Dupe Day Party

There is no news.

Dupe bugs are as old as the whole genre and there isn’t really anything new to discuss. The only difference from the past is that there are now two million of players ready to take advantage of the occasion ten milliseconds after the bug is discovered and publicized.

So I just archive the dupe for historical reference.

This, most of the time, probably wont work, however when the instance servers are bugged, if you trade your gold to someone, walk into the instance (any that are bugged — as in the bar does not load) after about a minute, it will kick you out of the loading screen and roll you back until before you walked into the instance.

Doing this, I got ~ 880g, before the server restarted to fix the problems.
(On the server Blackhand)

EDIT 1: Please Read the WHOLE thread before asking questions

EDIT 2: The best way to bug the instances is to walk in and out of it fast…. confirmed instances this work on are Deadmines, Wailing Caverns, Scarlet Monastary, and Maraudon

Quote:
* what I did was I was gonna run some friends through VC wayy this morning
* and the warlock soul stoned me
* and I walked in
* and the screen didnt load
* and then about a minute later it warped me out
* and I didnt have a soul stone
* so I traded him all my gold, walked in, waited a minute, got warped out, had my gold
* rinse and repeat =)

Hope that clearifies things up a bit..

You can only do the bug early in the morning after a server reset, have a friend to login with you and trade him your money (or vice versa) then the person who traded his money runs into the instance, waits about 1 minute – 1 minute and 30 seconds and gets booted out, he should have his money back if all worked well.

Quote:
When the servers come up in the morning the instance server takes about 10 min longer than everything else for some dumb ass reason; So player 1 hands player 2 a stack of gold; Player one goes into instance and about a min later of trying to load gets rubberbanned back to the entrace and has the gold back on him as well as player 2; you keep doing that over and over; You can do it for about 10 minutes!

Quote:
It doesn’t work 24/7, normally during peak hours and after server resets are the best times to try it.

I wonder what could have happened if the dupe was diffused in the middle of the week instead of just before the weekly downtime. Like the blackout in New York, I guess.

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PvP – DAoC vs WoW (+ Eve-Online)

Hot topic. Like “Hulk vs The Thing”. I love these.

I wrote this in a rush on QT3, so it’s not well planned and clear. But it allowed me to touch a number of hot topics I wrote about along this year.


DAoC vs WoW? Ohh .. Interesting. About PvP? Even better.

The point is that a complete comparisons would require pages and pages. But it may be possible to summarize the essential.

From the gameplay point of view DAoC definitely loses on most aspects. The mechanics of the combat, the design of the classes, the actual PvP fights etc… All these parts are way stronger in WoW by a good span. From this point of view WoW is a completely different generation while DAoC never cared to address problems like the interrupts, the damage scale, the limits of the classes and so on.

A character in DAoC is highly specialized. Here the two games are diametrically opposite. In WoW you have nine classes in total with all around skills. Buffs well spreaded and the possibility of using many different tools. So from this point of view WoW opens up a lot of tactics, experimentation and variation.

DAoC is different since the same gameplay has been shattered between an high number of different classes that further break in so many different specializations. So where WoW consolidates roles and skills so that a single character has all of them, DAoC did the opposite by shattering the possibilities and making every class highly specialized, limited and vulnerable (specialization = vulnerability to situations outside your role). So there isn’t a lot to play.

This is also inherited by the rest of the gameplay. Fighting in WoW is so way more fun, creative and fulfilling. The PvP encounters in DAoC are often the product of consolidated patterns that are based on a few “workarounds”: you run around /stuck with your group till you bump on an enemy group, hope to root/mezz them before they root/mezz you and then your designated MT will target one by one the enemies while everyone else /assist. Who lands the mezz first will generally win.

I like more zerg encounters exactly because they open up the possibilities and sometime offer fights that last longer than 10 seconds (or less). Which is another huge problem in DAoC since the damage is gone out of the roof and you usually hug the ground before you can blink.

So, if you expect a better *gameplay* from DAoC you are going to be deluded. WoW learnt and fixed many, many parts that in DAoC went wrong and they never cared to address since they always had this conservative policy that never goes at the roots of a problem.

