The disgruntled player…

…usually has a point.

I’ll quote randomly what I read on the forums:

How we made pvp more boring than WoW by replacing RvR with dumbass scenarios used for xp grinding – a staggering achievement!
How we tried to make a ghostland of every quest, pq, and town on every server before an expansion pack using scenarios.
How we made an unbalanced game for the future by making too many servers, a completely laughable race of High Elves, and overpowered casters (as usual).
How we will change the game’s name to ScenarioWars for Guilds.

I’ve been Mythic fan for years. I hated WoW with a passion. But, I just cannot believe how badly things are turning out for this game.

I think the devs severely overrated their own scenarios. I mean fuck, at the current rate of EXP reward and requirements for T4 levels, i think it’ll take me almost 70-90 scenario wins just to level from RvR. It’s not healthy, I tell ya. Even my friend whom I introduced to the game went bonkers after finishing T1 doing nothing but Nordenwatch. He gave PQ a try and told me it reminded him of grinding (we cant’ finish it with just two of us anyway, what’s the point?) , he tried questing and found it dull (It’s like a shitty WoW, dude!) since he got no mount. So we login, me on my runepriest and he’s on bright wizard. We just sat at the warcamp, picking our noses while waiting for Morkaine to pop. That’s all there to it.

I was thinking this game was robot jesus after the end of t1. That’s probably because all the pqs and open rvr were actually, you know, populated.

The turning point for me was when I hit level 12 and still had tonnes of teir one quests to do, and that was just in the one race area, I hadn’t even barely touched the other two except to explore the rvr areas and battlecamps. Not being able to do scenarios while questing just made the pve seem so much worse than it probably is. So I skipped the rest of the quests and the completist/questor in me switched off. Now I have no connection to the lore and the land and I’m wondering why the hell this is really a MMO and not just a lobby and scenario deal only with the keep areas being implemented as some type of long running scenario.

I love the quests that take you to the PQ.

I hate finding those PQs completely empty.

RvR on my server is very weird: it comes to life for brief periods of intensity and then it dies again. Because WAR isn’t a world and has such a narrow base of satisfying gameplay, if things are popping either in the world RvR or in scenarios, that’s somewhat fun. If that’s not happening, it’s boring as hell.

Huge increases in gear drop rates and xp/rp gains in world rvr would go a long way to provide variety. Sport pvp is fun in small doses, but not enough to keep people interested. The pvp scenarios quickly feel like any other xp grind in the game after you’ve done them enough. It’s really a problem.

These mostly come from F13 and they reflect the way I feel as well.

I’m not canceling my subscription, absolutely not. I canceled my WoW sub instead, when Warhammer launched. I don’t expect even to be back for WotLK. Warhammer is much closer to the game I want to play, and I see its huge potential. I’m also one who gives too much importance to that potential, and not enough to what the game offers now.

Honestly and brutally, for me the game was fun up to level 10. A blast. The most fun I had in a MMO in a long time. But my main now is only 15 and feels like a chore. I try to log in every day so that I feel like I’m making some progress.

The game stopped to be fun, and now I play only because either I wait and hope them to fix stuff, or hoping to eventually reach the endgame and see if it is what I want.

I’m enduring to try to reach the level cap. From this perspective it feels like DAoC all over again. It’s a different grind, but also a similar one.

Why?

For the same reasons I explained in my first “review” of the game, that people mocked because I wrote it just a few hours into the game. The “fun” depends too much on variables outside the control of the game. I thought this was going to be a HUGE problem as the months passed, instead it is a HUGE problem right now. And it can only get worse and worse.

If I’m not having fun is not due to personal issues, or that I like to just bash Mythic, or that I don’t want the game to succeed (If Mark Jacobs is the first, I’m a close second who wants it to). If I’m not having fun is because the variety of gameplay I praised till day one is now crippled.

I enjoy scenarios to an extent, but when I’m doing JUST them they get incredibly boring and dull. A chore. I play while watching TV because if I don’t I won’t even endure to play two in a row. At level 15 I’m already completely bored of Tier 2. And the (understandable) reason is because I’ve already ran the scenarios of choice 40+ times if not more.

