by NeMon'ess · · Score: 1

      They're exercise for your brain, or your social skills, or your co-ordination. Furthermore, they can feel more rewarding than WoW, and have more real-life applications. If someone finds they excel at one or more of them, it could lead to a happy career change, or a more lasting memory of the person after they're gone.

      If you play WoW and similar MMO's all your life, what lasting mark will you leave on society? You could have found art in welding, leaving pieces behind people will remember you for. Even if you don't make it big in whatever your hobby was, you're more likely to have met and touched the lives of hundreds of people. You might have made a difference in their lives by doing a favor, or collaborating on a project, or teaching them something new. Any equivalent effect you have online on people's lives is going to pale in comparison because of it's impermanence.

    14. Re:Basically what it comes down to by Meagermanx · · Score: 1

      I've been reading the Tao of Pooh. It's really pretty good. It talks about filling your life with happiness.
       
      Gay sex makes some people happy.
      Knitting makes some people happy.
      Playing WoW 16 hours a day makes some people happy.
       
      If that's what he wants to do with his life, let him. At least he's having fun.
      Hey, and on a side note. You guys who are complaining about kids having too much time to play video games, so it's not fair to you? Stop. You can give up your life for a game, you can stop being insecurely competitive, or you can stop playing the game. There's no need to ruin someone elses fun.

    15. Re:Basically what it comes down to by walnutmon · · Score: 1

      No one who is happy themselves tries to make others feel bad.

      --
      You take it, I don't want it...
    16. Re:Basically what it comes down to by Anonymous Coward · · Score: 0

      What, have you no contempt, for example, for people who spend all their afternoons watching soap operas followed by talk shows? It's their equivalent of fun, though they're wasting their lives.

      At least knitting results in real-world objects that may even be useful.

    17. Re:Basically what it comes down to by Mark+Maughan · · Score: 1

      Alcohol makes some people happy.

    18. Re:Basically what it comes down to by Tweekster · · Score: 1

      Or you could sit on slashdot and tell other people what they should be doing with their time since you dont find what the do "valuable"

      Why dont you go do those things you insist other people should be doing, and basically leave everyone the hell alone.

      --
      The phrase "more better" is acceptable English. suck it grammar Nazis
    19. Re:Basically what it comes down to by Austerity+Empowers · · Score: 1

      I've never had an employer ask me about my outside relationships in an interview, or projects that did not relate to school or previous jobs. At best they'll ask me if I know how to play softball.

      Now quite a few people I work with here play WoW and are raiding BWL/Naxx. It turns out amongst some geeks, it's a pretty social thing to do.

    20. Re:Basically what it comes down to by StalinsNotDead · · Score: 1

      But there are those who are unhappy who try to make others feel better.

      --
      Thanks to the internet, we can now all die alone together! -SomeWoman
    21. Re:Basically what it comes down to by Firefly1 · · Score: 1
      What outside projects, interests, and relationships have you developed that you can talk up when you're at parties or interviewing for a job?
      No, no; a thousand times no.
      'Because I can talk it up at a party or job interview' should never be a factor in deciding whether or not to pick up X interest, project, or relationship. Ever.
      --
      - White Knight of the Order of Mihoshi Enthusiasts
  25. Translation : by MMaestro · · Score: 1
    So, to answer your question, there are no plans at this time to create raid environments that exceed a player-cap of 25, however, we will always evolve this game in the direction that we feel is most beneficial and on a long enough time line, it's difficult to state what's in-store.

    Translation : We got bitched at by the majority of players for making end-game too hardcore. We're gonna try going with a 25-man cap and see what happens seeing as the 10-man runs turned out to be a total waste of time due to sheer difficulty and poor rewards.

    And for the record, yes I do subscribe and play WoW.

  26. May make things easier for raid leaders by Anonymous Coward · · Score: 0

    Less people means less room for error, and less chance of people getting away with stupid crap.

  27. How about an interesting expansion instead? by Pinkoir · · Score: 0, Offtopic

    For those who are utterly tired of WoW and wish not to hear any more about it try reading this link instead. It's about the upcoming "Kali" expansion to CCP's EVE-Online. A game that actually gets better the more you play it. Who could have thought?

    -Pinkoir

    1. Re:How about an interesting expansion instead? by Wildclaw · · Score: 1

      THe problem with EVE-Online is that it starts so boring that almost noone stay until it gets better.

      WoW is better at the start, and therefore they got the subscribers. Basic psychology. A drug needs to be addictive from the start. Once you are hooked, there is no turning back even if it gets worse.

    2. Re:How about an interesting expansion instead? by Tony+Hoyle · · Score: 1

      EVE Online was the most boring game I ever played... no grouping, no real interaction with other players at all (might as well have been a solo game), and the 'tasks' are all 'take this box from here to here'.

      OTOH I only played it for a month. If they deal with the absolute lack of content maybe it might be worth trying again if as you say the problem is that the first few months are the boring ones.

    3. Re:How about an interesting expansion instead? by Anonymous Coward · · Score: 0

      I can tell you didn't get past the tutorial, EVE is all about team work, the VERY beginning is solo because you're learning the game. But further in it's all about corporations and alliances. And hauling things around? Those are some missions you can do, there are kill missions where you go out and kill NPCs for loot, ISK(Ingame money), and Loyalty Points, and you're not forced to do missions at all, you're really not forced to do anything you don't want to do (For the most part).

    4. Re:How about an interesting expansion instead? by sg_oneill · · Score: 1

      Your possibly missing the point. Eve-onlines genius is in the politics of the game and the mindboggling technology paths and economy.

      I'll conceed its a bit dull at first , particularly if your stuck in empire. I got into 0.0 life pretty quick and its been nothing but large scale fleet battles, and complex war and politics.

      Add to that the complexes (I guess eve's version of dungeons. Basically NPC enemy base shipyards and stuff. The 10/10 ones are terrifying), and the fact that loss in eve is quite real (If your ship dies, you dont get it back, you have to buy a new one), and its a really awesome game.

      First time I was in a major 50 vs 50 fleet battle (the fleet battles have gone up to 200 vs 200, allegedly in the two or three "great northern wars") in a battleship, at the end my nerves where so shot from andrenaline and actual fear, I had to have a lie down just to calm down. Most eve PVPers experience the same from time to time, especially when its a last stand to defend a solar system or your struggling to escape in your last ship to your name or something.

      And thats just the combat side of it. Except for skillbooks and a small handfull of NPC generated stuff, most everything is produced by players in games, starting from mining, to refining, to production, and so on. The economy is mindboggling.

      The game starts off a bit dull and the learning curve is massive (hint: this is a verry geeky game) , but if you can join a corp and get out into low-sec or 0.0, I promise you the game is awesome.

      --
      Excuse the Unicode crap in my posts. That's an apostrophe, and slashdot is busted.
    5. Re:How about an interesting expansion instead? by Wildclaw · · Score: 1

      I didn't miss the point. I hit a bullseye. A MMORPG must the fun from the absolute start, or players will quit before they become hooked. EVE Online fails in that aspect. It may get better later on, but I (and many others) will never know.

    6. Re:How about an interesting expansion instead? by DrXym · · Score: 1
      I played EVE online for a while and I really liked it. I eventually quit because like most games it requires a time investment which increases as you play longer. One thing I did like is the way that you could train without being online. This was a great idea. Also amazing is the in-game economy which is almost complex enough that you could use it to learn real life trading.

      Where it is a bit dull is that first play. I think the vastness of space and the dense information on the screen could be off putting for many. Perhaps the intro could do with a revamp, possibly hiding more complex controls and screens until the user has gotten the basics in hand.

    7. Re:How about an interesting expansion instead? by aafiske · · Score: 1

      You gotta be kidding me. No real interaction? That's the whole game, the interaction between players. And grouping up is how you survive. You don't do it with strangers because that's dangerous; you look around and join a corp. Especially in 0.0 and low-security systems, other players are the game. They're your friends and foes, not some static NPC handing out quests.

      It's not everyone's cup of tea, for various reasons. But 'no interaction' is not one of them. (Courier missions sucking is, never do them.)

  28. i am sick of... by jimfinity · · Score: 5, Insightful

    people constantly complaining about how this stuff "isn't news" or "doesn't belong on slashdot" just because you aren't interested in playing world of warcraft doesn't mean other people won't find this interesting. I don't care at all about, say...VOIP, but i don't start threads saying "HOW IS THIS NEWS?!?!?!" whenever a VOIP article comes up. i just don't bother reading or posting on those topics. please try to understand that while you don't care about this game, there are more than 6 million people out there who do.

  29. Why... by Anonymous Coward · · Score: 0

    ...does this summary read like and endorsement?

  30. Re: your fallacious logic by drsquare · · Score: 2, Interesting

    So if MMO players like games like Eve and not WoW, why are they all playing WoW and not Eve? Perhaps you've miscalculated what most MMO players want, assuming your own preferences are universal.

    People like WoW because it's easy. You don't need to think, there's no risk, nothing surprising, you can zone out, go afk, anything, and still progress.

    Talk about pvp is irrelevant. I for one like pvp, but I'm in a minority, most people don't like it as it's unpredictable and you can lose even when you do everything right. People like fighting predictable mobs.

  31. Raids take too long by EvilMoose · · Score: 5, Insightful

    So you're at 60 and what do you do? Join a raiding guild. The trouble is, most of those guilds raid for 4-7 hours a night and require you to have a 40% raid attendance or be kicked from the guild.

    That's on top of your usual requests from the guilds to get NR, Frost or Fire resists up. They need to somehow figure out a way to force guilds to trim the time down.

    Let's also not forget that most guilds either run a DKP (Dragon Kill Point system) or Zero-Sum. Which adds to the madness because you're never going to get any loot unless you attend every single run.

    4-7 hours a night is too much for one video game. Some of us have other things... 2 hours is cool. Blizzard would be really nice to implement some new scheme for loot, one that is a mixture of raids attended and luck.

    Also, ever notice the "females" in guilds tend to get free loot even when they don't even have a microphone. I was halfway tempted to create a female character with no voice communication to get loot, then seduce all of the men in the guild with a fake picture I picked up from Google. But alas, I quit before attempting that.

    1. Re:Raids take too long by Androclese · · Score: 1

      DDO had the loot system done right. Despite the many flaws of that game, taking all loot distribution of the hands of the players and leaving it up to the CPU to figure it out made the quests a lot more enjoyable.

    2. Re:Raids take too long by Aceticon · · Score: 1

      Also, ever notice the "females" in guilds tend to get free loot even when they don't even have a microphone. I was halfway tempted to create a female character with no voice communication to get loot, then seduce all of the men in the guild with a fake picture I picked up from Google. But fortunatly, I quit before attempting that.