What DAoC shines over WoW isn’t the gameplay but the structure of the PvP. As a direct example in WoW the guilds are a shared chat and a tabard. They aren’t directly connected or have a purpose in the game. In DAoC the people play BECAUSE of the guilds. Look here. This is one of the main reasons why players like DAoC. There’s a complex ladder system that tracks a bunch of statistics that are then made public.

The guilds can then run on their own or make alliances and all their “work” will then be shown in those pages. You can track your own progress as a single character or at the level of a big alliance. Everyone loves stats and freeform ways of competing.

But that’s just the first step. Already in the game the guilds are strictly connected with the structure of the PvP. In WoW the battlegrounds are nothing more than theme parks added to the game with the duct tape. In DAoC the players are finally the FOCUS of the gameplay instead of just being there to repeat the same pattern endlessly as in WoW.

There are various zones connected together and this becomes your play field. Guilds and groups can conquer towers and keeps and then defend them. They make directly the gameplay and set the dynamics of what is going on instead of being seconded as in WoW. Usually the core difference is that you “care” about what is going on. There’s the possibility to feel involved and to really feel a battle. To be part of it and, if you have charisma, lead it.

In WoW everything is faked and secondary because the Battlegrounds reset as you exit it. It’s just there as an illusion that has less than zero relevance for the other players or the rest of the world outside. If you are in Ironforge while other players are in Alterac you simply DO NOT CARE about what is going on. This is why the PvP is considered pointless in WoW. The goal is to win your catass ladder and nothing else. There is NOTHING that builds ties between the players and that gives the guilds a ROLE in the game.

In WoW the PvP is essentially another advancement path instead of a “world”.

This is so much more evolved in DAoC. Even if you aren’t there you care about what is going on because the result is *persistent*. An action has a consequence and all that happens in the PvP, happens on top of a previous event. There are no “resets”.

In WoW everything becomes like a series of linear “cutscenes” that you progressively triggers. Think to Onyxia. It starts at phase 1 where everyone works “x” to finally unblock phase 2 where the gameplay is about doing “y” and then hope to trigger “z”. It’s really an arcade. Surely fun but also EXTREMELY BORING after a bit because it’s the cutscene the center of the game. Not the players.

PvP is about the fucking players, not about triggering phases and events. In WoW everything becomes a dance, back and forth. Sometimes you progress to the next stage, sometimes you have to retreat. All that you can do within a BG is strictly codified in a pattern and you have no freedom, because, again, the shape of the design is about the BG itself instead of being there for the *players*. It’s the designer that planned the possible tactics that you may follow, not the players. It’s the BG that plays you and not the other way around.

On the contrary in DAoC the guilds are strictly connected with the fabric of the game in a number of ways that is too long to explain. But again the environment is there to get USED, instead of using YOU. Your guild can decide where to attack, how to plan a strategy, how to play with the enemy, which keep to conquer or defend, how to split, how to focus on something and so on. The players decide and make the difference on the dynamics. If you conquer a keep the flag of your guild will be on it. The keep is yours, it’s static and it becomes your own responsibility under the eyes of the whole realm. There aren’t other instances where the same keep is owned by someone else. The scenario is ONE. You are there. You aren’t virual and since THAT precise keeps is yours now the other players have to play along. They cannot “ignore” what happens. You are there with your ass, occupying a place. Now people need to adapt themselves and *react*.

On top of this there are other complex layers like the teleport sistem, the siege engines, the relic raids, the crafting (to repair doors etc..), the personal treadmill (realm ranks and skills) and more.

So it’s obvious how the “shape” of the PvP is so much more involving and intersting. The players are finally the center of the PvP.

But it’s at this point that I also criticize Mythic. Aside the problems of the gameplay that they refused systematically to address, the shape of the PvP I described is like a wonderful starting point to improve and add progressively more complexity and dynamism. Instead Mythic just sat there.

Only recently (last four months) they started again to add elements to the RvR like changing the mechanics of the towers or adding the carryable guild banners. They again followed a conservative trend that was limited to adjust marginal details instead of keeping to build on the premises of what they did till that point.