I’ve tried, really tried to explore all possibilities. I’ve ran a number of PQs, did some normal quests. Wandered alone and in group in the RvR lakes. But I’m still level 15. I feel like I’ve basically saw everything I wanted to see in the whole tier, but I have still five levels before I can move on the next. And now it’s a chore. The novelty of this tier is over for me.

I consider all this, and then consider also that players aren’t complaining about tier 2, they complain about tier 3. And I wonder how I’ll feel at that point if the game feels a chore already for me at tier 2.

The real big flaw outside the lack of players activity is that the Scenarios are the only option that makes you notice a tangible progress on your exp bar. And when things start to become a chore because you think you have already seen everything, then the exp bar is ALL YOU SEE.

You worship your exp bar. And the best way to worship it is to run Mourakin over and over. And over.

This isn’t a problem of Scenarios being too rewarding, because what triggers the process of worship is boredom. The boredom kicks in BEFORE you start the worshiping. What is lacking is the novelty.

I think I’ve gone through a patter that is common to many players. I started the game with a completist attitude. Do all quests, complete all PQs at least once. Then, at some point, I discovered that I played a whole lot, accomplished a while lot, but made very little progress overall. I feel like the content had outlevelled me, and I now have half a tier of grind so I can move onto something that feels new. And, by level 22, I’m pretty sure I’ll be bored even of tier 3.

The problem is twofold. First, they really, really need to speed up things. Because the big risk isn’t that players are bored at the cap, the risk is that players will play WotLK LONG BEFORE they reach the cap.

Levelling fast isn’t a tabu. Mythic, don’t be scared to speed up things. Don’t be scared to move players quickly to the endgame. Let them have a blast. It’s much more important that the game is consistently fun, than its longevity right now. Right now and later.

Do not dilute, do not water down. Consolidate instead. Trim. Cut.

Normal PvE and PQs need a huge boost. All the various gameplay possibilities need to be balanced against each other. Scenarios, PQs, open RvR. For “x” minutes spent in one of them the reward should be comparable to “x” minutes spent in another. INCLUDING DOWNTIMES. For PQs it would include the traveling, searching for an open party, organizing. For open RvR it should include its unpredictability.

I know Mark Jacobs says they have all sort of tools to monitor the situation and get statistics. Well, as with the interview with Jeff Hickman, THEY ARE COMPLETELY OUT OF TOUCH WITH THE COMMUNITY.

I don’t need to study ANY metrics to see where the problems of this game lay. They are glaring, glowing obvious.

You say you don’t want to repeat the same mistakes of ToA for DAoC. You are repeating them under a new form. Baby steps didn’t fix ToA. Baby steps didn’t prevent ToA becoming a fire brand and stain Mythic reputation for a long time.

Once the players form an opinion, it’s then hard to dismantle it. Right now Warhammer is Scenarios and then Scenarios. Open RvR is dead or insubstantial even after that timid 50% boost to kills. PQs are deserted. The world feels empty. The community seems dead. Either you act quickly, and firmly, or there won’t be much to save later.

Yesterday I logged in and fifteen seconds I was in a RvR warband. This is what I saw, to all those who claim that players don’t talk in Warhammer. My chat box was swarmed:

Players talk, if only those parts where the community has a role actually existed in the game. Open RvR has that role, but open RvR right now is non existent. The flaw of the game isn’t of not supporting the community. The flaw is that it isn’t using its potential. In Scenarios you don’t need to chat, because what you have to do is pretty obvious. It’s linear. Discussions are superfluous. Open RvR is instead where the moving parts are more unpredictable, where coordination comes to play, and the sense of community builds up.

Warhammer has this. It has this much, much, much more than every other MMO out there. Problem is that right now Warhammer is only Scenarios Online and not much else.

You know what’s the problem? The problem is that half an hour later I was in that warband, my experience bar didn’t budge. And the warband disbanded since it was accomplishing nothing.

