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World of Warcraft - Wrath Of the Lich King Is In Alpha

simrook writes to tell us that World of Warcraft's second expansion, Wrath of the Lich King, has entered closed alpha testing, as reported by WoWInsider. Wrath of the Lich King, which we've discussed previously, will raise the level cap to 80 and introduce a new class: Death Knights. World of Warcraft remains the most popular MMORPG on the market with over 10 million subscribers. WoWInsider notes, "Various players are being invited to check it out, under a strict NDA."

26 of 303 comments (clear)

  1. No permadeath by QuantumG · · Score: 4, Funny

    means you've gotta keep moving those goal posts, cause anyone who grinds enough can get to them, and so the carrot keeps being moved further away from the donkey.

    --
    How we know is more important than what we know.
    1. Re:No permadeath by Anonymous Coward · · Score: 5, Insightful

      Because it's a subscription game, and if a player dies, there's a good chance they'll say to hell with it and quit. They're not worried about making a game that doesn't go stale, they're worried about keeping money coming in.

    2. Re:No permadeath by snuf23 · · Score: 4, Insightful

      How would it make the game not get stale? Rerunning the same quests in lvl 1-20 zones over again because you accidentally ran into a couple bears you couldn't handle?
      Not too mention that many of WoW's encounters almost guarantee you will die the first try or second try until you get your strategy down (especially in instances and raiding).

      --
      Sometimes my arms bend back.
    3. Re:No permadeath by LordKaT · · Score: 5, Insightful

      Oh boy.

      OK, first off "it works in Counter-Strike" isn't a fair assessment. It's not a permadeath for a character that you've poured days/weeks/months of your life into.

      it would prevent the game from getting stale - guess what? when your character dies you have to (*gasp*) PLAY THE SAME GAME OVER AGAIN! How is that NOT stale? In a permadeath situation you get to relevel in the same leveling spots, with the same quests, and grind the same bullshit you were grinding before.

      solve the grind problem - do you even know what the "grind problem" is? Removing the grind is the only way to solve the grind problem. Permadeath is only going to cause characters to (*gasp*) grind to their original level AGAIN! That's just grind-tastic.

      it works for Nethack - because Nethack is built around a game mechanic that makes it unique from World of Warcraft: the entire game is a random dungeon. World of Warcraft is a static world (aside from the expansion packs). If Nethack was the same dungeon, with the same monsters, the same story, the same items, the same skills, it would become very tedious to play.

      it works for a variety of MUDs - people who play these MUDs are fucking psychotic.

      it worked in almost all pencil-and-paper RPGs - because you didn't play the same campaign over and over and over again. If you did play the same campaign with different characters until you beat it, you a) missed the point of having multiple campaigns and b) have a serious OCD problem. Oh, and c) never experienced having your level 19 warlock die at the hands of a bastard GM.

      Unless you change the core mechanics and introduce a random story generation algorithm, Permadeath would be the single most mind-numbingly annoying thing you could introduce into a modern game.

      1984 called, they wanted to let you know that the gaming industry left you behind.

    4. Re:No permadeath by Todd+Fisher · · Score: 5, Funny

      Not too mention that many of WoW's encounters almost guarantee you will die the first try or second try until you get your strategy down Kinda like in real-life, except for the whole second try part.

      --


      --I'm not talking about dance lessons. I'm talking about putting a brick through the other guy's windshield.-
    5. Re:No permadeath by Spokehedz · · Score: 4, Funny

      I wish there was a server with permadeath and you were on there. And while you were complaining on why this wasn't a Permadeath PVP server--I would gank you in the back.

    6. Re:No permadeath by xouumalperxe · · Score: 5, Interesting

      What makes Nethack is not the randomly generated maps.

      It's, on one hand, the fact that the whole world is random. Spell scrolls have different names for each spell in every game. Wands look different. Potions are of different colours.