Now I can bring a third example: Eve-Online. This last game was able to develop a PvP system way better than WoW, way better than DAoC and way better than Ultima Online. (Even if the gameplay isn’t fun and accessible as in these other games)

The world in Eve is built like an onion, stratified. Each layer has a progressive “security”. So if you are in the center you are basically in PvE, because noone can do harm to you and because everything is protected. The more you move to the external layer the more you put yourself at risk.

While toward the center the “world” is owned by NPCs, as you move out the players acquire more and more power. In the outer layers the world is COMPLETELY in the hands of the players, which is the ideal model of PvP. Corporations can manipolate the market directly, they can conquer star system and build their stations, they can set there their headquarters, their homes and then move to attack another alliance. Here the politics start to become part of the game at a basic level and the developers of the game have done a wonderful work to provide more and more tools to the players to support this type of gameplay.

Here the players are definitely in control of what is going on. Everything is directly persistent and nothing is “virtual” or faked. It is as real as a digital world can be. You are there, you have an impact. The world is open to YOUR choices, not the choices of an hardcoded system that sets your behaviour.

New players spawn in the center of the “onion” but then the game gives them incentives to move further out, progressively flowing into the REAL game. Where the PvE part of the center of the onion becomes more like a “tutorial” about the possibilities that the game really offers.

Now, all this reminds you of something? Yeah, it’s the fucking WoW. Even in WoW you start out at the “center”, in protected zones, and then progressively move out to those contested. This is the WONDERFUL model of the PvP servers.

The point is that they fucked it BIG TIME. Instead of building on THAT, they decided to “port out” the PvP outside. WoW had the promises of a great PvP that were wrecked. Instead of integrating the PvP in the fabric of the game they completely removed and detached it elsewhere.

Mythic believes wrongly that what they did better is the idea of these external zones where the PvP happens. This is their bigger mistake and WoW copied Mythic on what they did WORST.

DAoC isn’t great because the PvP is “outside”, but because the PvP has the players as the center and because it provided tools that the players can use. A persistent world that just begged for an increased complexity, depth and breadth that never arrived.

Eve-Online, despite its problems and its gameplay, was able to offer a new model that improve on all aspects and finally realizes what the PvP *is*.

Sorry for length. That’s just the beginning of what can be said. I have years of thoughts stacking on this topic.

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Oh, fuck!

Let’s have naughty thoughts. This is about the problems in Blackwing Lair:

We want to formally address player concerns regarding issues found in Blackwing Lair. Blackwing Lair is currently the highest tier raid dungeon in the game, designed to be a very challenging encounter for even the most powerful guilds to defeat. Since its launch, we have discovered some key issues which are making Blackwing encounters easier than intended. This applies to both Razorgore and Vaelastraz encounters. One related issue is also preventing the door to open after Vaelastrasz dies, not allowing players to advance beyond the Vaelastrasz the Corrupted encounter. While this is a bug, players currently should not be able to progress beyond the Vaelastraz encounter by any means, and anyone found in areas beyond the second door will be considered to be exploiting the game.

Paraphrasing:
“Oh, fuck! Two of of the new main encounters are down already. QUICK! BLOCK THE DOOR BEFORE THEY GO! Buff up those mobs, we cannot afford to let them burn more content.

To the players: Err, yeah. We have this bug with the door. It’s …”stuck”. But if you are able to make it work it’s an exploit! I mean… YOU CANNOT PASS! (with Gandalf voice)”

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World of Warcraft 1.6.0

The patch is released. There are direct links to mirrors everywhere (like here) so it shouldn’t be hard to bypass Blizzard’s downloader.

This and all the past patches are archived and available here. Also accessible from the “repository” link on the sidebar.

As always many players (me included) are having probems applying the patch and there are some complaints on the technical forums. I have updated my guide that should help to check the file integrity and monitor step by step the patching progress to understand what exactly is going wrong.

P.S.
I *hate* “Blessing of Sanctuary” sparkling effect, it hits on my nerves. Hard.

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PvP in WoW is not happy

PvP in World of Warcraft is in a very bad state. This isn’t an opinion, this is a fact. When I said that I expected the problems to become critical six months down the road, after the release of the battlegrounds, I was way, way optimistical. I could have said six weeks and I would still have a good margin of error. Right now the battlegrounds are already unplayable. The very first problem is actually the result of a long list of other parts gone wrong, so, as always, what is under everyone’s eyes is just the final step of a process:
the battleground instances are closed on almost all servers.

