Faction Changes Coming To World of Warcraft
A Blizzard representative today announced that they're working on a service for players to switch factions in World of Warcraft, going from Horde to Alliance or vice versa. "There's still much work to do and many details to iron out, but the basic idea is that players will be able to use the service to transform an existing character into a roughly equivalent character of the opposing faction on the same realm. Players who ended up creating and leveling up characters on the opposite factions from their friends have been asking for this type of functionality for some time, and we're pleased to be getting closer to being able to deliver it." They also said there would be "some rules involved with when and how the service can be used."
Yet another step closer to "everything for a price" and another step away from the original vision of the game.
Still not sure how I feel about this. While on the surface it will provide a new level of convenience for playing the game, it conversely takes away from the 'value' of the conscious decisions made when creating a character. Every time Blizzard does this the game just feels more and more watered down. The very things they are doing to cater to the very casual players are the very things that are making the game less special and easier to leave.
Some of my guild have on occasion mused about switching faction, still under the "grass in greener" assumption that the opposing side has less asshats or are better at pvp. Be warned, the asshats are everywhere.
That'll be a hard one to weave into the canon.
Given the original vision of this and every other MMORPG is to see how much money they can syphon from the customers, this is totally in-line ;)
Catapultam habeo. Nisi pecuniam omnem mihi dabis, ad caput tuum saxum immane mittam.
City of Heroes announced the same thing, nearly two months ago, with their Going Rogue expansion.
Neat that WoW seems to be following in their footsteps. I like freedom in the games I play, and being able to switch sides rather than starting a new character from scratch appeals to me.
I've noticed something. We hear from people who have done the majority of the content that WoW has, they beat Vanilla, they beat BC, they made good progress in WotLK. But then the game changed and it was ruined! Because there isn't a single chance in the world that after you spent 4 years beating all the content, both PvE and PvP that maybe you just got tired of the game? For instance, I love pasta. But if I ate great big helpings of pasta for dinner 4 or 5 days of the week for four entire years, I bet I wouldn't like pasta as much. And no, its not because someone 'ruined' pasta, it because I got tired of something I did a lot of.
Yeah but the transportation options suck, there's no way to switch off 'hard mode' and they delete your character once you get to max level. Who designed this crap anyway?
Rampant carbon sequestration destroyed the Dinosaurs' tropical paradise. I'm here to help repair the damage.
Sir, you're missing the point.
I'm talking about PvP...the game is not balanced now and has been totally biased towards certain classes for the most WotLK.
I never liked PvE that much but I did it to see new things...I managed to have two characters at rank 11+ in vanilla WoW, I was around 2000 rating for all TBC, but WotLK is totally crap.
That's where they started to ruin the game...
Cheers,
Why not simply change factions, with whatever character you have? It is a bit pointless to change character (or morph into another). The real social interaction (or call it Paranoia) would start, if - with the click of a mouse - yesterday's enemy could be today's friend and vice versa. Whole guilds changing sides would also be a nice touch especially in PvP mode. Again: With the click of a mouse, in the middle of a battle. All the cold-war amneties in mercenary heaven. "You do not pay me enough and I'll go rogue" is a whole new business model, a whole new industry waiting to be born. "Realpolitik" in the virtual world. Bliss :-)
EQ(II) has had the option to betray your faction from the get go..
So what other "innovations" can we expect from Blizz in the years to come; player housing, guild halls?
For all intensive porpoises your a bunch of rediculous loosers
I've always thought they should have a special quest that lets you betray your faction. At the end of that quest you are officially part of the other faction. Because of your betrayal, you wouldn't be accepted back into your original faction, so this would be a one-way switch.
The game has never been balanced for PVP. It is impossible to balance for PVP and PVE.
Hail to the king, baby!
Some bozo with a god complex, IIRC.
We used to have a Bill of Rights. Now, with the rights gone, all we have left is the bill.
Alliance had the Palladin class.
Horde had the Shamman class.
Then the Burning Crusade expansion comes out, further blurring Alliance and Horde by giving each of them what the other had, and they did not.
Now they're going to let you flip sides years after being stuck on one side? What's the point of having factions? Where's the lore of the hostility between the races?
More to the point: what's the bloody point?
da w00t. mtfnpy?