      On the other hand, and more importantly, the game is probably the most convoluted mass of hard-coded behaviour ever. Most items interact with a large portion of all other items in a meaningful manner. In fact, this sort of interaction is key in discovering what items actually do. Want to find out if an item's cursed? drop it on the floor and try to get your dog to voluntarily step on it (it's not cursed if he does). If it's not cursed, feel free to wear it and find out if it does anything unusual. Or zap a wand at the floor to see what it does. If the bugs on the floor stop moving, you're looking at a wand of death -- or perhaps just of sleep. If the bugs go away, it might be teleportation -- or invisibility! You also have to eat, or you'll starve. You'll mostly be eating stuff you kill, but you need to make sure it's both proper food (the gods don't like cannibalism, highly acidic monsters will give you a bad case of heartburn, and tripe rations are really meant for your pet. You might be able to stomach them, but odds are you'll puke, and be even hungrier) and fresh (food decays over time, and one of the first lessons I learnt is that zombies are, by definition, not fresh meat)

    7. Re:No permadeath by zerocool^ · · Score: 5, Interesting

      It's not the dying.

      It's the lack of consequence.

      In EVE, the mmo I play, taking a ship out is a risk. Take out a cheap ship, and you're likely to get wtfpwned by someone in a better ship. Take out an expensive ship, and lose it, and you may seriously be out an entire month's money making - but what a rush. Not to mention, if you die a bunch, someone else may move in and take your space.

      In WoW, you die. Then nothing happens, you resurrect, and you pay 2 gold to repair your equipment that would be worth 45,000 gold if you could sell it (or more to the point, lost it and had to re-buy it), and then you go about your life.

      Death needs consequence. I do agree with your qualm about not wanting to run 1-20 over again - but that's easily solved. You "save" your game in some magical fashion (i dunno, you talked to the tree faerie, and she knows of your deeds, and if you die, can revive a piece of your soul, with a loss of 10% of the exp you've gained since the last level up - whatever). In EVE, this is settled with cloning, but it could just as easily be called "magic".

      If you want this in a fantasy game, wait for darkfall.

      ~X

      --
      sig?
    8. Re:No permadeath by AuMatar · · Score: 5, Insightful

      No, it doesn't. Consequences aren't fun. I've played multiple MMOs with consequences, and I've played WoW. I would *NEVER* play one with again- its fucking annoying. Its one of the reason I quit them.

      --
      I still have more fans than freaks. WTF is wrong with you people?
    9. Re:No permadeath by ukyoCE · · Score: 4, Insightful

      FYI, World of Warcraft HAS "stateful shared quests" which remain active until completed by any character, which then triggers a different quest. They've had several world events such as this (not sure if Sithilius was first?), and in BC they now have several other world quest events and world quest cycles that depend on the world-wide progress, as opposed to single-character progress.

      Funny how you seem to know all the secrets to making a MMORPG "fun and interesting and genuinely massive", yet none of the companies that make these games can figure it out. When are you releasing your amazing new MMO so I can experience your great work?

    10. Re:No permadeath by Molt · · Score: 4, Funny

      If a player dies they're not likely to come back, but I think it it's just their character dying there may be more of a chance the player'll stay with it.

      --
      404 Not Found: No such file or resource as '.sig'
    11. Re:No permadeath by Pecisk · · Score: 4, Interesting

      It is not lack of consequences that binds people to games like World of Warcraft. It is short term entertainment, or shortly, fun.

      I _love_ reality and space sims. This would make EVE Online a ideal match for me, no? But I am very slow to try it, and it is exact of these consequences. Problem is that I don't that much time for games, and even when I do several hours of WoW, my spouse gives me body signs that she would like to get me off that game and computer. And I have lot of other interests too.

      So, it is not that EVE online would be bad and Wow would be perfect - it is all matters of point of view. But WoW is king of online games for just that - you can keep your gaming sessions short, it has huge investments in community stuff, usually friends are those people who introduce new players to the game. Almost 60% of the game is only playable when you are have good communications. It feels like fantasy chat with nice story with rich background (altought it feels sometimes plastered together, I like world design and style).

      Anyway, even saying all this, I still would like to try EVE, but I still have to find someone giving me 10 days trial to check it out.