8 minutes later I had one bubble an half, made out of Scenarios.

When the RvR warband disbanded I was reading how much fun people had trying, but how pointless it felt.

P.S.
I’ve read PLENTY of very valid solutions to open RvR issues. Including my own.

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Unwit

How to unlearn all the lessons.

If you try WAR alone, it’ll feel lonelier than some other MMOs.

grouping requires less communication, which enhances play time but lessens bonding or memory of other players.

Because WAR gives you multiple paths to level your characters, there’s no urgency to find someone you can rely on for a specific task

The path to glory is still heavily shaped by the game design, but it makes players feel like they have more control due to the abundance of options and the ease with which a person rotates among those options. More control means less submission to imposed standards, which means less cohesive socialization.

The text in this game is non-intrusive and there are fewer breaks in the game.

The game never stops you; only you do.

There simply isn’t any reason to sit around and chat because of boredom, economics, or forced breaks due to game design.

No really?

GOOD RIDDANCE.

Anthropologist my ass. Go play EverQuest. And make sure to not come back.

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Another Warhammer quibble

I was reading Tobold, who finally acknowledge how Warhammer strengths are also its weaknesses.

Nothing new, but it kinda fueled some fancy thoughts:

I suspect that one part of the solution is technical: More players per server. The current numbers worked great when all of us were in tier 1. But now half of the players are in tier 3, and the other half distributed over tiers 1, 2, and 4. With 6 races, 20 chapters per race, and several PQs per chapter, there simply aren’t enough players around to man the PQs. It is really crazy to first have to queue, and then have an underpopulation problem. I can only assume the limit is hardware related, not game design related.

Yes, the limit is technical because, as in DAoC, if you go above the 3000 cap the server will crash.

But I was thinking that, abstractly, Warhammer doesn’t behave the same way of DAoC, and the solution to all this may be technically plausible. If all the players are in scenarios, why you can’t rise the population cap on the world zones?

IF the great majority of players, like everyone is repeating, is just playing into instances, then you can “virtualize” the server structure. They aren’t crowding the same game area, they are instead just playing inside private rooms. So, abstractly, you can separate these private rooms from the rest of the game world. This would allow to increase the population cap per server, since very few players actually play “together”.

The fancy idea would be “clustering” the scenarios between servers the same way Blizzard did with Battlegroups, so that you make sure you never run out of players and that the faction balance is more even. While also increasing the population caps on the world server, since most of players run scenarios anyway and so do not keep it busy.

Split the scenarios servers from world servers so that you can then increase the cap significantly on the world servers. It is plausible, but then it depends on how Mythic is organized and how long it would take to rework things this way.

Then, if you’re willingly to go through this significant change, you may as well take the ball and run with it. Because you can surely increase the cap per server and make tiers 1, 2 and 3 more alive, but you also continue to risk to blow everything up when all those more players crowd the endgame, it’s just a bigger and less predictable unbalance, like a time bomb. The risks increase since you cannot regulate the way the players behave. It may well work 99% of the times when all of them sit in the scenarios, and then blow up the day they all decide to join a big siege.

The other idea is: Virtualize all the server structure like I’ve been suggesting for a long time. Make the population caps zone-specific, like Guild Wars, so that a new instance of the zone only opens up when the previous is full.

Sure, both for clustering and this other, more radical, idea you would also need to rework a lot of things on the design side since the “campaign” needs a degree of persistence. I’m not forgetting this aspect, but I think it can be all worked out.

The drawback is how you bring a revolution to the server structure without fucking everything up. This kind of migration wouldn’t be easy. You can’t bring the servers down and then, a few hours later, everything is different. Or maybe you can.

What if instead of recoding the current servers, you develop the new server structure as an independent cluster. Like a wholly different game. When the work is done, you start migrating some characters accounts on the new cluster, same way they did with the “cloning”. Basically you develop the new cluster, then only copy over, progressively, the accounts. This means that the “old” server structure is unaffected and may as well continue to run, while you can start testing the new game, and progressively migrate to it without the risk of disrupting the players experience.