      There, i've corrected it for you.

      Trust me, you don't want to be long to the "I cross-dress for WoW" croud
    3. Re:Raids take too long by IsoRashi · · Score: 1

      You're painting with a very broad brush here... take, for example, the guild I am in.

      We have three official raiding nights. Each raiding night lasts approximately 3-4 hours. The raid leaders like to keep it down to three, but if we're having trouble reaching our objectives they'll extend it out to 4 at the most. So right there, we're looking at 9 to 12 hours a week for the raiders. We use a raid scheduler where people can sign up, then a day in advance the raid leaders select their team from those signed up. We're not super large, so generally signing up well in advance means you're in. You don't really have to re-arrange your entire schedule because you already have a good idea of whether you'll be attending on any specific night. Oh, and attendance (assuming you didn't sign up) isn't mandatory. In fact, if you did sign up and need to withdraw--simply remove yourself from the raid in the scheduler. If you can't give more than 24-hr's notice, do the same and then post in a specific thread on our forums. That's it. No real penalties besides maybe having trouble getting into the raid if it becomes habitual. We have three ranks for the "normal" members: CWALer, Raid Initiate, and Raider. Raider just means you have at least 50% attendance and have proved you are capable of showing up on-time prepared (pots, resist gear, reagents, gear is fully repaired, basic knowledge of the encounters, know how to play your class). So, if you want "preferred status" as a Raider, you need to come to 3 raids every 2 weeks. Assuming a 3.5 hour raid night, that's only 10.5 hours over 2 weeks, or under 6 hours in a single week. Granted we're not running naxx, but we manage to raid, have fun, and lead passingly normal lives.

      We use a zero-sum DKP system, which means people new to the system tend to come in around the middle. I, for example, have somewhere around -9.5 dkp. If a new-comer comes in and kills a single boss, he will already have positive dkp. If only he and I were rolling on a piece of gear, he would automatically win since he's in the positive. There's no weeks or months of hording up DKP just to able to afford your first item. In the case of tier 1 & 2 gear that everyone else already has, it can be defaulted to a new-comer, allowing them to go lower than our standard -10 dkp limit.

      And probably a third of our active members are female. Adult females, and a good portion of them are professionals with degrees. We never see any sort of favoritism. YMMV of course, on another server I am in a guild where there isn't favoritism per se (because there's no raid loot to show favoritism over) but all the boys stumble over eachother to appease and impress the few girls (and I use "girls" here purposely) in the guild.

      --
      This is not the greatest sig in the world, no. This is just a tribute.
  32. Improvements in paradigm? by Millenniumman · · Score: 1

    WoW needs improvements in how it works. As it is, you get in a guild, and go around killing monsters to get items that let you kill more monsters. The monsters all come back to life, and so do you. How about a MMORPG where there is a significant story that you play a part in? e.g.:

    You start out as a soldier/merchant/etc. for some faction (e.g. Alliance or Horde). If you do a good job, you get promoted/become more powerful and maybe get to have some choice in what you do. At the beginning, the people in high positions would have to be bots or admins, but eventually players could get those positions. As your faction, which starts out around equal to all the others, accomplishes its goals, it will become more powerful. Conversely, if it does poorly, it can be eliminated. Factions are not necessarily built in and are created dynamically. You can choose to be neutral.

    You wouldn't be restricted to "he is a monster, attack or run?". If you disobey orders or steal, and you get caught, others players/bots/admins will then try to drag you to jail or kill you. You can pick a fight whenever you want to, with whomever you want to, and the consequences will differ. You can work as a spy.

    If you go on some sort of mission, and it changes the situations of the different groups, it affects everyone in the game.

    --
    Stupidity is like nuclear power, it can be used for good or evil. And you don't want to get any on you.
    1. Re:Improvements in paradigm? by IKnwThePiecesFt · · Score: 1

      That's one of those "great in theory, terrible in practice" ideas. What's to stop a griefer from getting to the highest level first (it's almost always griefers that power level early on). What's to stop lower ranked players from disobeying higher ranked ones? Also, the major reason why an MMO character can never be as significant as a standard RPG character, and I think SWG displays this best when compared to KOTOR. In KOTOR, you are a jedi, along with like 5 other people you'll ever run into. That means that jedis are the shit and powerful enough and rare enough to be respected. In SWG, you would see hundreds and hundreds of Jedi, which all have to be balanced with the non-jedi, making a traditional position of authority for Star Wars disvalued.

    2. Re:Improvements in paradigm? by Millenniumman · · Score: 1

      Someone could get to a high position and start betraying people, if he didn't reveal himself beforehand. There wouldn't really be griefers, they'll just be people who are secretly working to thwart others. A bunch of other players will have to team up and kill him. If a lower ranked player disobeys a higher ranked one, the higher ranked one still has authority over others, and allies with such authority, and has them apprehend the disobedient one. All of the people in a group will have to work together to spot spies and traitors and keep order.

      There are only so many positions of authority. If a group makes everyone a general, it will be eliminated. They will have to work to structure their groups properly. There could also be a bot system (e.g. mercenaries a group can hire) to fill in roles that real players don't want.

      --
      Stupidity is like nuclear power, it can be used for good or evil. And you don't want to get any on you.
    3. Re:Improvements in paradigm? by jjohnson · · Score: 1

      As someone below said, "great in theory, lousy in practice", though the problem isn't griefers. The problem is that persistant storylines and such sound great when you're starting, but offer far less benefit to grinding the story than grinding for yourself. In short, few players really get into advancing the story in their direction. If you force players to adhere to the story arc, you cut your pool of players to nothing; if you don't force players to do so, the ones who don't play the story get pissed off when the game world changes in response to story events, if they're not actively gaming the story for their own benefit. Bartle goes into a lot of detail on this in Designing Virtual Worlds, and how every MMOG starts out with a plan to have a world-spanning story that has great consequences, thus putting the players inside a strong narrative; in every case, they water down the story to meaninglessness just because enough players don't play the story in good faith.

      The best example I've seen of your idea is Eve Online, where major corporate wars have significant effects on the availability of space due to corporate allegiance. However, Eve's subscriber base is still pretty minor, comparatively, and this is one the things that tends to cap it.

      --
      Anyone who loves or hates any language, platform, or manufacturer, doesn't know what they're talking about.
    4. Re:Improvements in paradigm? by flooey · · Score: 1

      There wouldn't really be griefers, they'll just be people who are secretly working to thwart others. A bunch of other players will have to team up and kill him.

      The problem there is that players have a very clear alternative to teaming up and killing him: they can stop playing. And, based on the evidence so far, many players will do just that. It's a suggestion that might take hold somewhere, but for World of Warcraft, the most mainstream of all games, there's no chance they'll go with something like that.

    5. Re:Improvements in paradigm? by Millenniumman · · Score: 1

      All they are doing in WoW is teaming up and killing monsters, so why are they playing?

      Having order-keeping bots would also help structure the game.

      If a player is being a jerk, wouldn't it be more fulfilling to chop off his head than go whine to a moderator?

      --
      Stupidity is like nuclear power, it can be used for good or evil. And you don't want to get any on you.
    6. Re:Improvements in paradigm? by flooey · · Score: 1

      All they are doing in WoW is teaming up and killing monsters, so why are they playing?

      All the people who play the vast majority of single player games are doing is killing monsters by themselves, they don't even have other people.

      Presumably, people just enjoy killing monsters.

    7. Re:Improvements in paradigm? by popo · · Score: 1

      "How about a MMORPG where there is a significant story that you play a part in? "

      Its called Guild Wars / Guild Wars Factions

      --
      ------ The best brain training is now totally free : )
    8. Re:Improvements in paradigm? by NeMon'ess · · Score: 1

      Without having read Bartle, I'd speculate a large part of the problem is the developers and publishers want a big-hit game. Since treadmills seem to get the largest audience, that's what they've been doing.

      Has there yet been an MMORPG that tried to immerse the players in a changing world? By immersion I mean:

      NPC guards and in-town characters with changing dialog
      NPC travellers along the roads with stories of what lies ahead
      NPC armies that actually march instead of spawning
      Enemies that actually move and migrate instead of spawning
      Bulletin boards in towns with player created quests and stories along with NPC ones

      Now unlike the grandparent, I don't think the focus should be on human factions battling each other. Instead it should be human factions against NPC factions, armies, and monsters. Additionally, change the leveling system so that levels teach new skills. Make it so a Level 20 character can swing a sword alongside a 60 character and kill monsters together. But the 60 will have healing or tracking, or alternate weapon skills that the 20 lacks.

      Let players make their own cities and hire guards, but don't make sacking other guild's towns a focus. Make the environment around the towns matter. If players don't visit a town on the wild frontier, animals and monsters increase in the area, making for good hunting for mid-levels. If the town is near high-level monsters, it's going to need defending, or slowly be over-run. Meanwhile, repelling an invading army to the sea or the wild-lands from which it came lets players discover and settle the new land or board ships to a discovered island or continent. Of course that land has to be tamed as well. What was once an enemy town with it's unique architecture becomes player-inhabited.

    9. Re:Improvements in paradigm? by Anonymous Coward · · Score: 0

      How about a MMORPG where there is a significant story that you play a part in?

      They already made it. It's called A Tale in the Desert. You wouldn't like it; I know I don't. It's a boring game with a weak storyline and no real soloing possibilities.

      As far as I can tell, there's no real reason for a new person to join the game. Yes, the game starts over every year or so. That doesn't mean that the community has reset; and a huge part of the game is the community and its politics. A good example of this came out a while back when they introduced a "test" that allowed the player populace to elect one of their own to give perma-ban rights to. This was supposed to be a profound task and test the general populace's trust in their leaders. Of course, the first person to be elected was a beta tester and leader of a huge guild - players at the time picked her as a natural choice. And I'm not saying she was a bad candidate - but how do you ensure game balance in that situation? You can't. You're giving in-game advantages for "winning" in a social sphere outside the game.

      Of course, this is not the fault of A Tale in the Desert's "story based" game flow so much as it is the consequence of other game design issues. The "story" in A Tale in th Desert is more or less a Mario Plot. You must complete the 7 levels of 7 schools in order to save the Princess...or some other vague plot device. But that does bring up another problem with the "story based" game: how do you keep your players from finishing the game in a day, especially if you reuse content from an earlier release/beta and everyone already knows where everything is? For A Tale in the Desert (the first one), the answer was not to release the next level of play until the game developers thought it was time. Oooh, how very fun!

      Unless you have a team of the amazing writers and designers constantly adding content to your game, there WILL be long spans of time where the players have nothing to do but farm. So what do you do? Make farming fun, of course, so that you don't have to rely on new content to carry the game. And thus, the modern MMO is born.