You learnt to play a bit (rank 11, 2000 rating isn't anything special) when your class was the OP one. You've just failed to learn to play again now that things have changed and you aren't OP. Also, they're not badly losing people.
I think WotLK was when a lot of people realized that the last glimmer of challenges and "player skill" in WoW have been patched out. It's been reduced to basically a complete skill-less game.
Now, it wasn't a hard game from the start. But it was good, quick fun. A bit like the fast food of online games. It's not really rewarding for a long time and getting anything ain't something you brag about because you know you could put a 6 year old there and he'd succeed (and if you don't have a 6 year old handy, slap together a script), but it was ok for the time.
The rewarding moments ceased to exist with the advent of certain abilities that made even the tank scriptable. AoE aggro that can essentially not be broken. Now where's any kind of challenge left? That you can fire your spells and styles in the correct order to maximize damage (because you won't have to worry about aggro anymore, at least if the tank is at least as good as a small script)? Please, google the correct sequence...
I don't want to brag to others how much I accomplished, but at least I want to have the feeling that I didn't just waste my time doing something anyone can do. But that seems to be the appeal, and I don't care too much that people want to play that. To each what they like.
What bugs me to no end, though, is that other MMO makers dumb and water their games down in an attempt to attract the WoW players. Even EQ2, which started out as an insanely HARD game. And I mean insanely hard. I don't mind challenges, but EQ2 was like pulling teeth, without any kind of drugs, every single level was a battle, right from the start. After a few months it had a fairly good challenge level and was quite playable. In the meantime, it has been reduced to lalaland as well. And it's not any better for any other game that I'd know of.
So, IMO, essentially what keeps WoW afloat is that there are no real alternatives if you're fed up with EZ-Mode gaming. The rest of the games have been turned into copies of WoW, so you can just as well stay there.
We used to have a Bill of Rights. Now, with the rights gone, all we have left is the bill.
For one there's the simple matter of races. Each side has races that are totally unique to it, there's no overlap. So to change sides necessitates a change of race. that is just how the game is set up. That's not the only thing, of course, but just a major example. the game was designed such that when you are on a faction, that is that. There's no switching back and forth. It wasn't made as some other games where you can declare allegiance, which can be switched. This is a long standing war and races have chosen sides that don't change. Game code reflects that. So it would be a major rewrite to implement that, not to mention a major shift in game mechanics that many players might not like.
Instead, they are likely going to implement a system that just does a conversion on your character data. Basically it'll pull your data from the database, change the necessary things so that you are on the other side, and then place your character back in the database. It'll probably be an offshot of the existing character transfer script, which deals with all the checking to make sure a character can be moved to a different server (which sometimes is in a different datacenter) without problems.
You also have to remember that the problem with what you describe is that games HAVE done that and in almost all cases they make a rapid run to the bottom and fail, or at the very least have few players. The problem is that humans are not nice and don't want to work together, especially when there aren't consequences, and even when there are. A short look at human history tells you this. Our democratic societies where most people enjoy rights are the exception, not the rule in history. Even today there are many societies where the strong dominate the weak.
Well, that's what you get in games, especially since there aren't permanent consequences in them. The griefers get powerful and stomp on everyone else. Life sucks if you aren't the elite. This happened in Shadowbane to an extreme.
So if you want a game with balance and rules, those rules must be enforced by the design and the game masters. The players won't do it themselves. The power gamers will oppress most people, and most people will up and leave to play something more fun.
That's one of the reasons why WoW works. You have instant and enforced allies and enemies. There isn't a case of "Anyone who is good joins this group, everyone else is excluded." No, everyone on one side is allied, period. The PvP system is controlled in a way that Blizzard wants it, it isn't a free for all.
If you want games like that, they are out there, but WoW isn't one of them and I don't think Blizzard wishes to make it so. They've got a model that works for them, to the tune of billions of dollars per year. I doubt they are anxious to radically alter that.
So I imagine this'll be quite limited in scope, much like the current realm transfers. You pay Blizzard a fee, and if everything checks out (in terms of what you can bring with you and so on) they execute the transfer. You then can't do a transfer for some length of time (30 days currently I think). The idea is if you play horde and your friend plays alliance, you can switch so you both play the same. The idea is not to radically alter the game.