Fancy, but plausible.

And worth the big programmers’ headache.

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We live in a pretty, dream world

Bad interview with Jeff Hickman.

Where he says how they “talked about all this stuff” for two years without coming out with anything at all. Pretty clever.

Everyone with a minimal experience with MMOs knows how the concept of PQs is flawed without an adaptable system. Everyone knows that low level zones WILL have serious population issues. Moreover just everyone can experience those problems simply by logging in and playing: things are working correctly on a MINORITY of the cases. That is on high/full populated servers during prime time. If you’re lucky.

That’s NOT how you design a game. You don’t design it so it’s fun only “sometimes”, or only if picked the right server, or only if you play at a set hour.

Two years that you work on the concept of Public Quests and open RvR. Outside the idea itself, the implementation is deeply flawed. And it required two years of talking and figuring out.

“What we found,” he continued, “in Dark Age of Camelot and Ultima Online (these are games that are old, old, old games) there are still people in the low level areas. New people, people re-rolling, people coming through the game, so for months and years to come, we will have a constant stream of players rolling and going up through the ranks. What you’ll find is that you go into an area and there’ll be some people there… multiple people generally, doing PQs. Yes, some of the time you’re going to run into a PQ and there won’t be anyone there. Run to another one.”

That goes without commenting as it’s pure bullshit.

Outside the comments about DAoC that right now has a bazillion of clustered servers that together don’t make 1/5 of what is required to make a single server playable, it’s false that “some of the time” you run into a PQ and find it empty (and let’s not even talk about open RvR). It’s true that MOST OF THE TIMES it happens. If you’re lucky you find a couple of players to farm the first two phases and then get slaughtered at the last. Or that you find a decent group somewhere deep in the zone through Open Parties. But sometimes to rarely. And we are two weeks from launch and things can ONLY get worse.

In the meantime Mark Jacobs talks about open RvR being essential for the success of the game, as well as population balance. And that they’ll approach this with baby steps, because they don’t want to overreact.

Nothing really wrong with being careful, but I’m not sure if the players will be still there when you’re done with the talking and considering. Especially when it took two years to come out with… no solution.

The rest of the interview isn’t better, especially when he says that players aren’t participating in open RvR because they don’t know the best loot is there. Huh? Maybe that’s why Blizzard put raids only at the level cap? When you are leveling up you do not care where the best shiny piece of loot is. You care about moving up as faster as possible, and gear isn’t a problem there. That’s why it’s becoming “Scenarios Online” and not Warhammer.

Jeff told me that in the end, this really comes down to players not yet having discovered en masse that these things exist (in fact, knowing this, it actually somewhat addresses the issue of fewer people participating in open world RvR thinking that the rewards aren’t great enough).

If the players have not yet discovered “en masse that these things exist”, it’s because you’ve done a crappy work directing them.

Don’t put the blame on your players if you are bad at game design.

P.S.
Who the fuck wrote that interview? By way of answering this question, Jeff told me… What the fuck?

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To add to the reading list

I was reading Pat’s blog and found an excerpt from K. J. Parker first standalone novel, The Company.

When you have no idea what a book is about, reading the first few pages and some reviews could help. But reading online is the suck and I get distracted or tired rather quickly.

This time I was intrigued instead and almost made to the middle part ;)

Mysterious female writer, probably under a pseudonym. Even the wikipedia has no clue.

Anyway, I really liked this description of an house:

Then, before he was ready, he was standing at the top of the yard, looking down the slope. Directly in front of him was the old cider house, which had finally collapsed. One wall had peeled away, and the unsupported roof had slumped sideways, the roof-tree and rafters gradually torn apart by the unsupportable weight of the slates; it put him in mind of the stripped carcass of a chicken, after the meal is over. A dense tangle of briars slopped out over the stub of the broken wall, and a young ash was growing aggressively between the stones. It must have happened so slowly, he thought; neglect, the danger dimly perceived but never quite scrambling high enough up the pyramid of priorities until it was too late, no longer worth the prodigious effort needed to put it right. There would have been a morning when they all came out of the house to find it lying there, having gently pulled itself apart in the night. They’d have sworn a bit, shaken their heads, accepted the inconvenience and carried on as before.