    10. Re:Improvements in paradigm? by TheLink · · Score: 1

      "All they are doing in WoW is teaming up and killing monsters, so why are they playing?"

      It's a game, they like doing it.

      Go look at football, tennis, golf, pool, snooker in the same light.

      I'm fine with people spending hours on WoW.

      Much better than having young guys teaming up and killing people in real life - as it happens too often in many places around the world.

      You want a more sociable thing to do? Go to drink coffee and hang out with your friends at shopping malls, maybe get a new hairdo just like your best friend's.

      You could do that sort of thing in WoW too I guess, but 40 man raids are nothing compared to those massive shopping raids... ;)

      --
    11. Re:Improvements in paradigm? by Millenniumman · · Score: 1

      I was saying that under the above posters assumption that players would quit rather than police their guilds from griefers.

      --
      Stupidity is like nuclear power, it can be used for good or evil. And you don't want to get any on you.
  33. New WoW server type? by SHaFT7 · · Score: 1

    me roommate and I were discussing the other night the need for more REAL pvp in WoW, like back in the good 'ol text mud days. If you guy, your corpse can get looted, and you have to get your stuff all over again, things like that...

    our idea was this:

    new WoW server type: hardcore pvp
    if you die, then the other guy can raid you corpse. Now, honestly, letting them have all your stuff would be crazy, because it takes too freaking long to get it all, so...let them take a percentage of cash, (or not) and importantly, they can pick any one item from your iventory (epics and higher included) and take that as well, or maybe two items.

    something along those lines, where it really DOES cost you to die, would appeal a different crown than the current carefree model.

    1. Re:New WoW server type? by David+Rolfe · · Score: 1
      new WoW server type: hardcore pvp
      if you die, then the other guy can raid you corpse. Now, honestly, letting them have all your stuff would be crazy, because it takes too freaking long to get it all, so...let them take a percentage of cash, (or not) and importantly, they can pick any one item from your iventory (epics and higher included) and take that as well, or maybe two items.

      something along those lines, where it really DOES cost you to die, would appeal a different crown than the current carefree model.


      This server would never work in WoW's world because it would only be populated with paladins (and maybe some mages that wanted to live dangerously).

      At the first sign of trouble, the bubble would come out, the hearthstone would be used, the threat of losing anything would be escaped. After logging an alt and cooling down in the relative safety of the capitol, you could then venture back out to kill (i.e., gank) some lowbies (assuming you could even find a Horde player on such a server).

      I guess the other option would be that everyone ran around in the lbrs 'smooth leather' gray set and some store bought greens. What would make it even less fun is you could never afford to buy a mount, let alone a fast mount, because you'd always be getting ganked -- again assuming that anyone besides paladins played on a server of that sort -- so travel would largely suck.

      I think a better idea than your PK-looting server would just be a FFA server. You can heal and attack any player, regardless of faction. Then you could enjoy that real pvp feeling of getting ambushed (one-shotted if you're lucky!) by rogues when youre at the bank in a capitol all the time. Instances would be even more fun, because you'd never know when the priest targetting you was about to heal you or smite you (wrong button, oops!). Guildless douchebags would abound because you'd have to have a zero tolerance policy for grouping/raiding with PKers. Imagine how fun it would be to eye even "friendly" players with suspicion while riding the boat. Everyone's name would be yellow until they attacked you. Priceless.

      Back in the bad old days WoW used to punish you badly for getting killed. Players didn't like it. They changed it. It takes a special kind of player to want to keep starting over again and again and again. If a majority of "gamers" wanted to start over all the time, games wouldn't have evolved to let us save state and emulators of games that didn't include such features wouldn't allow state saving either. If you want to play a pvp game where losing matters, take up boxing.
      --
      Read Heinlein's 1953 Revolt in 2100, now more than ever.
    2. Re:New WoW server type? by Rob+Simpson · · Score: 1
      While WoW is way too gear-fixated for the OP's idea to work, having a hardcore server with the ability to take loot items like Asheron's call, or gold, etc might work.


      A FFA server might also be neat (possibly in combination with the above) - especially with one other component: you can PK any member of any faction, but you lose rep with that faction by doing so (but possibly increase rep with another faction)... so someone who indiscriminately PKs friendly players would end up KoS in every city, except the goblins' I guess.

    3. Re:New WoW server type? by David+Rolfe · · Score: 1
      A FFA server might also be neat (possibly in combination with the above) - especially with one other component: you can PK any member of any faction, but you lose rep with that faction by doing so (but possibly increase rep with another faction)... so someone who indiscriminately PKs friendly players would end up KoS in every city, except the goblins' I guess.


      Yes. This is part of my vision as well.

      I also think it's a travesty that DKs don't lower your rep with either your racial faction or all friendly factions. Those who are unlawful should be treated as such by their own factions. As it stands now, you could go to TM and kill civilians over and over and over for weeks and it would never affect you negatively (especially over the long term). In fact, on RP servers alignment should even be tracked and punished by the server, i.e. a DK for a paladin is a huge rep loss. Whereas a DK for a rogue might be a small rep loss, and depending on the faction DK'd a minor rep gain with Ravenholdt, etc.

      Then again, I know most Wow players don't know anything about actual RPGs, so I forgive Blizzard for not implementing character alignements.

      But, in regards to your post, imho, PC looting in combination with FFA would lead to instant anarchy and no one would stick around. A hunter (assuming a hunter would play on such a server, see my earlier post) wins a roll on an item you want after downing a boss? Stalk him 'til he's alone and kill him. If you want to institute that kind of greifing you may as well let rogues pick-pocket players. PC looting is just totally unviable with Wow as it exists today.
      --
      Read Heinlein's 1953 Revolt in 2100, now more than ever.
    4. Re:New WoW server type? by bluesangria · · Score: 2, Interesting

      Early Ultima Online had this. Magic items were excruciatingly rare AND all items eventually suffered loss of durabilty and were destroyed. The result was that most people didn't become too attached to items and ran around with average loot. If you died and were looted, you ressed, ran back to your bank and re-equipped yourself with more of your own player crafted loot. I enjoyed that, since it placed more emphasis on having good PvP skills rather than on having "epix". Anyways, the point is, hardcore PvP'ers would not bother to collect "epix" and would instead just be happy with blue/greens or hell, even greys, for daily PvP.

  34. Dude! The endgame isn't FOR you by Anonymous Coward · · Score: 2, Insightful

    The OTHER 85% of the content in WoW is for people like you --- people with jobs, lives, and no desire to spend 40 hours a week grinding the same instances time and time again in WoW.

    Endgame content is for hardcore players, period. It HAS to be, because those players max out their characters the fastest and complain the loudest, that the game is boring because there is nothing for them to do. If you make it any easier or any less time-consuming, it will be too easy for the hardcore players and it won't consume the massive amounts of time they are willing to throw at the game.

    Honestly -- up to about level 55, WoW was one of the more interesting MMORPGs I've played (it was certainly better than EQ, DAoC, CoH or SWG). You can actually solo all the way to 60 in WoW, and also do interesting instance encounters that should keep a casual group of players occupied for MONTHS.

    If you played through to 60 in the first month and are now complaining about raid content, don't expect much sympathy from me. I spent almost a year in WoW getting my first character to 55, and I enjoyed it nearly all of that time. (Then I quit.)

  35. Shadowbane by Anonymous Coward · · Score: 0

    Besides the client bugs, the other reason Shadowbane failed to have mass appeal is that it's a game that lets people kick each other's asses more profoundly than in games like WOW.

    It's possible to lose Shadowbane, in a major way. Not so in WOW. Most gamers can't handle this, and so WOW derives much of its mass appeal by limiting the amount of grief players can inflict on each other, in order to create a "cozier" environment.

    Unfortunately this also creates dumbed-down gameplay.

  36. Re: your fallacious logic by angel'o'sphere · · Score: 2, Funny

    So if MMO players like games like Eve and not WoW, why are they all playing WoW and not Eve?
    E.g. because Eve has no Mac client.

    angel'o'sphere

    --
    Cost free eBook I read (by iBook/Kobo/Amazon/ObookO/Gutenberg etc.): "The Green Odyssey" by Philip Jose Farmer.
  37. What about Soulbound? by Myria · · Score: 1

    If you did that, the Soulbound system would interfere. If you could not loot someone's Soulbound items, your system is meaningless: you'd get a Major Mana Potion at best. Players would put things they care about in the bank.

    If you could loot someone's Soulbound items, then you could go to Gurubashi Arena to move Soulbound items between characters, so they wouldn't really be Soulbound anymore.

    Melissa

    --
    "Screw Sun, cross-platform will never work. Let's move on and steal the Java language." - Visual J++ Product Manager
    1. Re:What about Soulbound? by tacarat · · Score: 1

      What if they gave the Hardcore PvP'ers an item or status flg (non-changeable). They'd be PvP flagged 100% of the time and others with the flag/item could destroy an item of their chosing. Having your item stolen gives the vague hope of recovery. An item being destroyed, though, would raise some ire. Hell, make it so that the item is DE'd. That way the fight winner could have some spoils. If nothing else, they could drop an item's durabilty to 0% too.

      --
      "Common sense will be the death of us all"
  38. Starcraft by SeanFromIT · · Score: 1

    Know your roots...await the day Blizzard makes a new Starcraft...they have one lone hacker in a dark back room working on it, you'll see...

  39. Work it out by SmallFurryCreature · · Score: 2, Interesting
    Your rant sounds like a small child fantasizing about how live should be. That is great but don't expect an adult to do anything but pat your head and ignore you.

    A new type of MMO with a different core of gameplay then the current PvE grinds and PvP un-balanced balancing act would indeed be nice if for no other reason then the novelty value.

    But it requires more then just a vague rant.

    The problem with a promotion system is that there can only be one person at the top of an army, yet in this army all the soldiers are paying to be in it. So how are you going to sell peeling potatoes to a person paying 14.99 a month? This is the problem with any ranking system.

    But okay, let other players create the missions you take. EVE does this in a way I believe with its bounty system but can you base a game on this? Would you really pay to follow my insane orders?

    And how many order givers can there be versus order takers? If you ever been part of a guild you would know that there are plenty of generals but very few soldiers. Nobody wants to be the grunt send to charge that goblin tank and give it hell while the general goes for the loot chest.

    Dynamic sounds nice but it is hell in real life. Unless you reset the world every so often how do you give new players starting on the loosing side a fair chance? Would you really want to spawn as say a japanese soldier in your hometown of hiroshima, report for your first mission on august 6, 1945 in World of War 2.0?