      --
      user@ubuntubox:~$ stfu This server is going down for shutdown NOW!
    12. Re:No permadeath by Turnpike+Lad · · Score: 5, Interesting

      Permanent death will never work in a static, quest-based MMO like World of Warcraft. But it could definitely work in a game that actually tries to simulate a virtual world. There was a game called Trials of Ascension that I followed for years. The developers lost funding and it was never released, but I think it had an amazingly well-thought-out design. It was a full PvP, skill-based permadeath game. Characters had 100 lives each, but they were planning on adding a single life server as well. The first central idea of the game was that real power must come via real risk. To become a powerful mage, you would have had to discover a unique set of formulae for your character's spells, all the while risking death from backfire from critical failures. The goal was that about one in a hundred players who tried to become real, full-blown sorcerors would actually make it. Those who succeeded would be rewarded with great power. I feel that that power has more _meaning_ than that of a level 70 in WoW who simply had to grind for 40 hours to get there. This significance is impossible without the risk of permadeath. Another main tenet of ToA was that the world would be run by players. Instead of having a central currency, each town would be encouraged to mint their own currency and value it how they like. The lack of an easy way to bring goods from one place to another, and the selective availability of resources, would contribute to a real scarcity-based economy. Almost all items would be player-made, including player-written books, music and pictures. Towns would be built and territory claimed by player organizations. Players would become the leaders of the eleven religions. There were to be no NPC quests and the sole role of NPCs was as guards and hired workers. This meant that a character could make a positive contribution to their organization from the very beginning. Not just as fighters, but as crafters, artisans, builders, farmers. And it would be that participation that would increase your character's abilities, not running a static dungeon. And if your character died, you would have left a tangible mark on the game. Starting over would not be going through the same old content another time, because each character you make would contribute to the community in a different way. In a virtual world, you're playing both your character and your community. Your effort both improves your avatar and enriches the gameworld. When your character dies, your contributions to the community remain. What it comes down to is this: Permanent death can be implemented in modern games, to great utility. But the game must be designed for permadeath from the ground up. Sticking it in WoW will cause a disaster.

    13. Re:No permadeath by Cornflake917 · · Score: 4, Interesting

      CCP figured it out. Bullshit. The fact that Eve isn't sharded doesn't magically it make a fun and interesting game. I played it for 5 months, and I tried really hard to have fun with it, but it still is by far the most boring MMO I've ever played. The only thing that could have been fun in the game was the large scale battles, but those usually ended up being lag fests. Karma be damned, you Eve fanboys make me sick.
    14. Re:No permadeath by billcopc · · Score: 5, Funny

      If I wanted a game that mimics real life, I'd get a gun and move to Detroit.

      --
      -Billco, Fnarg.com
  2. level 80 by gangien · · Score: 5, Insightful

    ugh level to 80?

    i mean i hear all the time how easy 60-70 is, supposedly, but man it's a pain if you're a casual player like myself. 62 and i need 600k to level or whatever. i have lost my motivation to play much.

    1. Re:level 80 by InlawBiker · · Score: 4, Funny

      I can beat that. I lost interest at level "Diablo II."

    2. Re:level 80 by Admiral+Ag · · Score: 5, Insightful

      Then you didn't really get very far into the game. Levels 1-20 are about teaching you the basics of the game, ending with a foray into an instance at about level 18-20. The rest of the time up until the level cap is learning about equipment and exploring the world. The first iteration of the game was pretty good, although it got boring from levels 30-40, but the expansion fixed a lot of those problems with better zone and quest design.

      But it is, as someone said, a social game. You really won't have much to do unless you make friends in the game (or you're a healer, which means everyone is your friend). It sounds hackneyed, but in WoW the journey is the reward, especially in co-operative play. You will meet a lot of assholes in WoW (especially on PvP servers), but you will meet a lot of really good people as well.

      If you ask people what their best memory of WoW is, they won't usually say something like "When I finally got my ghosthacker helmet", but rather "Remember that time when Wilbert aggroed 3 rooms of monsters and we still didn't die".

      You are playing the right way when you log on and immediately get loads of tells asking how you are and if you want to do something. I stopped because I didn't have time, but I still keep in contact with many of the friends I made in the game.