I mean, it cannot go worst than this. Blizzard invested a lot on this part of the game, it’s since release that they justify the extremely slow release of patches because the primary focus was about developing the Honor system and the battlegrounds, the E3 was all about them and now that they are released the result is that the instances are not even open. I won’t be surprised if in the future Blizzard shifts their focus completely on the PvE, leaving behind the PvP as a bad dream. In fact if you go look the “In Development” page you can see that they removed the upcoming feature of conquerable towers and graveyards outside the instances. That’s a first step, we’ll see if the third battleground announced will be ever released.

There isn’t really anything salvageable in this implementation of PvP, not a single feature. And it’s not that I can say that I didn’t see this coming. It’s since the last year that I rant and suggest constructively what the PvP can become in this game. Because the very first point is that PvP in this game has a *huge* potential and it could have become the main driving force of the game. If Blizzard “failed” on this aspect it isn’t because this was an unavoidable conclusion, it’s just the result of series of horrible choices in the design. Choices that I tried to anticipate and criticize because it was obvious that the system wasn’t going to work.

What works are the mechanics themselves, the actual combat. I also believe that they did a good work on the gameplay in both Alterac and Warsong. But what is wrong is about the structure, the ruleset that regulates the meaning and purpose of the PvP. The Honor system, the diminishing returns, the dynamics of the instances and so on. I’ve analyzed all this ad nauseam so I’m not going to repeat myself. What I believe is that PvP is fun and has potential when it’s part of the “world”. Where it is something *completely different* from yet another advancement path. When it is directly connected with the fabric of the game and not alienated from it as it happens with these instanced zones where the two factions play silly games like the CTF. It’s not that the CTF isn’t fun. It’s just that it’s not appropriate for the potential of a mmorpg. It doesn’t fit, it comes from games that have completely different goals, premises and potential.

Ofbac on Corpnews makes interesting observations:

Ofbac:
The PvE game is immersive. It has a storyline, quests things that you do to progress and sollow those stories. The world has continuity in the way you travel and explore.

Battlegrounds is a “click here to be ported to external PvP arena to work a ladder to win rewards” implementation that just goes against the grain of everything the PvE game is about.

Instanced dungeons are a way to handle overpopulation and avoid crowding and contention for resources (mobs, quests, bosses, etc). Battlegrounds is a wholly different game that’s been connected to the WoW PvE with duct tape.

This is absurd from my point of view. The PvP is naturally a “world” element. I decided to play on a PvP server exactly because it’s a way to move away from pointless grinds and go toward a game where are *the players* to become the focus. Were there is space for the choices, where the organization matters and where you can finally become content and define your own experience. Triggering all sort of gameplay relations that are way more interesting and compelling that collecting experience points and grind for loot at the endgame. The PvP should be all that. It should be an opening for adding the “world” component, to give a purpose to the game and let the players become the real driving force instead of moving artificially on a defined path.

The first stab to all this potential arrived with the Honor system, rewarding the players for ganking each other and transforming everyone in a “bag of points” to collect. Reducing the fun complexity that was slowly forming up in just an irritating gankfest with no purpose. Ruining completely all the potential that was there, waiting.

But as I said at the beginning all these steps are hidden for most of the players and what is evident is just that the instances aren’t accessible. So what’s Blizzard’s answers about this? Here it is:

The introduction of Battlemasters should help this problem somewhat, but that’s not the only solution we’re pursuing. We’re investigating ways of changing the queue to allow for lower number requirements while still keeping the teams even. There are also other methods in the works, still in the conceptual stage, to attract players to a particular Battleground at a given time.

Now, about the Battlemaster we knew already since they were leaked with the patch notes long ago. We also know that this won’t really help since the problem is structural and not just about the “interface”. The other two solutions also sound weak and disperse the last hopes about getting this core problem fixed at the root. Coming up with a “power hour” for the battlegrounds is stupid and will further discriminate those players that cannot choose when to play. Probably as a way to mimic FFXI, where the PvP is about scheduled events and not a persistent system always active.

