Blizzard Beefs up World of Warcraft's Recruit-a-Friend
It appears that Blizzard has beefed up their World of Warcraft recruit-a-friend program rather substantially. There have been rumors that this was coming for a while now, but the details are still a little surprising. Benefits include triple experience, being able to summon your friend from anywhere in the world, free levels, free gametime, and even a free mount if your friend signs up for a two-month subscription. All of these are subject to several quid pro quos, but it looks like Blizzard is really trying to ramp up their player base for the expansion.
You know, honestly, I wanted to multi-box WoW (ie: play as two or more characters at once). And this is just the thing I needed to actually have an incentive to start doing so.
I would love to see what the active number of players looks like these days. I stopped playing just after the first expansion. Partly because it didn't add enough for me. I won't be buying the new expansion and reactivating my account and I think there are probably a few people in my situation.
The programme sounds exciting but it seems to be just a bit to little too late.
WoW has completely broken down the barriers of stereotyping and social class systems. Nerd play it. Preppies play it. Girls play it. Grown-up professionals play it. High-school football players play it. Military service members play it.
I have a number of friends who, though addicted to WoW, somehow manage to keep up with otherwise completely no-stereotypical lives.
The stigma video games as a "nerd" activity is all but dead to my generation.
Tried EvE. It just got old after awhile because I had to use it more and more just to get high. Also, since their product was more complicated to use, EvE-fiends were pretty elitist and thought they were special and more intelligent than WoW-whores. I just had to quit.
So yeah, maybe it's good to hook a friend up with EvE. They are more likely to get out of the MMO scene before their addiction destroys their lives.
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I heard someone in the trade channels in Shattrah jokingly said Blizzard should buy these gold farming companies. They could make a lot of money. ... I thought for a second that I would not put that under them since the merge with activision.
I bet you will be able to pay $$ for extra gold next. If that happens and the local economy inflates I may just switch to LOTR online or stop playing all together.
I do agree its a tempting slippery slope for a for-profit-shareholder owned company.
I am already mad that they made the horde and especially the turrens more powerful with the latest patch. PVP is 8-1 in favor of horde.
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Thats the norm for all MMOs it seems. View the actual game content that you are *supposed to be enjoying* as "grind", then get to the "end game" and whine there is nothing to do. I have seen this in many people in pretty much every MMO.
Its a power thing for people I think. They don't want to compete at anything less than a level field (or preferably one that favours them) and they don't want a challenge. Its perhaps a reflection of the instant-gratification nature of our society on one hand, and the competitive nature of our society on the other. I read an article recently that was saying that pretty much every aspect of North American society is viewed as a competition these days. We have somehow concluded that we are losers if we don't compete at everything and don't win at it as well.
At the same time few players are willing to admit they have anything to learn when it comes to playing MMOs as well - so they fail to learn from their experiences and fail to learn from others. As a result the often suck very badly when playing in groups. I am sure it seems even more apparent in WOW given the number of players present.
I enjoy playing the game to play the game - leveling up a character to max means simply that I am likely to stop playing that character. The "End game" content of most games seems to be grinding to engage in PvP - and quite frankly I have no desire to associate with the typical PvP oriented player. The vast majority are complete fuckwit assholes, and they occlude the decent and competitive PvPers I wouldn't mind playing with. People also take PvP competition far far too seriously I think. PvP was fun in its earliest incarnation in DAOC for instance, until they introduced Realm Points and Realm Point Skills and suddenly we weren't fighting the enemy because they were the enemy, we were fighting them so we could personally gain more power and abilities. That ruined RvR in DAOC in the long run.
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I play in the Shadowburn battle group. Occasionally there's this redundant array of shaman that show up in the AV games (from a different server - I forget which). They always appear in the same 5-man group and have the same initial letters in their names. I've seen them wreck havok. Immediate heals on each other, concentrated firepower, occasional res on a fallen component. Totems times five adds to the effect. All component shaman are decked out in near identical PvP gear.
