Browsing the archives for the vanilla WoW tag

MMO Expansions and Sequels

world of warcraft

I recently read a post at Tobold’s about the nature of Bliz­zard expan­sions, and it got me thinking.

I keep ref­er­enc­ing World of War­craft 2 in my posts (“Maybe Bliz­zard will change this in WoW2”). But it dawned on me that there’s really no real dif­fer­ence between sequel and expan­sion with MMOs. We’re already play­ing World of War­craft 2. Bliz­zard is about to release World of War­craft 3.

WoW3 is a 10-level long game, com­plete with its own endgame. The mechan­ics are dif­fer­ent, but they are back­ward com­pat­i­ble with WoW and WoW2. In fact, all that old con­tent is being updated to use the new mechan­ics. For some classes, the spells and tal­ents are dif­fer­ent. Item­iza­tion has greatly changed. Tank design, one of the fun­da­men­tal parts of the stan­dard group game, has greatly changed in design.

As Bliz­zard learns more about MMO design, classes take on new wrin­kles and learn to work together bet­ter. The over­all play expe­ri­ence at each point is bet­ter than the pre­vi­ous version.

Sounds a lot like a sequel to me.

Still, let’s look at it another way. Here are the most obvi­ous changes you would notice if you were to be dropped back from now (late TBC) all the way back to Week 1 of WoW. I’m skip­ping the obvi­ous stuff like (no dark por­tal, no out­land, no draenai/blood elves).

(Let me hear it, old school WoW peo­ple! Rem­i­nisce with me a little.)