    You say it yourself, every faction starts out equall, yet this would not last long in a dynamic world. Unless offcourse every player is a faction but then this is closer to one of those empire building games. They exist and have to deal with the problem of how to protect newbie players from the longer super powerfull players.

    A lot of this has already been done in FPS games. Why do you think these maps reset after side X controls Y points or has made X kills? To maintain balance. Good now you got all the bases, start all over again.

    In MMO land this is even harder. Already the simplest problem is how to deal with population inbalances. SWG, EQ1/2 and WoW all have larger "good" populations then "evil".

    Just write your idea down on paper and then try to make it work in simple game logic.

    You will quickly see why all the MMO games are so much alike. WoW and EQ2 could be twins, just one became popular and the other didn't.

    It is not because nobody wants to do something different but because nobody yet has found a good way of doing it.

    (Oh and please do not mention EVE. I played the free trial and fell asleep during the tutorial. God that game is boring)

    --

    MMO Quests are like orgasms:

    You may solo them, I prefer them in a group.

    1. Re:Work it out by Millenniumman · · Score: 1

      The game doesn't have to be fully realistic, it doesn't need potato peelers. As I said, you could introduce "mercenary bots" to do things people don't want to.

      Nobody in WoW want to be a weak, new player (who pays as much as a level 999999999 player). So they participate to become stronger. The same would apply for ranks.

      The factions wouldn't be meant to stay equal. If yours capitulated, go find another to join.

      The only real issue I can think of is time. If group A wants to attack group B, but no one at group B is playing, what happens? This would be negated by having larger groups, which would inevitably form due to this. "mercenary bots" could also help.

      Essentially, I would have the players free to work out how the game works, and strive to change it to fit their desires, instead of having built in Good/Evil with the only choice being to go attack evil to get some trinkets.

      I'm sure there are problems, but a major factor is that a MMORPG needs a lot of players to become important.

      --
      Stupidity is like nuclear power, it can be used for good or evil. And you don't want to get any on you.
    2. Re:Work it out by jesdynf · · Score: 1

      Planetside solved a bunch of these.

      You can earn "Command Rank", which is unique from Battle Rank (conventional XP), and earning CR actually renders you ineligible for some BR awards. CR buys you access to higher level chat channels, certain strategic powers, the right to broadcast to your faction... it, at least allegedly, makes you a person worthy of some measure of respect. Politics aside, if a CR5 says something is worth doing, someone will likely heed him.

      As for factions being unequal... Planetside went with /three/ factions. Can one faction totally wail on another? Yes, I've done it. We took land and took land and took land until eventually one entire faction was locked up in their home continent while we tooled around in their enormous tanks we seized by Right Of Sanc-Lock. Did that last long? No, because of all the places in the world that faction could be fighting, we concentrated them in one tiny place, while the third faction was rampaging through the world virtually unopposed. That little stunt cost us several hours of losses.

      As for "everyone starts out equal"... in Planetside, levels don't get you new awesome gear nobody else can use. Game doesn't even HAVE an economy. Levels earn you the right to do two things at once -- be a fighter pilot AND a support medic, or a ninja AND a heavy weapons specialist.

      Give it a try! Heck, give it a try FOR FREE -- Planetside Reserves, free play up to BR6.

      --
      Yahoo! Pipes are awesome. How awesome? http://pipes.yahoo.com/jesdynf/slashdot
  40. Think it through by SmallFurryCreature · · Score: 1
    So the better PvP would get the best gear by looting it from the lesser player and since WoW PvP results are heavily based on gear that losing player has now even less of a chance of winning while the winner will have become even stronger?

    That is called Forumle 1 racing and it is getting boring as hell with the organisation trying everything possible to level the playing field again before they loose their audience.

    A slashdot example would be say MS vs oh say ah Novell. Because MS is the biggest, it gets the most money so it can spend the most to help it be the biggest. Novell on the other hand can't spend enough, therefore doesn't get as much and therefore can't spend anymore.

    In the real world that is just life but this is a game and both players pay an equal fee.

    Do you want to pay to be the looser? To get your one rare piece looted by a decked out player?

    Perhaps you do, but blizzard caters to the crowd and I think most people do not want this model. Enough for one server? Perhaps but is it worth the extra development and support?

    --

    MMO Quests are like orgasms:

    You may solo them, I prefer them in a group.

  41. Don't belive them by Archimonde · · Score: 5, Insightful

    Blizzard always said that wow is a casual friendly game. I have 130+ days played on my warlock (main) and rogue (alt), and I can without shadow of a doubt say that this game is hardcore gamer only. There are 2 things you can do in the game:

    1. level character(s) to 60
    2. raid at lvl 60

    Leveling is to be honest boring an repetitive. 98% the quests can be summed up in this scheme:
    a. Kill X number of mobs Y on location Z.
    b. Kill mobs Y until they drop N number of items I.
    c. Take item J and take it to place P.

    And once you leveled your char to 60, leveling another one will lead you doing the same quests all over again. True, if you reroll on another faction (horde/alliance), you get different quests, but only superficialy, not fundamentaly.

    Then when you hit lvl 60 there is only one way to progress: getting better gear.

    Better gear can be obtained through raiding 5, 10, 20, 40 man instances. You get best gear in 40 man instances. Comparing gear from 5 man instances, and 40 man instances is like comparing tiger to a cat. Considering equal skill, player with 40 man "raid eq set" will eat another player geared in 5-20 man instances.

    Well, there is another way to get good gear and that is by doing pvp. To get comparable gear from pvp to 40 man (purple=epic) gear, you will have to get a pvp team and farm pvp battlegrounds whole days. Problem is you are competing against whole server, and to get first part of the epic/purple set you need at least 2 months of weekly full-time pvp-ing. And that is far from easy and casual.

    Well, one would ask: "Why don't you farm 40 man instances then?". This is easier to say than do. Consider:

    1. You have to be in end game instance farming guild
    2. Be active (4-8 at least hours/day)
    3. Have good gear
    4. Raid every day, only with toilette breaks, from i.e. 6:45PM, to 1:00AM
    5. Compete with other players from your guild that have the same class for points which you get from attendance, because points get you the loot/gear you want.
    6. Farm money/materials(herbs, ore etc), so you can raid in the evenings.

    And belive me this isn't casual, nor pleasant.

    To be honest, in the game I always liked pvp most. But the problem was: Battlegrounds imbalance. Problem is simple:
    1. Premade groups>>pickup groups (game is over in 10 minutes or less, if you are in a pickup group, you get nothing, premade gets all: honor, reputation etc. and 3x more faster than you)
    2. Premade vs premade (they exit battlegrounds if they meet each other because fights are "too long" and premades need pickups so they can utterly destroy them)
    3. Pug vs pug: I was the unlucky one which rolled alliance warlock. On our server horde pug beats alliance pug 9/10 of times.
    4. It is not easy to have a good premade group.

    One thing to note is this: few patches ago (2 or so), when you were in a pug and faced a premade group (who will eat you in 10 min and you will get next to nothing), you could "go afk", or in other words exit battleground and rejoin some other battle. This was bad for premade farmers so they complained and blizz introduced Deserter debuff. So if you exit battleground you get that debuff and you can't rejoin another one for 15 min. So when faced against a premade as a pug, the most dominant tactic was to do nothing and be killed as many times possible in 5 min. You get nothing, but at least you didn't get debuff. Premades were very happy because they could farm pugs more easily that way. And premades got smarter: when the battleground was open for their group, they would send one player which would scout if another group is premade too. If it is, nobody would join and that scout would exit, and the group would just rejoin another battle. That way, premades didn't fight each other, and the farmed non-deserting pugs. And this is very very unfriendls and uncasual. Blizzard as to this day did *nothing* to help casual pvper against premade groups. More so, they did exactly the opposite.

    So I joined good p

    --
    Trolls are like broken clocks. They show the truth two times a day. The rest of the day they talk nonsense.
    1. Re:Don't belive them by EvilMoose · · Score: 1

      I like your post Archimonde. I totally agree with the points you brought up but you left one thing out. REP REP REP!

      Rep farming 2 months to gain Timbermaw rep? Rep grinding AD, Rep grinding CC, Rep grinding this, rep grinding that.

      But you explained exactly why WoW literally sucks the life out of anyone.

    2. Re:Don't belive them by Anonymous Coward · · Score: 0

      It was jackasses like you that made them implement the change. You didn't realize that everytime you afk'd out you sucked someone else into the game from the queue to fill your spot. Few things were as annoying as waiting an hour in the queue only to join a game 30 seconds before it ended (as a loss with no points) just because someone wanted to get a headstart on the queue for the next game. It wasn't the premade farmers complaining....they got the honor no matter what. It was everyone else getting screwed by selfish assholes like yourself. It's why I quit doing PvP. If I had my way the debuff would have been 12 hours and -5000 honor (shouldn't running from a fight be negative honor). As you can see, you've touched on a sensitive topic area for me.../deep breath

      when you were in a pug and faced a premade group (who will eat you in 10 min and you will get next to nothing), you could "go afk", or in other words exit battleground and rejoin some other battle. This was bad for premade farmers so they complained and blizz introduced Deserter debuff. So if you exit battleground you get that debuff and you can't rejoin another one for 15 min. So when faced against a premade as a pug, the most dominant tactic was to do nothing and be killed as many times possible in 5 min. You get nothing, but at least you didn't get debuff.

    3. Re:Don't belive them by Archimonde · · Score: 1

      Well Mr. AC, you got it wrong there. I who afked, or any other for that matter, wasn't the problem, it was blizzard who implemented premade vs pug system. Maybe I wasn't clear enough. Premades eat pugs without slighest effort. Premades win even though all of the pug "team" afk. So they can't complain much. And say that you are a casual player. And you like pvp. You log on, join a queue for battleground, wait a few secons (minutes at most at our server, which was third largest pvp server in europe, which produced rank 14s every week, it was common to have 4 rank 14 in the same week) enter battleground, and you are facing a premade group who will kill anyone, and finish all objectives in a few minutes. That match ended and you in a pug get: maybe 1-3 kills if you were lucky, next to no honor, 1 battleground mark, and a sad face because you know that pug vs premade isn't really fair. Guy in a premade get, at least 20 kills, 0 deaths, 3 battleground marks, alot of honor because of the win and finished objectives, honor from killing other players.