I've been able to tell which component shaman has the player behind it by two ways. First, when addressed, the player will occasionally give simple responces in BG chat. Secondly, when moving, the player-controlled character will be out front followed by a group of 4 that move on top of each other.
I would imagine setting up a 5-box group like this would be kind of interesting from a technical angle. However, after watching this redundant array of shaman in action, I'm convinced the reward is being a considerable force on the battlefield.
It's pretty big news depending on how you look at it. Some feel that this is Blizzard giving a big middle finger to their loyal players who have been recruiting friends for 4 years, by now giving only newbies a 3X leveling bonus.
Others have pointed out that the result of this is Blizzard making players PAY to level faster. For instance I've got friends who already play WOW, but we can't play together because they're on another server, and on the opposite faction (so can't server transfer).
If they want to reroll and play with me, Blizzard is now making them choose between:
A) Playing on the same account, with normal (slow) leveling speed.
B) Buy a second copy of the game for $30, plus another $15 a month, to be able to level 3 times as fast.
Considering the amount of time it takes to level, B is a really attractive offer, especially if you have a limited amount of time on your hands.
I find the end-game PvE content far more interesting than the levelling content, I've spent over 7 days game-time at 70 and will be spending many more, it's no longer a grind but actually fun.
What ends up happening is you chain your accounts together through the refer a "friend" program, so when you pay up your bot accounts each one in turn gets free time.
I had stopped playing WoW for quite awhile...Glider actually made the game fun and got me started playing it again. I never got banned.
Looks like with this new system Blizzard is trying to reinforce their "real" player base.
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You have it a little backwards. Good gear (epic loot) is a requirement to run the end game content. Getting the gear is a way to see the content. End game raids are another part of the road.
There is a gear progression required in order to be able to do the end game raids. I know some people like to wave their epeen about and look down on non-raiders but I believe those are in the minority. You may notice them because they are vocal.
I don't run end game raids for loot - if I get a nice item it's gear that will allow me to move to the later stage raids. I enjoy the end game raid battles because they are a lot of fun.
I enjoyed the leveling game as well and pvp for that matter. I have one level 70 and two level 62s. I can certainly understand why someone may want to rush to 70. The complete class talent builds and the gear that make them viable aren't available until you hit max level.
People enjoy different things about the game. Some prefer the questing and leveling game, some prefer pvp and some prefer instances and end game raiding.
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Your analogy is a bit flawed, but largely because you're not assigning the right set of costs.
The slow part is "learning World of Warcraft". Some people never do that. Some people do it relatively quickly. I got a good handle on the game itself on my second character (the first one was just after release, and a huge amount has changed since then.) I know how a Prot Warrior works very thoroughly - while I don't know what the abilities of (for example) a Rogue are, exactly, I know the basic mechanics involved - Rogues dual-wield so they need lots of extra +hit, agility and strength increase Rogue damage, Rogues use Energy instead of mana or rage.
I couldn't sit down at a level 70 rogue and be effective.
I could sit down at a level 1 rogue and, within about fifteen minutes, figure out how they work. If I had a magic button to raise me ten levels, I could probably reasonably thoroughly understand a level 10 rogue in about half an hour, and every extra ten levels might take me an hour at most.
Meanwhile, actually leveling to level 70 takes days of 24/7 playing. If I wanted to play a Rogue in end-game raiding - and I kind of do - I'm gonna be sitting at my computer grinding up to 70 over the period of weeks. All for that six or seven hours of training.
Some people need the training - especially if it's your first character. Others don't. Those of us that don't just want to get the leveling over with - we've seen the quests, we've seen the zones, we've seen the monsters, we just want XP fast.
(And some of us enjoy that end-game content. I play WoW for the challenge, and there's damn little challenge before you hit 70. The best memories I have of the game are times I managed to pull off an unexpected fantastic victory through sheer skill - you don't have that when you're expecting victory on every single fight, and the fights are largely meaningless anyway.)
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