I like a lot the introspective, tight kind of prose. It seems that no line is outside a precise purpose. Short, precise sentences that perfectly define not just the character’s thoughts, but even the perception, mood, awareness. Carefully selected and measured words.

That’s an example of perfect characterization (I mean the whole part I read, not just this quote). Precise, insightful and yet not overwritten or unrealistically explicit.

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Books at my door – Late September

I need to get a camera, so i can join all those book porn fetishists. But then I’m also almost done collecting the stuff I’m interested about, there’s not much left beside new releases and leftovers from long series. No more big orders or significant discoveries to be made, sigh.

Just the plain covers then:

Both books arrived a couple of weeks ago, I’m just late reporting.

Anathem – Neal Stephenson
I already bought Quicksilver, the first book of the Baroque Cycle trilogy, but whenever I decide to actually start with this writer I’ll read this standalone first, then Cryptonomicon. This book came out in early September in the US and a week or so later in UK, the cover up there is from the british edition and it’s the one I got just because I liked it better. Internally even the graphic and typeset should be the same. It is another of those huge doorstops, really impressive to see and heavy to hold. It also has good paper. A beautiful book to own.

900 pages plus forty pages or so of glossary and two appendixes explaining some sort of abstract philosophical problems. On the site I linked there are even some creepy “songs” to listen even if I can’t fathom what they are based on. I’ve read the first few pages to have an idea of the style and I like it. It seems well written even if I get a bit lost when he describes some buildings in detail. I wish I didn’t have already a huge to-read list because I’m so curious about what it is about. It seems a book that you can sink in, deep and challenging. It was first in the New York Times Bestsellers and readers seem to love it. For more insight check these two reviews.

It also seems that the WHOLE Cryptonomicon can be read online for free. I don’t know who could survive, but it seems there.

Return of the Crimson Guard – Ian Cameron Esslemont
This one to complete the Malazan collection. From what I read on the forums it seems that those who didn’t like “Toll the Hounds” (book 8) because it’s too slow and introspective, liked this one much better. The plot seems to move quickly and lots of significant stuff happens, culminating into a huge battle. But for now I can’t read it, this week I’ll finish Erikson’s three novellas, then I start “Memories of Ice” (book 3). This one is supposed to be read after book 7, so a long way to go. In the meantime I skimmed the book here and there because I wanted to see if Esslemont was a decent writer that could hold up the confrontation with Erikson. I can’t really say before I actually read it properly, but the impression wasn’t all that great. He seems to cut the prose into short “denotative” sentences and seems to have some bad habits in the form of repeating the same few sentence structures over and over and over. I really love Erikson because of *how* he writes and the way he experiments a lot with the writing itself and the style. Esslemont seems more “plain” and with less literary intent. For some readers this may be as well a quality since Erikson is seen a bit as pretentious and navel-gazing by some. For me, it’s the main reason (along with many, many others) why he’s my favorite writer in the genre.

It ended up being exactly 700 pages in the hardcover edition, written slightly bigger compared to the same edition of “Toll the Hounds”, so about 800 pages in mass market. The only map included is the one showing Quon Tali and taken from The Bonehunters, so no new stuff. While skimming through it I also got the impression that it’s heavy into references to the Malazan world without explaining much. I doubt it’s readable as standalone by someone who isn’t already familiar with the setting. I really hope it’s a good book because the series only improves by opening all these threads and complexities, like a real world.

In the meantime it’s already October and Erikson should be near the end of the writing process for book 9. When this series is complete it will be a major achievement. I hope it won’t disappoint.

I’m having serious doubts about Warhammer

This is not backpedaling, actually it’s realizing how significant are becoming the potential flaws I was pointing out.

I’ve been playing some more these days and experienced concretely those problems. And I think these problems are crippling. I said long term, now I think I was optimistic.