      And then you do couple of that matches, and if you are lucky (on our server) you ran into a pug horde. Then you certainly lose because horde pugs beat almost all the time alliance pugs. Then when you could afk, people afked against premades. Premades were angry because they loose a bit of honor because they have less players to mow down. Sometimes, it happened that premade afked against pug because pug was playing defensively and the game "would take too long". As a sidenote, I played around 3 weeks in a premade which produced 2 rank 14 players. It is kinda sad corpse camping their graveyard and call that skill. You are partially right, casuals did complain. What blizz did? Nothing, they put up a deserter debuff and srewed-up casuals and pugs. And may I remind you of pvp armor "upgrades"? For a reader: there are 14 ranks in the game. At rank 10 you get good quality pvp set. At rank 13 you get considerable better but similar armor set. Then, some time ago, both of the sets were upgraded, but if you had rank 10 set, you had to regrind rank 10 (definately not easy if you don't have a premade because at that rank honor decays fast), which is not casual friendly, while those ex rank 13 or 14 get their set upgrades for free. And talk about casual "friendly" game. There was a blizzard post about that upgrade. In another words they told casuals to sod off, while they endorsed with open arms hardcore players. They really showed their face in that post.

      And btw you told me that I was a selfish asshole in a pug? Fine then, but why then blizz didnt implement pug vs pug, and premade vs premade only system? Don't give me that bullshit like it is "hard" to implement, long queues etc. This game is over an year old, they got like truckloads of cash, and what they did in more than a year? Added 40 man instances. Oh, and 2 20 man. They like honor farmers, they cater to them. It is a same with hardcore raiders. They cater to hardocre raiders. They are not interested in casuals. Casual players can't do shit in this game. Everyone can lvl a char 1-60. But not everyone can even see end game content. Hardcores can. And even hardcore ones can't see all.

      And I can give you a tons of examples why wow isn't casual friendly game and it is tailored for hardcores. But you know it yourself because it is obvious just when you hit lvl 60 and you don't wanna quit because you invested time/effort to get your char to 60.

      --
      Trolls are like broken clocks. They show the truth two times a day. The rest of the day they talk nonsense.
    4. Re:Don't belive them by Anonymous Coward · · Score: 1, Interesting

      Now, I am one of the first people to complain about the continual focus on 40 man raid content, and the sometimes insane imbalance its gear creates in PvP, but to complain that all there is to do at 60 is raid is complete nonsense.

      I have a level 60 Alliance warlock. I am not a casual. I am in a small guild with about 10 to 15 members (it fluctuates a bit because raiding guilds sometimes like to poach people) most of which I know in real life. We have about 10 level 60s. We can't do 40-man content simply because we don't want to whore ourselves out to a raiding guild, so we do other things. We aren't held together by the urge to get more and more crazy loot from end-game instances (anyone who claims that raiding guilds are held together by anything other than the desire for end-game loot is fooling themselves), we are friends.

      I started a trend in the guild for doing PvP. Contrary to what you claim, it is quite possible to get very good gear from PvP in a pickup group. Not the epic set of course, but you can get the rank 10 rare quality set which is very good, and allows you to complete with raiders in tier X, even if it doesn't completely level the playing field (for example, their set bonuses are insane, particularly the bonuses to pet resistances on the warlock sets). I got this set playing exclusively in pickup groups for about 10 weeks, even though we spent a lot of time being dominated by the resident Horde premade. While you are doing battlegrounds you also get rep for the relevant factions which also gives you access to pretty nice gear, particularly if you are obsessed with your gear being epic(i). Amusingly, while the Horde premade on our server win about 80% of all AB/WSG games (vs. pickup groups it is fairly even, but probably stacked in our favour) we slaughter the Horde every single time in Alterac Valley, simply because we are all used to working in a pickup group and they can't cope without their highly organised, legendary-equipped premade. All that needs to be fixed in PvP is to remove "Join as Group" from the other two battlegrounds. With cross-realm battlegrounds in 1.12, hopefully we'll at least get the opportunity to be slaughtered by *different* Horde premades!

      Now that I have most of the gear I wanted to get, I can (and do) *shock* PvP for fun. Do I get anything material out of winning Alterac Valley? I get no rep, I'm not grinding honour any more. I do get three honour tokens which makes it possible to hand in the three lots of three rather than the battleground specific quest while I try and get the rest of my rep for the other two, but that's not why I do it. I do it because it's fun, and I get a warm, fuzzy feeling inside. Try playing the game for *fun* rather than taking it so seriously.

      While I feel we've been ignored somewhat since release, I look forward to the new 10-man content in Burning Crusade, and I look forward to the changes to the honour system. It's all good. It's as if Blizzard are listening to the small guilds and what we want rather than the mindless, single-button-pushing 40-man raiders. It's no shock that 40-man instances aren't casual friendly - they aren't *anyone* friendly, they are just a miserable slog to divert the attention of people who are too obsessed with the colour purple to stop. I have been raiding once, outside the guild (a random invite to fill a place), and it was possibly the most boring thing in WoW except possibly for weapons levelling. I don't miss it.

      --
      (i) I wish people would realise that being epic does not make it automatically better.

    5. Re:Don't belive them by Archimonde · · Score: 1

      I compelety agree with you except for your last part, but nevertheless, I'll answer you.

      The only fun I ever had in the game was pvp. I got to rank 10 and I have t2 gear with my warlock. With rogue I had rank 8 gear. I really enjoyed pvp-ing with both chars but as I said before, horde on our server totaly destroy pugs (and as a pve guild we didn't had any premade pvp group) in ab,wsg and av. I went to neutral to exalted with warlock with only 5 or so wins. Belive me, it was really a pain(*). You are right, one does come to bg and have some fun. Yes I did that with all my "spare" time. Some 7 days ago my evening was looking like this: I was late for a raid start so some replacement took my spot in raid, nevermind, I was happy because I could pvp. Joined ab, horde rank 10+ premade. We lost in 7 min. Another one the same. Horde pug, 10 min fight. I was really angry, because it looked like a rerun of an evening few days ago. Logged off. Returned half an hour later, same story. I was feeling like a weed that needs to be farmed. I couldn't do nothing. Hour later I went out of soulshards (no lessons on shard conserving please;) and pissed off I went to bed. This isn't first time, I have loads of the same experience. But the next day, I said goodbye to my dearest wow friend, shed a tear and uninstalled the game (I tried that many times but I couldn't do it). For days I was really devastated by the loss of friends (and my cute little gnomette;).

      Well, I could kinda aggree that they are tweaking the honor system, but it is too late and too little. And I have no doubt in my mind that expansion will be the same (or easily greater) mindless grind as original wow was and still is, which I tried to show in my other post.

      (*) Just a little funny info: My lock is exalted in with ab, but in 3 months I was never able to complete the final quest where you have to control all 5 flags at the same time. So no league of arathor battle tabard for me=)

      --
      Trolls are like broken clocks. They show the truth two times a day. The rest of the day they talk nonsense.
    6. Re:Don't belive them by TheLink · · Score: 2, Insightful

      "Leveling is to be honest boring an repetitive. 98% the quests can be summed up in this scheme":

      98% of basketball games can be summed up in this scheme:

      a) get ball
      b) dribble/pass or go straight to c)
      c) get ball through hoop somehow
      d) repeat

      Sounds a lot like your "c. Take item J and take it to place P." doesn't it?

      But lots of people love playing it. And lots of people love watching it being played.

      So you don't like WoW? Well lots of people don't like basketball either. Try some other game instead.

      BTW I don't even play WoW.

      But it's obvious that lots of people like WoW.

      The thing about games like basketball is you physically get tired within a few hours so you just have to stop (and if you aren't that young and fit, you might not even feel like playing it the next day), whereas you can keep at it for much longer in WoW (part of the design I guess).

      --
    7. Re:Don't belive them by RzUpAnmsCwrds · · Score: 2, Insightful

      Right on. I played WoW (Kel Thuzad, Night Elf Priest) for around 9 months casually (total around 14 days playtime), and I have friends who have essentially "beaten" the endgame (4-6 hours every night since the game shipped, both around 130 days now and in serious raiding guilds).

      Around level 52, I got in a casual guild (Legion of Fate), which, over time, became less casual. We started mass recruiting (which is, of course, stupid, since you neither know nor trust the others in your guild). We started running MC weekly.

      I hit 60 and started running MC. I stayed in the guild for another month (We got to, but never defeated Rag), until I realized the simple truth: raiding isn't fun. There's nothing fun about being 'locked in' to raids on specific days at specific times. Don't feel like raiding that day? Too bad - most high end raiding guilds have attendence requirements.

      What kind of insanity is that? And what is your reward for raiding? Better gear, so that you can do more raiding. Raiding is boring, repetitive, and formulaic. Once you get good enough, it's almost scripted.

      The worst part is that good drops are rare. Maybe 3 or 4 per class per raid, if you're lucky. I did 6 or 7 MC runs and got nothing. Absolutely nothing. Not one item. You see, in raids, if you want anything, you need dkp. And you need to raid to get dkp. Thus the problem - to get anything from raiding, you ned to raid a lot. There's no "taking it slow" - if you do, your guild will invariably leave you in the dust. Casual play - or even pseudo-casual (10 hours a week) just isn't an option.

      I decided that I didn't want to venture down that path. I have better things to do than raid 20 hours a week. I don't want to have to choose between mising a nighttime review session with a TA (which they are doing for my benefit) or falling behind my guild in dkp. My job never forces me to make that choice - why should a game?

    8. Re:Don't belive them by Anonymous Coward · · Score: 0

      "Well, one would ask: "Why don't you farm 40 man instances then?". This is easier to say than do. Consider:

      1. You have to be in end game instance farming guild
      2. Be active (4-8 at least hours/day)
      3. Have good gear
      4. Raid every day, only with toilette breaks, from i.e. 6:45PM, to 1:00AM
      5. Compete with other players from your guild that have the same class for points which you get from attendance, because points get you the loot/gear you want.
      6. Farm money/materials(herbs, ore etc), so you can raid in the evenings."

      1 Yes.
      2 No. There are generally daily raids, however one does not have to participate in daily raids to be in good group standing. Most people in mine (that have real jobs) play around 2-3 days a week.
      3 Yes, but that comes in time, as with any videogame. It's the same non MMO RPGs.
      4 Again, bullshit. You don't have to play every day. Find another guild if you're feeling "trapped". While the top guilds are usually poopsockers, there are hundreds of good ones out there that have lives and real jobs. This will be the same with EVERY MMORPG. The more time put in, the more you get out of it.
      5 And if you don't play non-MMOs, you don't get anything either.
      6 Yes, playing the AH helps.

    9. Re:Don't belive them by Archimonde · · Score: 1

      Well, mine and yours server are clearly different then.