This remind me directly Mythic’s way of design. They steal good ideas but putting them out of context and missing in the first place the reasons why they worked. The result is always awful. Again all those ideas are just workarounds for a system that just doesn’t fit and isn’t appropriate and so will never deliver the potential that the game has. As always it isn’t acceptable to arrive at this point with the hands empty and without a solution. Us “players” were already anticipating all these problems and also discussing better solutions more than one *year* ago. We know that the same solution (Battleground instances to collect players from all the servers, in order to be always active no matter of the population) was discussed recently at Blizzard but now there is no mention about it, not even in their long-term plans.

My guess is that they investigated the technical difficulties to allow that and decided that it wasn’t doable. Of course. This is the same problem of the crashing servers. You cannot fix radical network issues NOW. You cannot start to consider these basic *design* elements seven months after release. It’s too late. Guild Wars is the example here, it has none of these issues because the technology has been developed AFTER the design. They planned ahead what they needed and started to work to build the premises of what was supposed to come later. You cannot invert this process. You cannot be “surprised” when these problems start to become more and more radical and you cannot expect to find a good solutions at that point. It’s another design shortcoming from something that was highly predictable and that we were already discussing long ago.

Ultimately there are so many different points of view, all extremely important and all strictly tied together. During this year I tried to cover most of them and anticipate what was going to break and suggest an alternative. Not that this was of any use, but I tried. The basic flaw is still that the PvP has been alienated from his natural site: the fabric of the game. As I wrote somewhere else in WoW noone cares about anything if not his character. Even the PvP becomes just another grind to improve your power and nothing else. I always repeat that this is not what it should happen. The PvP should be about the communal goals, having a role. It needs persistence and it needs the players to be the focus. Sadly, the game took a path that leads in a completely different direction, one of the most obvious demonstations of this is how the guilds have absolutely no role in the PvP. This already hints how much the advancement is completely focused on the personal level and is only marginally about “the other players”.

To conclude I want to repeat some simple fixes that could start to move the game back on track and go on from that point. Because I don’t want to just rave about abstract concepts without suggesting directly and in practice what can be done with the premises that the game has right now:

– REMOVE the “diminished returns” on Contribution points inside the BGs.
– Boost up the goal-based rewards to a level that farming consensually CPs points outside won’t offer a benefit.
– Save the persistence of a BG, preventing it to reset even if there are no players inside. (Alterac)
– Add dynamic structures to slowly realign/reset the BG (like temporarily boosting the defenses of the losing faction till they are able to recapture their headquarter).
– REMOVE the points for direct kills outside the BGs.
– ADD goal-based PvP systems to the world outside the BGs like conquerable graveyards, towers, escort/assault missions etc..

All these points have been explained and discussed extensively along these months.

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Wrecking guilds

This time the topic isn’t about developers and broken design, but players inventing they own rules and progressively wrecking the community. In the last day I had to go through a personal crusade about the organization of the guilds at the endgame of World of Warcraft, in particular about the system used by the “leet” guilds known as “Dragon Kill Points” (DKP).

Basically this system is a way to “bend” the standard loot rules in the game in order to favor a selected group. This is what happens objectively, it’s not an opinion and cannot be discussed. It’s not a case that it has been adopted by the more catass guilds because, at its roots, the system is meant to favor that group of peoples. It was built by them to favor themselves. If we translate this to other forms of government and politics (because guilds are a form of government and not much else at this same level) it can be quite obvious how this pattern can be identified as a “conflict of interests”. The peoples at the top make rules that favor themselves while discriminating everyone else.

What bothers me and that started an heated debate is that the peoples defending the DKP system justify it as “fair”. While the common loot rules the game already has, aren’t. Concretely the system allows each member of a guild to gain points by participating to guild events such as raids. These points can then be used to get the dropped loot, replacing the random rolls that are built in the game. Instead of rolling a dice on a item you need and comparing the result with the rolls of the other players, in the DKP system you bet some of the points you have achieved and, in the case your bid is the highest, you win the item. This to offer a direct advantage to the peoples that can be present to many raids and leaving out all those players that cannot afford to compete with the highest bids of the catasses. Who has “more” has the precendence on who has “less” (or nothing) to get even more. Who has nothing will keep having nothing if not the sporadic crumbs despised by those with the privileges.