My “fun” has been spotty. The game has a HUGE potential, as the huge potential was always there if PvP was done right. In Warhammer it is done right, but only occasionally realized and well executed. Too many variables affecting the fun, and this means that it’s not consistent and most time the game isn’t fun at all.

1- The client doesn’t have a good performance. It has serious problems with memory management, and even more in video memory management and caching. On new systems these flaws are much less noticeable and the gameplay is smooth, but over a number of different configurations there are PLENTY of players who report a lot of problems. This doesn’t seem a priority issue, but it is. Mass market means that your game HAS to work flawlessly on a wide range of configurations. Conservative graphic doesn’t guarantee good performance. It helps, but the really high number of little and major problems in the game client risks to cripple the sales and subscriptions in a substantial way. Those who can’t play well rarely spend weeks hunting for “magic” trick on the forums or sending feedback, they go back to play WoW, where technical execution comes above everything else.

2- Terrible flow. This basically summarizes all kind of critical problems. The fact that the “fun” is spotty. The zones have too much wasted space. Too much traveling without shortcuts. The death penalty may be trivial but here there are HUGE downtimes due to traveling, waiting for scenarios to pop or running aimlessly for half an hour or more around huge open PvP areas without meeting a single other player. In the last days I’ve been having serious problems to find even ONE open party for Public Quests. Even during prime time. This also gives a very bad perception. I have no idea how successful is the game, but the world feels empty and lonely as if I joined two years after launch. Instead how long is it? Two weeks? It’s all wasted, all those open PvP areas with all sort of objectives. Carefully designed to hold zerg of players. And there’s NO ONE. If you are lucky you see a tumbleweed in the distance. Developer time completely WASTED. Money wasted. And fun crippled.

So what were Warhammer strengths? The variety of gameplay alternatives it offered: normal questing, PQs, Scenarios and open RvR.

Pragmatically, which one of these alternatives are really viable if I decide to log in now? Normal questing and Scenarios when they pop. Sometimes, if I’m lucky, a PQ party that holds for ten minutes only to be wiped at the third phase because it was badly designed and it’s not doable with a single group, escalating difficulty in the worst way possible (from trivial but slow -kill 120 level 10 zombies- to impossible -five linked level 12 heroes-).

I don’t like PvE questing much. So what? Just scenarios, and they grow old after a while, same as WoW.

So that’s the downward spiral. Some deathmatches for shit and giggles and some boring PvE to slog through. Not exactly a masterpiece of game. Not even the WAAAAGH they were claiming it was going to be. You read on the forum a lot of similar feedback, players that try to explain how great was the battle they had yesterday. Sure, it was, but it’s inconstant. You have fun once every few days, when all the celestial bodies align properly. And Mythic’s design doesn’t help it.

I’m back feeling like when I was playing DAoC. Feeling bad because the game is THIS close to *be* a masterpiece.

What if?

What if Mythic planned the server structure form the start not as this prehistoric shard/server division, but a dynamical system where characters are an autonomous entity and where a new zone instance is only spawned when the previous reaches the cap? Think if, no matter when you decide to log in, no matter the server you picked, the zones always had players running around, with lots of activity, where all the PQs have players, where instances pop frequently and where open RvR is active at all time, where faction and population balance are more even than how they are currently. Utopia? Not. It’s vision, careful observation and experience. It’s knowing the right thing to do. It’s about knowing what the game needs to work well and to plan ahead with that in mind. It was possible by just planning the server structure in the way I was suggesting.

What if they actually designed the zones so that the three campaigns had ONE open PvP area for each tier (excluding endgame), like a convergence, instead all that ridiculous wasted space?

What if there was a de-levelling system so that all those PvP spaces were more consistently alive, and more consistently counted in the overall campaign? While also allowing PvE junkies to hunt down their Tome of Knowledge tricks without the fear of outlevelling the zones.

Well, it’s useless to repeat it again, but I was pointing all this out years ago when Warhammer didn’t even exist as a project. Trying to be as loud as possible but obtaining once again no result beside the evidence I was right.

I don’t fucking care if I was right. If it does not make a difference, it’s of no use to be right.