      If I only played like you said 2-3 days a week I would be guildless faster than you say naxx. One who convinently comes online just before invite times is clearly looked down as a leecher, and soon kicked out from guild. My guild was learining end of aq40 and started naxxramas. 10 ppl were kicked last week because they did nothing to help guild, they just turned up when there was a mc or bwl raid (we had those on a farm status for a looong time). If your guild is going to make a progress they need dedication from every member. That means I have to farm herbs, make flasks/potions, farm nature/shadow/whatever gear, farm gold etc. You can't do that by doing 2 or 3 days a week. And another thing to note. On our alliance side there aren't much mc/bwl/aq farming guilds. One is really "pro", complete nolifer guild, another one is almost as good, but a bit more relaxed, but they change players more times that I reboot windows, and there is our guild, pvp turned pve guild with 15-20 rank 14 players, and many other active players. If I quit that guild, I couldn't find another one. There are couple of hungarian guilds, few swedish, italian, etc. But certainly there aren't much as you say it "hundreds of good ones". It is a supply and demand thing really. Organizing and running a guild is goddamned hard so there are really few good guilds, and many guildless (and excellent) people. Other guilds are really a training guild for "predators" as our guild is. One more thing, you can't really live by buying and (re)selling stuff at ah. You have to eventually go out and farm those herbs. And I didn't buy my gold from some farmer so I can buy herbs from ah.

      --
      Trolls are like broken clocks. They show the truth two times a day. The rest of the day they talk nonsense.
    10. Re:Don't belive them by tsq · · Score: 1

      That's a pretty superficial analysis, and quite frankly, it's wrong.

      In basketball, you aren't actually repeating the same thing over and over. You can either go down the left side of the court, or the right. You can either try to make a three point shot, or go for an easy layup. You can try to steal the ball from someone else. Furthermore, not only are you making an important decision that affects how well your team does at every moment, but you don't have a 100% chance of succeeding at everything you try, and this chance is dependent upon your skill as a player (or coordination as a team).

      Contrast this with WoW: You get to choose whether to do quest type A, B, or C, but beyond that, there is no variation past the drop rate of items and the type of mob (monster) you're killing. Killing mobs outside of instances is, in general, not a challenge at all (you either have the skills/gear necessary to do it, in which case it's cake, or you don't, in which case you're not gonna do it without help). Heck, even in instances, if you've run that portion of the instance a few times and aren't raiding with a bunch of morons, it don't require much, if any, skill beyond remembering when to push each hotkey.

      As to why a lot of people like/play WoW, there were a couple of brilliant posts here on /. when EQ was in vogue that deal with that very subject.

      --
      This sig is Y2K compliant.
    11. Re:Don't belive them by Aceticon · · Score: 1

      It's been non-casual friendly for a long time now.

      About a year and a half ago, even before Blizzard introduced Battlegrounds, they started by creating the PvP Ladder.

      The PvP ladder was done in such a way as to reward hard-core players. It was even admited by the WoW design team lead, in the WoW site itself, that they designed it with the expectation that casual players would never go beyong Luitenant.
      Interestingly enough, the article were the design team lead said this, was removed from the WoW site within a week of it being posted.

      I actually left in part because of this and because i saw in practice how things started to go when the PvP ladder was introduced (think "Player farming").

      It's interesting (if not that surprising) to see that even after Battlegrounds Blizzard as kept gearing WoW to the casual player crowd.

      Still, the early levels in WoW are reasonably casual-player friendly as long as you keep away of PvP servers - although the parent has a point about the quests being repetitive and based in a small set of templates.

    12. Re:Don't belive them by TheLink · · Score: 1

      And to think I got modded troll. I think you're probably a bigger troll ;).

      "In basketball, you aren't actually repeating the same thing over and over."

      Hey, same answer to the grandparent post ( "c. Take item J and take it to place P").

      You aren't actually repeating the same thing over and over... You can often go down the left side or the right... Blahblahblah. Same difference.

      (Come to think of it bowling sounds far more repetitive than WoW and it's still pretty popular here)

      ", not only are you making an important decision that affects how well your team does at every moment, but you don't have a 100% chance of succeeding at everything you try, and this chance is dependent upon your skill as a player (or coordination as a team)."

      Sounds like many WoW raids from what I hear. A screw-up by one member could wipe the whole team. Do a "Leeroy Jenkins" and you might even become famous.

      Anyway I've been playing Guild Wars, and PvP in GW has got all the same elements you claim for basketball. So don't like WoW? Try Guild Wars then - no monthly fee too.

      Don't like any of it, don't play it then...

      Man, sure sounds like those football fans who keep complaining that baseball is boring... :p

      --
    13. Re:Don't belive them by TheLink · · Score: 1

      Hmm, the PvP[1] in Guild Wars sounds a bit more of a sport than WoW PvP.

      Not sure if it'll be something you'd like though: players are capped at lev 20, can only take 8 skills to a battle, you can reallocate your attributes however you like (max on strength or min or whatever), but once in the battle "instance" that's it, it's fairly easy to get max attrib weapons, a bit harder to ge max mods, but no biggie.

      I don't think there are any "consumables" that can be useful in a PvP battle.

      [1] Example PvP mission descriptions:

      http://gw.gamewikis.org/wiki/Fort_Aspenwood

      http://gw.gamewikis.org/wiki/Etnaran_Keys

      --
    14. Re:Don't belive them by tsq · · Score: 1
      Sounds like many WoW raids from what I hear. A screw-up by one member could wipe the whole team. Do a "Leeroy Jenkins" and you might even become famous.
      But the GP (GGGP?) wasn't talking about raids (which are "fun" in a whole different sort of way, and, as I said, aren't exactly the easiest thing to screw up once you've run through the dungeon a few times); he was talking about leveling to 60 so that you can raid, which you don't do in groups (well, unless you want to double the time you're grinding to 60, at least; and even then, messing up will at worst give you a 10-minute debuff. Usually you just have to run back to where you were.
      --
      This sig is Y2K compliant.
    15. Re:Don't belive them by andi75 · · Score: 1

      > Casual play - or even pseudo-casual (10 hours a week) just isn't an option.

      I see this posted over and over, and it's totally wrong.

      Molten Core only "resets" once a week (this means you can only kill each boss once per week). So if you limit yourself to Molten Core, you get 6 hours of raiding at most (unless your group is still learning how to down Luci, but even then, I suggest you limit yourselfs to two runs through MC per week). That's two evenings from 8 p.m. to 11 p.m.

      You probably watch more TV than that, and hardly consider yourself a hardcore couch potato.

  42. I never 'got' WOW by SpacePunk · · Score: 0

    Yeah, tried it. went back for a month, I always expected Spyro the Dragon to come sauntering around a corner at any moment.

  43. in other news... by Anonymous Coward · · Score: 0

    ...space invaders (also a video game) will be DRAMATICALLY altered to feature only 10 aliens invading the base, but if they get to your base, the take 2 LIFES! OMG!?!?!

    now THATS EARTH-SHATTERING!

    and i obviously have a love-hate-relationship with slashdot.

  44. Re: your fallacious logic by Ardx · · Score: 1

    And we all know the massive hordes of MMO players all play on Mac. ;-}

    --
    Whoa there dude! Check your keyboard, somebody might have slipped you a Dvorak.
  45. Casual Gamers Not Wanted by Reallife · · Score: 2, Interesting

    I agree wholly with the folks that casual gamers are turned off by the MMORGS. While I never into WoW, I had my fill with DAOC, which I felt was a actually a better system. Drops had finite lifespans, so you limited the farming aspect of the game. PvP was initially weak and limited, but got better over time. The server lag on the raids was horrible, IMHO, and my involvement was limited to walking into the raid and reading "You have died". But driving force that went against the casual player is that once you are beyond level 10, the progression slows to a crawl. You'd spend 3 hours getting one bubble of experience, and then you'd slip up and lose half in a second. As the game matured, they allowed anyone with a level 50 (the max) character create a level 25 from scratch. Once that happened, the number of low level characters simply evaporated, and often times you'd wander for hours in lower level spots without seeing anybody.

  46. Re: Surprising Burning Crusade Details for WoW by Logiksan · · Score: 1
    So you still have to treat WoW as a second job to play in the end-game? Great. Hopefully Blizzard will introduce some good non-set items in 5 or 10-man instances. I don't have the time to invest in raiding for 10+ hours a week, nor do I even have that desire. I do, however, have a few real-life friends that I'd love to be able to play with through the end-game. I realize Blizzard can get away with the crappy end-game WoW currently has, but it would be great if it were possible for players like me and thousands of others to still be viable without having a second job.
    No offense, but you're playing the wrong game. End-game raiding content has been standard since the early days of EQ1 and the dawn of the DKP system. If you're not willing to invest the same amount of time and resources as other people, that's perfectly fine, but don't expect to be rewarded for your non-effort. If you don't like the way that works, fantastic, find another genre to occupy your time with. Plus, unless Blizzard has nerfed these places (again) since I last visited them, instances like Scholomance, Stratholme, and Blackrock Spire will provide enough opportunity to keep a five-man group on their toes for weeks, if not months, if you play as casual as you claim to.

    There's a fantastic game that will do exactly what you want to do, however. It's called Baulder's Gate.
  47. Just a ruse; top gear will simply be other grinds by 0biter · · Score: 4, Interesting

    Don't be fooled into thinking that 25 man raids means that your chance to drop top-end gear will be improved. If you read the rest of today's announcement, the intention is to shift top-end rewards from raiding to PvP, honor and reputation grinding.

    IN other words, grinding will still be the way you get the best gear, it just won't be raid grinding.

    hopefully Blizz begins concentrating development on actually making the war between teh Horde and the Alliance a war. More outdoor world PvP with geo-political and economic consequences should be incorporated into the game so that players can actually begin generating their own content and conflicts rather than running on one of three or four kinds of treadmills. Todays announcement about including a capturable city was a good start, but I wonder if this approach can be retro-fitted onto the existing zones and cities? Could you imagine how amazing it would be to see full-scale Horde attacks on Stormwind, or to log-in one day to find that the Alliance have blockaded Onyxias lair? I reckon we'd actually have a game that was perpetually amusing on our hands.

  48. lAmE by Anonymous Coward · · Score: 0

    40 was always too few - bumping out people.

    WoW should make some 80 and 100 party massive battle adventures, think of lord of the rings, the fog of battle etc -
    it can be done, and exciting if it is done right!

  49. Don't need 40 to do ubrs by Nazmun · · Score: 1

    Even prenerfs with normal blue-green gear around that lvl you could clear with 10-15 people. Even MC (which is by far the most ridiculously easy 40 man raid instance) you'd need at least 30-35 people in blue-green gear to start out. New guilds killing ragnaros with less then 38-40 people in blue-epic would take quite some skill.

    You could also take 40 people to BRD or Scarlet Monastary pre-caps. Does that make then 40 man instances too?

    The difference is, 40 man new instances actually require 40 people to finish. I'd like to see you take 25 people to naxx or aq today and see how far they get.