  • Mounts are pur­chased at L40.
  • There is no lev­el­ing boost between L20 and L60.
  • A fair amount of the uncom­mon loot you get is not use­ful to any class or build in the game (two handed swords with Spirit, cloth armor with Strength, etc).
  • PvP is unstruc­tured and open and gives no reward other than the fun of it. There is no bat­tle­ground or arena sys­tem, how­ever there are raids on oppos­ing cities and con­stant skir­mish­ing between Southshore and Tar­ren Mill (as a result, quest­ing in Hills­brad is a nightmare).
  • Pal­adins, Druids, Shamans, and Priests have one mean­ing­ful build each: healing.
  • Heal­ing gear didn’t make heal­ers spells more effective.
  • Pal­adins are Alliance only and Shamans are Horde only. Each fac­tion thinks that the other’s exclu­sive class is overpowered.
  • The only tanks are War­riors. Their only but­ton to gen­er­ate threat is Sun­der Armor, and boss tank­ing is mash­ing that button.
  • You zerg (15-man) the 5-man con­tent, and in fact this was how the max level instances (both of them) are run. “LF6M for Strat, any class.” This expe­ri­ence is largely free of tac­tics or strategy.
  • There is no mean­ing­ful Silithus zone.
  • There is no Mau­radon or Dire Maul.
  • There is no Stran­glethorn fish­ing event or Gurubashi arena mas­ter event.
  • There is one raid zone, Molten Core. To get there, you have to clear through the longest instance in the game, every sin­gle time you want to raid there. The short­cut to avoid this long clear is to swim up a long river of molten lava, and roughly 20% of your raid dies while doing so. It’s still worth it.
  • Molten Core had all of Tier 1 and Tier 2, and both looked terrible.
  • There are no badges or tokens that are shared by classes. In your raid­ing career, you can go months before see­ing an upgrade; when your piece finally does drop, your fel­low class mem­bers want it just as badly as you do. In fact, most instance runs, you expect to get no loot at all, so DKP and other guild cur­rency sys­tems are ported from other games.
  • The most reli­able way to get zomgepics is raid­ing. Peo­ple who oth­er­wise have no inter­est in raid­ing do so solely to get zomgepics (much like bat­tle­grounds now). In related news, raids are 40-man affairs where afk’ing is ram­pant (again, much like bat­tle­grounds now). You silently loathe 1030% of your raid mem­bers for this rea­son alone (yes, much like bat­tle­grounds now. Bliz­zard threw bat­tle­grounds under the bus to improve raiding.)
  • Raid­ing requires resis­tance gear for every­one; the only way to cre­ate that gear is to raid and wipe and get the ran­dom craft­ing mate­ri­als to drop from the trash mobs in the very instance you’re craft­ing the gear to be suc­cess­ful in.
  • There is no heroic mode of anything.
  • There are no fly­ing mounts.
  • There is no guild bank.
  • There are no realm trans­fers. There is no char­ac­ter renaming.
  • There is no way to report gold spam. There is a lot of gold spam.
  • There is no online armory. Peo­ple lie about their build all the time.
  • There is no way to mark tar­gets. Hilar­ity ensues on more than half of all fights.
  • Some class’s entire raid­ing expe­ri­ence is hit­ting one but­ton to decurse the raid.
  • Quest tar­gets are farmed for use­ful drops.
  • Travel is com­pletely dif­fer­ent. There are no sum­mon­ing stones. There are far fewer flight paths, and you can’t make a multi-point flight, you have to travel to one, then the next.
  • You either have a war­lock, or you com­mute. Most max level char­ac­ters don’t have epic ground mounts. Com­mut­ing is not triv­ial, and zone chat and hearth­stones are much more mean­ing­ful because of this. You actu­ally hang out in the same zone as an instance that you want to go to, in the hopes that some­one else shows up. Instances are much slower to get rolling.
  • There are no daily quests. You grind mobs for money, and you like it and say thank you.
  • Escort quests are both pro­lific and mad­den­ing because of fre­quent bugs. (robot chick­ens, anyone?)
  • Some dun­geon set pieces are tied to trash mobs that are incon­ve­nient to get to. Also, the drop rate on these trash mobs are lower than sim­i­lar pieces tied to instance bosses. (I’ll never for­give you, Devout Gloves! Don’t believe that tooltip, they weren’t BoE originally!)
  • The inter­face sucks is sim­ple and clean. (kid­ding, PvD)
  • Most high-level craft­ing pat­terns are world/realm drops (aka very very very rare ran­dom drops), which are either sold for ridicu­lous amounts of gold or are learned by someone’s alt, never to be seen in gen­eral pop­u­la­tion on that realm.
  • The Auc­tion House is in only one city per fac­tion, and that city is crowded.
  • No handy min­imap icons like ! or ? let­ting you know where you can get or turn in a quest.
  • War­lock and Hunter pets don’t despawn when you were mounted. Those classes have a larger aggro radius by default as they ride.
  • Pal­adins only have one dura­tion of buff: five min­utes. Keep­ing pal­adin buffs going dur­ing a raid is comical.
  • War­locks don’t have soul shard bags. Inven­tory is con­stantly a mess for them.
  • No mage tables or war­lock soul­wells. Con­jur­ing food/water/healthstones takes for­ever.
  • Pal­adins can nuke Horde PC Undead toons with Exorcism.
  • Tau­ren don’t have Kodo mounts, they instead get a buff to run at mount speed (plain­srun­ning)… but it’s not under player con­trol when this abil­ity turns on. Hilar­ity ensues.

You see what I’m get­ting at. We’re cur­rently play­ing a game that has the name World of War­craft, but when you com­pare it with the orig­i­nal World of War­craft, you could eas­ily call what we’re play­ing a sequel instead of an expansion.

WoW3 will be back­ward com­pat­i­ble with WoW2 and WoW1. Soon, you will be able to load your WoW3 toon and play all that con­tent with all the improve­ments. The graph­ics in WoW3 will be slight upgrade from WoW2, just like WoW2 was to WoW1.

The whole expansion/sequel dis­tinc­tion is over­rated when it comes to talk­ing about MMOs. These games are con­tin­u­ous. They evolve.

(Also, going back and read­ing the patch notes and see­ing “Patch 1.2 Major Changes 200412-18and remem­ber­ing read­ing them makes me feel really old.)

revised 2008-08-25 with addi­tions and cor­rec­tions from the com­menters: Ianedes, Pete, P, Rudo, BookhouseBOy, Hellscreamy, Kyladar, Din, Hiryu. Thank you all!