They also may use it to try and balance out sides. Some servers have a big numbers imbalance, and it perpetuates since the side with more people has more new people join to play with friends. They could entice people ot switch with cost-free transfers and such. They already do this on high population realms. When too many people total are playing, they offer free transfers to new realms with low population for those that want to.
They have a new MMO on the way. Title quite possibly to be announced at Blizzcon 09. Blizzard has earned the benefit of the doubt on how to keep people playing and adding content isn't the only carrot out there. Eventually everything short of buying gold/gear with real money will be available.
They continue to make it faster to gain the lower levels. I imagine this will continue, as the level cap raises. Seems like the over all idea is that it takes the same amount of time to max out, regardless of what the max is.
to that end they've already reduced the XP it takes, increased rewards and so on. Next step appears to be ot make transportation available earlier. Mounts are going to be made available at much lower levels.
They seem to do a good job of refactoring the game to keep it fun for new players. At least if they aren't, I'm at a loss as to why their subscriber base keeps growing.
At this point, all the fees they have are related to meta-game type things only, none are related to in game content. You pay to access the game, you don't pay a special fee for access to raid content. Likewise they offer you the ability to transfer to a new server to play with friends, not the ability to buy gear. They sell a change of appearance, not a bag of gold. Now they are going to offer the ability to change sides.
The idea seems to be that if you make a meta-game choice you later dislike, you aren't stuck with it. You can change your mind. In the game world itself, you have to do everything in there with the tools available. This purchase system is only for things that you don't control in game and that really don't have an impact on gameplay.
If they were selling in game items and such, yes I'd dislike it. However they aren't, they are just saying "If your friends play on a different realm or a different faction, you can pay to switch over and go play with them."
Also the fee seems to be as much based on making people think about it and only do it if serious as making money. I'm sure they don't mind the extra cash, but notice that they also impose time limits. You can't transfer characters all the time, there's a 30 day limit. If it was only about money, they'd let you transfer as often as you liked to make more fees.
This seems to work. Because of the fee and the time limit, you don't see people jumping servers often. It is reserved for those that have a real reason.
In the old RTS game there were neutral hero's that any race could acquire. I wish they would use their already existing reputation system and incorporate neutral races that could go to either faction through in game mechanisms or questing. They might even be able to finally use the language system into something fun. They could do the same thing as they did with the Death Knights and start them out at a higher level. I think that would be more in tune with the spirit of the original game than paying Blizzard a $15 indulgence for the Horde/Alliance to absolve your character slaughtering their faction for the past 80 levels.
I was a late starter in WOW but I was playing last year and into this year. I enjoyed it to a point but then it got boring and the grind of it all got to me. But I loved the game overall and was only planning to take a hiatus. I've been gone longer than I expected and dreaded coming back and having to spend hours doing things but at least that was the way the game *used* to work. I'm reading that patch 3.2 they will be lowering first mount to lvl 20 and other mount lvls will be lowered to. What? Is Blizzard going to get to the point where you get a mount at lvl 1. Noobs need to pay their dues in sweat. I was broke, penniless and lost when I first started playing...now people are boo-hooing and getting what they want. This game is ruined. I've been looking at Runes of Magic as a free alternative...Free Realms...Perfect World...maybe I'll take up AOC of LOTRO. But someone really needs to redefine MMORPGs because the concept is getting old and played.
I honestly think that Blizzard has the right idea. The vast majority of content is in the end-game; the number of things you can do at Level 80 far exceeds what you can accomplish (or even set out to do) prior to level 80. There are areas you can't even access without a flying mount (required level 77) and plenty of raid zones you can't even dream of without first hitting 80 and getting some better gear (or maybe having friends to carry your weaksauce along). Level 79 and 80 are worlds apart. It's always been like this - It was the same when the cap was 60, and the same when it was 70. It was the same in EverQuest and I'd bet good money that to varying degrees it's like this in most popular MMOs. Personally, I've already leveled 2 characters to 80 - I will take no joy in leveling a 3rd if I ever want a 3rd 80. Blizzard is just making my life easier - cutting the BS grind and giving you more freedom. I honestly don't feel like I am a vastly better player or that I am "better" than any other player simply because I had to level my toons "back in the day" before they did things like making mounts faster, easier to get, and letting you switch factions. The game exists to be enjoyed, Blizzard is simply making it easier to try different things without having to hassle with grinding money/levels/whatever just to try something new.