    --
    Hmmm... Pie...
  50. Re: your fallacious logic by log0n · · Score: 1

    I was looking for a Mac MMORPG and just started playing Shadowbane. Doesn't hurt that it's entirely free!

  51. Special Equipment, Mats, bagspace, repairs by Nazmun · · Score: 3, Interesting

    If raiding 3-5 hours a day for a few days a week was sufficient to be a decent team player, I'd be all up for it. After my last guild broke up (after attendance waned and our server broke 3x per day or lagged us to hell while raiding) I was reluctant to join another raiding guild because it made you fucking tired. I wasn't a big fan of farming bosses we've killed ages ago but I loved going into new instances and figuring out how to beat the next boss even if it took many deaths.

    What I got tired of was collecting god damn new resist equipment for every new dungeon with still limited bagspace along with new potions. I already need two sets of gear just to be productive as a damaging warrior and a tank. So just for MC i used three sets of gear near the end, then i had to get nature gear, then some shadow, and now frost. This after blizzard said they'd stop going the resist route over a year ago. Which of course turned out to be false (yeah lets see you do all of aq with no nature resist gear).

    Ridiculous amounts of required farming for mats, + ridiculous amount of equipment sets required, + ridiculous server uptime and performance (monstrous amounts of lag during prime raid time) just made me want to quit.

    --
    Hmmm... Pie...
  52. Re: your fallacious logic by Rob+Simpson · · Score: 1
    I found WoW fun...at first. It is very slick and the PvE is good until the endless raiding at level 60 becomes a bore. The PvP was a weak point but still pretty fun, until the honor system killed world PvP and hid it away in battlegrounds.


    There isn't much out there that avoids WoW's problems without having even more glaring issues of its own. I'm finding the Saga of Ryzom to be pretty good, though.

  53. Now this is real News for Nerds! by CrankyOldBastard · · Score: 0, Flamebait

    Hopefully all us clever /. readers will be able to come up with ways to prevent this game from destroying the Earth, killing all forms of life and generally ruining everybodies day.

    It kinda puts Global Warming and the War on Terror into perspective doesn't it? They arn't going to destroy the planet! I'm personally sitting here shitting myself, comtemplating the implications of having the Earth shattered.

  54. I prefer... by Rob+Simpson · · Score: 1
    ..."too little, too late".


    Oh, well.

  55. Ah! by TerryOutOfWork · · Score: 0

    But what does Leroy Jenkins think, that's the question!

  56. Re:News for Nerds, STUFF THAT MATTERS! by WilliamSChips · · Score: 1

    news is information information is news you fail it

    --
    Please, for the good of Humanity, vote Obama.
  57. Exactly by SmallFurryCreature · · Score: 2, Interesting
    I am not coming down on your idea. I in fact LIKE the idea but I have been playing MMO's and their predecessors mud's and even BBS games for too long to think anything is going to change soon.

    The problem of A and B fighting together is very real. It was a big problem in SWG where towns/guilds could have military bases as part of PvP. These bases were only vulnerable at certain times (wich could be found out) so that the defender didn't have to maintain a 24/7 defence but even maintaining a defence for those times was hard.

    Not to mention boring.

    Even ad-hoc defence missions can be a pain. They always start JUST when you have arrived almost at your destination on a long journey and now you have to go all the way back again the help out. A war like game would be very hard to do. They are being tried in the guise of persistent WW2 games focusing mostly on aircraft. There the missions are generated based on each sides achievements and you can have a leader form an attack group to take on a mission.

    Never heard of them? Well that is because they are not exactly WoW like in their success. Some are still running and so there is an audience and enough money to pay the bills but the games just lack common market appeal.

    The main reason is that they are just to hard to get into. For one thing they are about real skill and don't really give a fuck about balance. Yes the stuka divebomber class is breakfast for the spitfire class. No we are not going to nerf the spitfire.

    Could you imagine the WoW/EQ crowd playing this? The people who whine that class X does 1 DPS more and this is ruining the game?

    Freedom too is a problem. SWG tried that. It really gave you the freedom to form your own class, none of this grinding to level XX and then playing the end-game till hell freezes over (or SOE fixes outstanding bugs, wichever comes first). So what did people do? Grind uber templates and then play the end game until hell frooze over (NGE).

    But it sounds like you should give EVE a try, while I tried the free trial (14 days, no credit card asked for) and was utterly bored it does have a lot of what you suggest. That game is far more under the control of players. Find a guild, join up and you will find plenty of demand for you to do certain missions. Provide security, ferry goods, go mining etc etc.

    Just be prepared to sit through the most boring tutorial ever put into a game.

    But for now WoW is the game to rule the market. It ain't perfect but for all its simplicity and copy-cat gameplay it does simply work in a nice stylish way. If you want something different you are going to have to really work at it to come up with a system that will appeal as much and also be accesible enough to be commercially viable.

    Why take risks when copying what everyone else has done works so well? Just look at WoW, they cloned Everquest, made it more simple, and proceeded to laugh all the way to the bank.

    --

    MMO Quests are like orgasms:

    You may solo them, I prefer them in a group.

  58. Re:Just a ruse; top gear will simply be other grin by BigFire · · Score: 1

    Don't be fooled into thinking that 25 man raids means that your chance to drop top-end gear will be improved. If you read the rest of today's announcement, the intention is to shift top-end rewards from raiding to PvP, honor and reputation grinding.

    IN other words, grinding will still be the way you get the best gear, it just won't be raid grinding.

    hopefully Blizz begins concentrating development on actually making the war between teh Horde and the Alliance a war. More outdoor world PvP with geo-political and economic consequences should be incorporated into the game so that players can actually begin generating their own content and conflicts rather than running on one of three or four kinds of treadmills. Todays announcement about including a capturable city was a good start, but I wonder if this approach can be retro-fitted onto the existing zones and cities? Could you imagine how amazing it would be to see full-scale Horde attacks on Stormwind, or to log-in one day to find that the Alliance have blockaded Onyxias lair? I reckon we'd actually have a game that was perpetually amusing on our hands.

    If you cannot get into a top end 40 man raiding guild, the new top end 25 man raid instance won't be any improvement either. The casual's odd of getting into a guild that will be doing the new instance actually got dramatically reduced as the top end guild wil now have to recruit even more carefully. If you don't have the gear and the experience of doing raid, you still won't be getting the top end gears.

  59. Re: Surprising Burning Crusade Details for WoW by Anonymous Coward · · Score: 0

    Yea, because games arent supposed to be about fun. They're about being packed into huge groups, lagging about, and sucking the guild leader's Ego for special favors and DPs.

    Secondly, the DPK system is a bunch of crock. Leave it in EQ.

  60. WoW veteran view by Bhasin_N · · Score: 1

    You don't NEED epic gear. heh heh, ok even I'm laughing after I wrote that.

  61. Re: your fallacious logic by NeoSkandranon · · Score: 1

    Eve takes even more time investment than WoW, I suspect that contributes to its lack of popularity. It's also immensely more complicated.

    --
    If you can't see the value in jet powered ants you should turn in your nerd card. - Dunbal (464142)
  62. This isn't good news at all! by SupremoMan · · Score: 3, Interesting

    I am at a point where all I do is raid. Login, go raid 3-4 hours, log off and go play something I enjoy (Like cov4: Warlords). I despise this game with every fiber of my being, and just like anyone who remembers a better MMORPG (Like UO circa 2000) I hope for a better game to come along. A game with skill based PvP and a very dynamic social scene where player actions have concequences. Do I expect this game to ever come out? Let's just say I also hope for world peace....

    1. Re:This isn't good news at all! by aafiske · · Score: 1

      It did, but it's in space. Eve-online. Mouth off and your corp may receive a wardec, or you'll just be blown up and podded to get you out of local. Alliances, non-aggression-pacts, treachery, long term plans and bitter foes abound. PvP does depend on what equipment you go out with, but tactics and strategy do come into play as well.

  63. Earth-shattering? by imbaczek · · Score: 1

    Or maybe...

    GET A LIFE?

  64. Re:Just a ruse; top gear will simply be other grin by thesandtiger · · Score: 1

    I wouldn't mind rep grinds for good gear - a person can spend an hour or less at a time farming, rather than having to spend 4-5 hours at a shot (or more) raiding.

    I'm lucky - in my guild, we don't have any "forced attendance" or bullshit like that, and it's cool that I make a raid maybe every other weekend - but I like this idea too. There should be multiple paths for players to take, ones that accomodate everyone's play-style.

    --
    Since I can't tell them apart, I treat all ACs as the same person.
  65. Re:Dude! The endgame isn't FOR you by arashi+no+garou · · Score: 1

    Well said. I too have taken over a year to take my main to where he is now (55). I never grouped much, as I am not as social a person as most gamers, and being a hunter class I didn't have to. I missed out on some good gear and good storylines though. When I hit 52, I started a guild designed to help newbies and lowbie alts get started in the game and have a place to not feel so overwhelmed. Alliance gamers on my server tend to be total assholes and I wanted to do something about that. Now I rarely play my main other than for guild management. I've recently started a new hunter, determined to do with him what I missed out on with my main. So far it's been very rewarding; I deliberately chose Night Elf this time around instead of Dwarf so I'd have some new story content, and I've been more socially active too.

    My girlfriend, who actually was the one who got me into the game, has two 60's and several PvP bots. She is a hardcore endgamer with her 60s, and to her it's not work. I look at endgame as a second job, and with a full-time job and a part time consulting gig here in the real world, I don't have time for it. To me, the game is all about the 1-60 and not about 60+. With the expansion, I may take my main to 60, 65 or even 70, but if MC, BWL, AQ and Naxx are required for that progression, I'll probably retire him and concentrate fully on my new hunter.

  66. Life by Z34107 · · Score: 1

    Sure, you could take the socially-acceptible, healthy, and self-enriching route and live a well-rounded life helping yourself and others. Or, you could trade the fruits of 3 hours of labor for a month of fun! You do the math ^_^

    --
    DATABASE WOW WOW
    1. Re:Life by NeMon'ess · · Score: 1

      One is cheaper and easier to get, the other has better highs and rewards, and is healthier. I'll take better, more expensive drug. The trips are way better.

  67. "I despise this game with every fiber of my being" by LordJezo · · Score: 1

    ..and yet you still play for 3-4 hours a shot.

    Seems to me like Blizzard is still doing everything right.

  68. I don't want WoWers playing Vanguard by everphilski · · Score: 1

    As a former EQer (and a former WoWer... for 2 months, hit 60 and quit...) I honestly don't want any WoWers playing Vanguard when it comes out. I'm glad a game like WoW came out to keep them busy, so that the rest of the good games (EQ/EQ2/Vanguard, hopefully) have a few less noobs...