So, since I’m powerless, someone out there PLEASE WAKE UP.

But instead I’m talking to a deaf wall. No matter if I’m loud or not, in the best case I’m seen just as an arrogant idiot, or a troll, or a fraud who is accused of re-dating and rewriting his posts to claim undeserved wit.

I repeat myself I can’t start another of those useless crusades, no matter how much I think I’m right. Maybe I’m not? They say I’m not. So I wait the probable: Mythic to repeat the same mistakes, announcing soon all kind of fancy bonuses to encourage players to reroll on specific servers, obtaining no tangible difference, and later an expansion with some new classes, races and brand new zones to dilute what is already too diluted and wasted.

‘No, it comes with living long enough to appreciate the value of the time you’ve got left. Long enough to recognize the fallacy of a crusade when you’re called to one. Hoiran’s teeth, Gil, you’re the last person I should need to be telling this to. Have you forgotten what they did with your victory?’

P.S.
I truly admire who did art direction for Warhammer. Stylistically I love it, more than WoW. But what the fuck was he thinking about all those white, textureless cloaks? Or the utter lack of variety in the graphic of items?

Of course with the time these issues will vanish, but probably only at the level cap as more shit is added. And this doesn’t make a good game at all. It just leaves a sour taste.

Emancipor Reese to Kalgan

This is what you get from mixing books and games in a blog.

From Erikson’s novella, this seems fitting describing WoW’s Kalgan. I only had to change two words:

And was not this zeal for fanatical “competition” an identical delusion of superiority, this time bound to moral tenets? As if “skill” was innately virtuous?
Sadly, it was part of the sordid nature of humanity, Emancipor reflected as he walked down the wide, long colonnade, to concoct elaborate belief systems all designed to feed one’s own ego. And to keep those with less obnoxious egos in check.

And this descriptions of undead is magnificent:

Emancipor suspected they would soon begin seeking out their living loved ones, since that was what the undead usually did, given the chance. Driven to utter last regrets, spiteful accusations or maundering mewling. Mostly pathetic, and only occasionally murderous.

Fire in the hole!

It’s fun how things are developing. After Kalgan pathetic defense of Arenas we got Tigole turning things on their head.

But first an explanatory, spontaneous discussion I spotted on guild chat earlier today:

Now the wonderful backpedaling:

Actually, we have been discussing new battlegrounds quite a bit lately. Wrath of the Lich King will feature Strand of the Ancients (attack/defend) as well as Wintergrasp (non-instanced, world PvP).

But past that, we are exploring ideas that would involve expanding our Battleground content in future patches and beyond. We believe we have some strong ideas for improving Battlegrounds and PvP as a whole in the game and we’re definitely going to focus on improvements in the future. Now, it’s very early to be talking about some of this stuff but I think it’s important for the community to know that it’s on our minds.

Our general thought is that we could provide more BG content over time. The BG content that we could provide could be of higher quality with a higher degree of accessibility. Overall, we’d like to have more content and variety. We also want the gameplay experience in the BGs to be better directed. We’re also exploring the concept of a complimentary “competitive” bg system as well. Over time, we’d like the focus of PvP to shift back to being more BG-centric and more focused on Horde versus Alliance — the core of our game.

We’re also planning on improving some Battleground and PvP features in general. For example, we want to give you the ability to queue for Battlegrounds from anywhere in the world. We’re also going to explore EXP gain through the PvP system as well as low level itemization to support that.

Please don’t take this post as a promise. This won’t be an overnight process. Not all of these things are set in stone and guaranteed to happen. It would take us a while to shift in this direction. But these are some of the current thoughts on the development team. I think it’s important for you guys to know some of our thought process in regards to PvP.

Yep, not an overnight process. It requires Kalgan to be fired first, now that he is way beyond recovery.

Third and fourth paragraph are a shameless Warhammer rip-off. “We believe we have some strong ideas”. Oh yeas, I’m sure. Just that they aren’t yours.

And it’s late for you. The “core of your game” doesn’t exist anymore.

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