So what you're saying is that all the people who claimed they were good are running for the hills because the game is being normalized to an abstract, where everything is essentially the same. It lowers the barrier for those who are hindered by specific mechanics, and raises it for others, who depend on inequalities. Those people who claim that skill has something to do with differences (as if they were elite), were always playing a different game anyway. This has nothing to do with skill, but I can hear your inner qq (couched in a "I'm one of the elite). A normalization of the game is what most mmo gravitate toward in all cases. This is certainly not a surprise, given the history of mmos and the persistence of WoW.
Often wrong but never in doubt.
I am Jack9.
Everyone knows me.
That's why I was pretty excited to hear Square is making a new MMO. If it's somewhere between FFXI and WoW in difficulty and required skill, I'm sold. FFXI was great except you could do NOTHING without a party, and even when you got one odds were they had no idea what a skillchain/magic burst was. Most of the time was spent sitting in Jeuno waiting for a group.
WoW got something very right when it was possible to play solo and accomplish something. They started getting it wrong when I can kill 3 elites at once who are 2-3 levels higher than I am without needing to even pop a health potion just by pressing one button over and over.
replying to kill mistaken mod, meant to select funny but got overrated. Why can't there be a separate confirm button? Or an option to change a specific mod?
Mandatory grouping? Now I could kick myself for dismissing FFXI without even trying it. I guess by now it's too old to start?
We used to have a Bill of Rights. Now, with the rights gone, all we have left is the bill.
Because Wotf has and always will be OP in arena. Now we'll see 2342344 Undead Mages, Priests, Rogues than before.
What I'm saying is fairly simple: WoW used to be halfway decent fun. It was a nice game when I was tired of trying to be "elite", I didn't have the time anymore to spend countless hours grinding away in DAoC and EQ. It sure was fun while it lasted and I enjoyed being one of the few that made it "up there" because you needed at least halfway decent knowledge of your character and how to play in a group to prevail. WoW offered it all in a toned down, more forgiving way. Death wasn't as harsh as in EQ, basically it was little more than an annoyance. And even a PUG could succeed if it didn't consist of 5 idiots. You needed to play together, you actually had to make use of CC and aggro control, but it all had a "lighter" atmosphere.
Aggro loss wasn't an almost certain wipe as in DAoC where casters can't cast while they take damage, where healer+aggro=wipe was a given rather than an exception. In DAoC, you weren't scolded when you allowed this to happen, you were praised when you somehow managed to avoid the total wipe after the tank fubar'd. CC was a necessity and an artform, you could keep as many enemies mezzed as you could... if you could. You just had to know how long, what enemy, how far, and so on... and only if they didn't take damage yet.
It was all a lot easier in WoW. It was a quite enjoyable change. More laid back. No sitting on the edge of your seat, sweating into the keyboard and getting your spells out just right or else ... you could easily dish out your heals with one hand, a beer in the other, it was leisure instead of work. It was actually enjoyable.
It stopped being enjoyable when I noticed, after a few patches into BC, that I'm not even really playing anymore. I came up with an experiment where I tacked myself to the heels of the mage and spent the entire instance only (!) pressing a single button (i.e. large heal, target tank). Granted, a few others would have helped to make things easier, but the mere fact that this is possible showed me that the game has lost any kind of challenge.
It's one thing to play a game that's not "work". I like challenges, but it's nice to play something easy from time to time. It's something different to play when you already know that you have won. I don't need to play chess against a 4 year old, I know I will win (provided it's not some chess prodigy). Why bother playing?
We used to have a Bill of Rights. Now, with the rights gone, all we have left is the bill.
As a WOW Player I think the reduction of time for the mounts makes sense. Walking around was the worst part of leveling. However leveling a "toon" from 1 to 80 should remain. That is how you learn how to play the toon. Especially if they are an entirely different class like cloth armor from plate. I have plate toons (Pally and DK) and I enjoy them at level 80 as well as when I was leveling them. Clothies have their advantages and I will be working on one for various reasons but starting at level 1 is good. I will have to learn how to attack and work on strategy to become proficient with the class. Changing this would be a mistake IMHO. Also allowing people to take a high level toon and switch sides I have mixed feelings about. I think if they allow it they should loose all achievments that are not available to the other side. Not get the equivalent. There should be a penalty for changing sides otherwise people will do it for various reasons that could ruin the game mechanics and achievments.