  69. Noob by everphilski · · Score: 1

    . I have 130+ days played on my warlock (main) and rogue (alt)

    Noob. Years (multiple) played on Everquest characters, and I still find stuff to do ...

    WoW is for the simple minds. You hit 60 and either PVP or farm/raid for gear. That's it. You take it as far as RL lets you. Its a very simple game. Contrast that to a game where you can lose gear (EVE) or a game where you can lose XP (EQ) or funnel XP into abilities (EQ) on top of farming factions/gear/high-end quests/a ton of raid content, and WoW just looks like a toy. Sorry. Not trying to rant, but everytime someone gets up on there high horse and says how "hardcore" WoW is I just have to laugh inside. And yea I played it. Hit 60 in 2 months and sold my char. Just wasn't fun.

  70. Re:Just a ruse; top gear will simply be other grin by Dr.+Donuts · · Score: 1

    You might actually want to reread the article. It says that the best PvP gear will be *comparable* to the best PvE gear. Not *be* the best gear.

    The PvP system coming out will be an effort to mirror PvP to match the PvE environment, not the other way around. The best PvP gear will come from Arena, which pits teams against teams. The difference from normal BG's is these teams are persistent, like guilds. And like a raiding guild, rewards come to those teams that work well together and can accomplish goals.

    Raiding will still be the better avenue for getting top end gear, it just won't be the *only* avenue.

  71. How hardcore players stole WoW by RzUpAnmsCwrds · · Score: 2, Insightful

    Hardcore players stole our game. WoW started as a nice, easy to play, fun and casual game. It had a wonderful world and a lot of fun quests, and a unique style.

    Then the hardcore players started complaining. "We reached 60, and there's nothing left to do", they said. They were right. Blizzard game them more. But soon the hardcore players grew tired of the new content, and Blizzard decided to give them even more. And more.

    18 months later, WoW is still the same game for 60 players. Yes, there are battlegrounds, and a lot of nice new features, but for the casual player, WoW has never really changed.

    See, the problem is that level 60 players represent about 5-10% of the total userbase. Hardcore players who enjoy the high-level content are a fraction of those players. Why should 2% of a userbase get all of the new content?

    What do you do when you get to 60 in WoW if you're not a hardcore player? You quit. PvP is no fun when you are playing against opponents who are so much better equipped.

    Casual players don't spam the forums with compliants. We don't play the game for hours a day, so we aren't going to invest time in complaining. But we do exist. We are most of the community. But Blizzard has ignored us.

    Is WoW a good game for new players? Yes. But there isn't any major new content for casual players than there was when the game was released. WoW, like many games, has low replay value for casual players. And, like all games of its type, it eventually gets old.

    1. Re:How hardcore players stole WoW by beetlefeet · · Score: 1

      You are very wrong. Something like 75-90% of the population is level 60.

      But I do agree that blizz have spent most (all?) their post launch resources on making more game for the powergamers to the detriment of features and things to for casual players.

  72. huh ? by Anonymous Coward · · Score: 0

    I've never played WoW , never will. Throughout the article and throughout this forum there is no mention of what a "raid" even is. Nor why this is even significant.

    Redundant Array of Inexpensive Disks ... does not fit .. so , um, what is this even about ?

  73. Re:Eve = horrible game by Everlasting+Axiom · · Score: 0, Flamebait

    Shadowbane and Eve both suck. Eve is one of the most stupid games around. Eve to me is a game that fails to deliver. You wait months to train up skills for what. The huge time gap between acquiring new skills after newbie content is what drove me to cancel my Eve account. Eve loves to brag about its automatic skill training system (works on a timer) and how the game has no grind, which is untrue. Cost of skill books (required to train a skill) goes up astrometrically as you progress which forces you to grind for money in game on hours to no end. It could take you about 40-50 hours of grinding just to buy a mid level skill book. The best ones can take hundreds of hours.

    After you grind for money to buy skill books you have to grind to buy equipments which can be destroyed in an instant by some 13 year old kids who apparently has more time on their hands to camp for money than you do. Grinding itself is doing the most stupid things you can think of in an online game. That to me is work not fun. PVP you say it is broken in the core. There is no hard player cap in number of people you can bring to fight but the game is lagged and broken beyond recognition by even the mildest size battles. The core flux of PVP is pretty stupid tbh. There isnt much variety in what you can do besides ganging up on each other DAoC style. I really dont see a point to play Eve other than having a space sim GUI to look at.

    Talk about gold farmers, Eve has a bunch of macro running bots running on free accounts purchased with in game money. Parent company makes absolutely no effort to ban macro gold farmers unlike Blizzard. Another reason I quit the game.

    Thanks to Eve, I really learned to appreciate WoW's 40 man raids after I tried Eve.

  74. Guild Wars by Anonymous Coward · · Score: 0

    From Day 1 players could see how unbalanced and unfun the PvP was in WoW. However, I patiently waited until Blizzard released the Battlegrounds before deciding if WoW was worth my time or not. How severly dissapointed I was.

    I left for Guild Wars. Not exactly an MMO, but it is currently the finest example of what an RPG based PvP system should be like. Winning is not based on ubergear and hours spent raiding, but on player skill, build, strategy and teamwork. It is very well balanced, and is extremely deep while being easy to jump into. Guild Wars also has a proper ladder where skilled teams are the ones at the top, not the ones that have grinded honor the longest.

  75. Re:most PVP = horrible game by Everlasting+Axiom · · Score: 0

    PvPers aren't going to go to Vanguard. Vanguard has promised that they will be about huge raids. In fact, they keep saying that is the whole point of their game. I haven't seen Darkfall, but my bet is that PvP junkies will either check out WoW again after the expansion, with its promised changes to PvP, or will go to WarHammer until it is decided that WarHammer is a bust too.

    There is just too much exploit going on in Planet Side, Eve, Shadowbane, et al. to have a true geniune PVP game. Its a major turn off espeically when you have your game hours on stake as opposed to your usual FPS where you can just join a different room if you dont want to play with cheaters.

    Am I the only self professed "majority opinion" that fail to see the point in PVP under the MMOG genre? The fact that data is persistent is nice and all but most MMOG tries to focus PVP on your gears and character skills trained rather than true playing skill. In a lot of those it is too much of a numbers game. Whoever can amass the most number of high end toons wins. There is no limit on the number of people you can bring to a fight besides the obvious lag monster which ironically serves as a soft limit. There is also too much exploiting going on trying to take advantage of lag and ping time in most of these games as rampant in a lot of FPS. Planet Side is a good example of exploiters taking advantage of and breaking a good conceptual MMOFPS.

    Eve is an example of MMORPG games being heavily exploited thru player induced lag in PVP. For example, in Eve people will copy bookmarks or coordinate log ins to lag out the other warring parties so they can get pretty much free kills. PVP isnt also much about playing skill but the number of people you can bring and the type of uber faction gear they can afford to lose.

    There just isnt enough pie to go around in MMORPGs that PVP. Guild Wars is largely successful because they broke away from that genre and focus on tactical group play where your playing skill (dont confuse with character skills trained) actually does matter. Most others fail and fall into the classic WoW top gear and numbers wins it genre.

  76. Re:Just a ruse; top gear will simply be other grin by 0biter · · Score: 1

    Fair enough, but don't forget that the Arena will be on a three-month timer. To me that means "must play Arena solidly for three months to achieve good gear from it." Thats pretty intense, and not much different from grinding reputation for the top stuff in the battlegrounds as the system currently works.

  77. Re:Just a ruse; top gear will simply be other grin by Everlasting+Axiom · · Score: 1

    Fair enough, but don't forget that the Arena will be on a three-month timer. To me that means "must play Arena solidly for three months to achieve good gear from it." Thats pretty intense, and not much different from grinding reputation for the top stuff in the battlegrounds as the system currently works. I agree. There just isnt a grindless MMOG. Truth is most MMOGers love to grind thats why they play this genre. True PVPers enjoy games like FPS where playing skill is all that matters, not gear character level/skill trained. Guild Wars is a game that most closely resemble grindless but it totally took itself out of the MMOG genre.

  78. Welcome change by Alternator · · Score: 1

    But it isn't about making the game more casual friendly, fundamentally speaking I don't think they can make WoW both what a casual gamer wants and what a hardcore gamer wants (beyond what they already have). But reducing the size of the instances will help relieve gamers headaches a bit, they are still going to have to make something with ridiculous requirements and the best rewards to sate the hardcore gamer, and that is going to leave the casuals in the cold or (the blues rather than the purples). Personally I always had the most fun in the 5 man instances vs the 40s (they were ok for a while). I would like to see them introduce some epic natured 5 or 10 man dungeons... Although since I retired from the game I don't think it would sway me anyway, I have a backlog of games to play as it is.

  79. Easier access by Anonymous Coward · · Score: 0

    Why would blizzard waste their $$ and man power no things none of their customers get to experience when released. Its like buying a game and having to wait for 40 people to join the game before you can play it??. 25 is to increase the number of customer who can get into that content. Even if they fail at it at least they have a greater chance of 25 other players who are willing to join. For the people who complain they are usually the ones that like the fact that they have access to content others wish they could play its nothing more than e-peen shrinkage.

  80. A Serious Question by Petersko · · Score: 1

    "I am at a point where all I do is raid. Login, go raid 3-4 hours, log off and go play something I enjoy (Like cov4: Warlords). I despise this game with every fiber of my being..."

    What the hell is wrong with you?

  81. Re: Surprising Burning Crusade Details for WoW by steveo777 · · Score: 1
    What I'd really like to see is player customizations. There would have to be a cap on these things, but it would make some sense. Currently, we're making a pair of gloves that gives +16 Agility and +3 Stength with x armour. But what if we could just add a few more things in there like a couple of Cores of Earth for some nature damage to boot, that would be nice. Now, that's what it seems like the Burning Crusade is doing with their slotted weapons, and gemcrafting skills. But I wonder if that won't be enough.

    Maybe I missed, it, but I can't read it at work as almost all gaming sites are blocked, but are current weapons going to have gem slots?

    --
    This sig isn't original enough, it's time to come up with something witty...
  82. Re:News for Nerds, STUFF THAT MATTERS! by Gilzors · · Score: 1

    Last I checked (now), slashdot was news for nerds. WoW news does appeal to a large number of nerds.

  83. Re: your fallacious logic by Webapprentice · · Score: 1

    I don't know if the parent above should be modded as funny. Blizzard is one of the very few companies that does put out Mac clients for their current games.

    I know several people who use Macs that play WoW. While I don't know the total number of Mac users playing WoW, I believe that Blizzard thought the mac gaming community was significant enough to make a Mac client.