      --
      "by that I mean people who don't sit on slashdot all day wondering why everyone else isn't building robots" DECS
  3. Re:Disclaimer: I'm not an MMORPG fan by khallow · · Score: 4, Insightful

    How is it not news? Entering alpha, even if it is "closed" gives new information on Blizzard's progress to this upgrade. And some people care about that. So it has relevance too.

  4. What I want to know is ... by ScrewMaster · · Score: 4, Funny

    will the King's henchmen be known as "lichens"?

    --
    The higher the technology, the sharper that two-edged sword.
  5. Obligatory by Anonymous Coward · · Score: 4, Funny

    I'm Rick James, Lich!

  6. Re:Time to sign up ... again by ScrewMaster · · Score: 4, Funny

    And JUST when I thought I was done with WoW. Honestly, a crack addiction would probably cost less - I might spend more money on it, but I'd also have more friends and more free time.

    Yes, and if nothing else there will be a few crack whores around to help you through those cold winter nights.

    --
    The higher the technology, the sharper that two-edged sword.
  7. Re:losing interest by mauthbaux · · Score: 4, Insightful

    From what I've seen, Warcraft merely provides context for a social scene. If leveling up your character really was all that the game had to it, most people would tire of it long before even hitting level 14.

    However, it's the social aspect that makes it fun. It's the same idea as a family vacation; the importance is the shared experience. By insulating yourself from the social interactions in the game, you've essentially lost the real reason most people find the game to be fun.

    In summary: the social aspect is what makes the game fun. The rest of the game is there merely to provide context for the social interactions.

    --
    "Operating systems suck: you're better off using only the BIOS" --trainsaw.com
  8. Re:Time to sign up ... again by geekboy642 · · Score: 5, Insightful

    Warcraft: $15 / month, 6 hours a day. It's a social event with friends...ever tried to raid with people you hate? No. You can hold down a job and even eat well. If you're careful, you can even keep a family.

    Crack: $25 / hit lasting 10-15 minutes, and then you want another. Try holding a job when the urinalysis shows you a drug addict. Try caring about buying food when your entire body is twanging for the next hit. Try keeping a family when you steal and pawn your wife's wedding ring just for another dose. Do you have any friends? Do you know the expression "crack whore"?

    Unless you turn tricks for $15 to pay for your Warcraft "addiction", you're not addicted. World of Warcraft is not just like Crack, and anybody who seriously claims it is should go and volunteer in a real rehab center for a full day. You don't have an addiction, you have a hobby. Learn some god-damned perspective, you molly-coddled children.

    --
    Just another "DOJ fascist authoritarian totalitarian bootlicker" -- Zeio
  9. Re:Time to sign up ... again by Stalyn · · Score: 4, Insightful

    Unless you turn tricks for $15 to pay for your Warcraft "addiction", you're not addicted. World of Warcraft is not just like Crack, and anybody who seriously claims it is should go and volunteer in a real rehab center for a full day. You don't have an addiction, you have a hobby. Learn some god-damned perspective, you molly-coddled children.

    You know being addicted to something doesn't mean you have to be a ragged homeless person wandering the streets looking for a a fix. There are millions of people who are addicted to alcohol/cigarettes/prescription drugs/gambling/etc who are highly functional. They have a job, an active social life, wife/husband, kids etc. But they can still be addicted to something. If anyone has a "childish" view of addiction it's you.

    --
    The best education consists in immunizing people against systematic attempts at education. - Paul Feyerabend
  10. Re:Time to sign up ... again by eugene_roux · · Score: 4, Insightful

    Unless you turn tricks for $15 to pay for your Warcraft "addiction", you're not addicted. I'm rather glad to hear you say so... You see, I have MET people who have skipped work to play WoW; I have KNOWN women who have left their husbands because they would rather play WoW than have a marriage...

    YOU tell me there is no such thing as being ADDICTED to WoW...

    WoW is might not be all it's crack(ed) up to be, but it's not excactly innocuous either. Especially for people with naturally addictive personalities...
    --
    Part Time Philosopher, Oft Times Romantic, Full Time Unix Geek