The population balance on most servers swings for one faction or the other. It's seldom balanced. Being able to swap factions just means that those imbalances will get more severe, since those on the weaker side are tired of losing at world pvp. Nobody wants to be on the "losing" side.
I think WotLK was when a lot of people realized that the last glimmer of challenges and "player skill" in WoW have been patched out. It's been reduced to basically a complete skill-less game.
You could always macro to some extent even before Wotlk. When the game first came out there were mods that would make decisions on what to do for you. Healbot was this way I think, where it would pick the most efficent spell to use.
Blizzard's concept right now is to have Normal modes for players who are not hardcore and hard modes for the people who want a challenge. If WoW was so easy, why doesn't 75% of the player base have their Rusted Protodrakes by now? Should be easy to do if WoW wasn't a challenge in any aspect of the game. According to WoWProgress only 18 guilds have taken down Agalon between the US and EU. Ensidia just got a 72 hour suspension for using an exploit to do the last achievement that hasn't been done by anyone yet. Couldn't do it how it was susposed to I guess. Blizzard isn't going to cater to the top 1% of the playerbase, and why should they? Why is the top 1% of the playerbase/guilds used as a measuring stick on what is challenging anyway?
I always thought it would be cool if you could switch from Alliance to Horde and vice versa but the move would permanently set your PvP flag for your old side. So switch from Alliance to Horde and Alliance could always attack, without it turning on _their_ PvP flag.
Bark less. Wag more.
As George "Corpsegrinder" Fisher would say:
****** FUCK THE ALLIANCE! ******
Check out the booklet from the Album 'Kill' or just watch this video. ;)
http://www.sk-gaming.com/video/5099-Cannibal_Corpse_Interview_Corpsegrinder_likes_WoW
Attitude!
But if I ate great big helpings of pasta for dinner 4 or 5 days of the week for four entire years, I bet I wouldn't like pasta as much.
I've been eating nachos at least a couple of times a week (sometimes 3-4 times) for like the past 12 years. I still love nachos.
I've also played WoW since about two months after launch.
Shit, I think you might be onto something. O.o
Rampant carbon sequestration destroyed the Dinosaurs' tropical paradise. I'm here to help repair the damage.
You're correct if you're talking about Burning Crusade class abilities. Blizzard spent a lot of time trying to make all playstyles 'harder' and more interactive. Slightly annoyingly (to me at least) they've done this by adding random procs everywhere that you have to utilise as efficiently as possible to do good dps. There's no such thing as a "dps rotation" now, it's more of a flowchart that you're following while trying to stay out of the fire, make sure you're hitting the right target at the right time, etc.
:)
Also I'd argue that 'skill' is in the player's ability to adapt, rather than what you're talking about. It's like the difference between sending a rocket to the moon, and setting a hot lap in an F1 car. They're both 'physics' but one requires you to be able to do it in realtime.
Rampant carbon sequestration destroyed the Dinosaurs' tropical paradise. I'm here to help repair the damage.
Well, people still play. I think they still have several hundred thousand subscribers, though many may not be active. They just released a new expansion in the last few months or so.
You have to solo the first 10 levels, then get ready for some hot sitting-in-town-for-hours-afraid-to-go-to-the-bathroom-because-you-may-miss-an-invite action with your "Looking for group" flag up. Eventually I made a White Mage just to get in groups when I realized my thief, no matter how good I was, just wasn't going to get me anywhere. It worked for awhile, but they raised the level cap and Red Mages became the healer of choice. When my static group broke up because they wanted to play wow, I stopped playing.
Sounds like a sex change to me.
"It's the height of ridiculousness to say for those 9 lines you get hundreds of millions."
Nice, Edward and Tellah icon for the story. I bet a few select servers will become near 100% Horde or 100% Alliance.
This is blizzard trying to channel more money because they are losing people.
My first thought is that they are finally addressing factional imbalances on servers.
I suspect that will be easier to do than any other thing to get Wintergrasp balanced.