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Raiding does not mean Skilled

iconic players, world of warcraft

(Related post: Max level does not mean Skilled.)

There’s a class of player who feels that their sta­tus in the raid­ing game means that they’re Right. They label other peo­ple noobs, and the silly thing is that peo­ple believe them. “I have this awe­some item, you don’t, there­fore I know what I’m talk­ing about and you don’t.” This frus­trates me a great deal.

My guild recently brought in a new recruit. Her main is a holy priest, just like me! I’ll call her Mary. She was very per­son­able, online a lot. She had raided a lot in the orig­i­nal WoW, all the way through AQ40, which I’ve never seen. She had taken over a year off from the game, and in her return was look­ing for a more relaxed play­time require­ment while still play­ing at a high level. A per­fect fit!

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The Downside of Endgame Guilds

iconic players, world of warcraft

I’ve been read­ing Tobold and Pot­shot lately. They’re talk­ing about loot and game design as it relates to endgame guilds, specif­i­cally guild hop­ping and pro­gres­sion prob­lems due to it. I haven’t seen a decent expla­na­tion of the prob­lem, but as a guild officer/leader I’ve seen it in action twice now, once with the orig­i­nal WoW endgame and now with the TBC endgame. I don’t have a solu­tion, but I can frame the problem.

For me, the most fun time in WoW is right after an expan­sion hits, when there’s lim­ited col­lec­tive endgame explo­ration. All the con­tent is new and fresh, then I find myself group­ing with not just my long-term guild friends, but also my friends who left to get on the pro­gres­sion roller coaster. It’s glo­ri­ous! This is what the first two months of TBC was like.

Then, endgame progress starts to hap­pen, and a tiered sys­tem begins to form.

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Fools, Silence, and Damage Reporting–supplemental

world of warcraft

(Pre­vi­ous article)

While it’s a bad idea to link your dam­age meters over a com­mon chat chan­nel, it’s a very bad idea to link your dam­age report if you’re a dam­age dealer and you’re that one dps’er who con­sis­tently does less dam­age than the tank. What you’re try­ing to say is that you out­per­form the healer at doing dam­age, but what you’re really say­ing is:

“The healer’s good enough to keep every­one alive and also do 30% of the dam­age that I’m doing.”

The healer’s dam­age is basi­cally like the rock bot­tom of dam­age per­for­mance in a raid. Heal­ing does zero dam­age. You are also say­ing that you don’t under­stand groups enough to know what the dif­fer­ent roles do, but you aren’t going to let that slow your spam­ming down. This is a chain of thought that will imme­di­ately lead oth­ers to group with you less, because vet­er­ans will sense that this is prob­a­bly the tip of the iceberg:

  • you roll for gear that doesn’t apply to you and then throw a fit when some­one tries to tell you how your char­ac­ter works
  • you don’t under­stand or don’t care about crowd control
  • you cry and blame some­one every time you die
  • you go afk with­out warning
  • you com­plain about repair costs
  • you never have elixirs/poisons/food buffs
  • you use curse words in a way that’s not inter­est­ing, rel­e­vant, or funny

Not every­one is all of these, but usu­ally these char­ac­ter flaws don’t come in sin­gle serv­ings. Most peo­ple went to the all you can eat Buf­fet of Broken.

And yes, this was all that a sin­gle dam­age meter post said. And inci­den­tally, this per­son lived up to many of the above-listed predictions.

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Fools, Silence, and Damage Reporting

world of warcraft

I healed through Magister’s Ter­race this week­end to get a cou­ple of friendly guildies ready for MrT heroic. My wife, in the next room, said “What’s wrong?” I hadn’t even real­ized I sighed. “This new recruit just spammed his dam­age meters after our first wipe.”

I had for­got­ten about this lit­tle slice of the game. Of course, now my bliss­ful igno­rance has been shat­tered, but it’s a good topic of discussion.

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