Now every guild is free to build its organization. It’s true that this is just a game and there are no responsibilities to face, so all the possible choices are legitimate. But don’t fucking come tell me that this system is “fair”. Because this is bullshit. If you make a choice you must have the courage to stand by it and recognize its nature. You cannot go on and justify it telling me it’s fair when it’s obvious how it’s not. At least if “fair” hasn’t changed its meaning. In my language fair means also “equality”, or even “honesty”. If you built rules to advantage yourself over others what you do is NEVER fair, because it’s the exact opposite of the concept of equality. It’s a discrimination, it’s a way to bend the rules to your advantage and to your conditions.

The loot rules built in the system cannot be more “fair” than how they are. If you go in a raid, you can roll for an item. Everyone has equal possibilities to roll and get his chance to win. No system can be more fair than this. It’s impossible. If you then change this rule to bend it to your advantage the system is NOT fair. It can be a legitimate choice but you cannot pretend it’s fair. It’s fair FOR YOU. But way different from the meaning of the word. Even in the real life there is this constant shift in the meaning of the words in order to excuse and justify an egoistic and egocentric behaviour. Rich people thinks they deserved what they “earned”. They worked hard and the system will be always fair, for them. And they think (even if they do not explicitly admit) that the people starving next to them deserve that condition. This is the paradox of this world and it comes from excuses and pretensions of our culture. We hide our doubts behind the shield of false principles. Who accumulates deserves to accumulate more, who starves deserve to starve even more.

As I said this is a game and fortunately there are no responsibilities as in the real world, so everyone can choose how to behave. The point is just about being honest and admit that some rules are there because their aim is to give you an advantage over others. Building and maintaining a guild is never easy, in particular it requires a lot of time. While you can manage to play a game casually you surely cannot manage to run a guild casually. The “conflict of interest” comes from that. Only the catasses run the most successful guilds and it’a not odd to see that those who decide the rules are going to make rules favoring themselves. It’s typical, come on. I just want that they ADMIT this and do not come telling me that the system is built to be fair, because this stance is inadmissible. It’s blatantly false and pretentious.

This isn’t an isolated case, on my server I see a repeating pattern of guilds crumbling because all the players progressively leave to fatten the ranks of the bigger catass guilds. Smaller guilds just have no possibilities to survive and they move toward an unavoidable extinction. As you ding 60 you crash against a wall, you cannot progress anymore as before and joining bigger raids is the only possibility. All the accessibility (and the “accessibility” is the key) that characterized the game till level 60 simply vanishes to be replaced by the most painful grind ever. All the good premises of the game crumble like that to reveal what was known as broken in this genre and that the game was able to hide till that point. Catass for the win. The only gameplay that there is available is to catass and catass more. The accessibility of this treadmill is a progressive process of discrimination between those who can afford to go on and those who are left out.

This is the process that triggers the egoistical greed of the players. The whole purpose is to get shoulder penises and make your character stronger and stronger by competing with your friends over that loot. What follows is a comprehensible attitude if the game itself is strongly focused to promote this egocentric behaviour. Both the structure of the gameplay at the endgame and the consequent dynamics in the guilds are shattering directly the community into tight groups of elitists bending the rules for their advantage and discriminating even more the new or casual players. The catasses have more and will have more, while the casual players are progressively excluded, creating an increasing gap that will ultimately be the cause of a slow and painful decline of the whole game.

If the true purpose of a game is about learning, as Raph is trying to convince us, I really wonder what the hell we are teaching.

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My e-penis is bigger than me

There’s a site leaking Blackwing Lair new loot graphic.

The two-handed weapons are just insane but I love them anyway. At least they have some personality instead of the same generic models that can be found in all the other games out there. My dwarf could definitely use the axe #2. I just wonder where the mudflation will go. I guess soon it will be the sword to wield the character…

Btw, wasn’t scooping the MPQ files an exploit?

P.S.
Here you can find the effects of the epic trinkets that come as a reward for collecting cards for the Darkmoon Faire. If you dig in the threads on the test forums there are more informations.

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