Patch notes confirmed – Test servers active

While I was tinkering with Doom 3 Blizzard confirmed the patch notes that were leaked two days ago (Oh! So they weren’t fake, huh?) and reopened the test servers.

These test servers seem open to everyone and there’s also a public page to allow to transfer the characters. The problem is that the transfer is already “temporarily” disabled. The current patch (from 1.3.1 to 0.4.0) is available through the standard, horrible installer here (40Mb of fun). I’m downloading it with a good amount of problems, as always.

I’m not sure if I’ll spend the time to mirror the patch here considering that during the last test session they kept rebuilding the whole package for every change.

Anyway. At least I hope I’ll finally be able to see how this Honor System is implemented. I hope… I have the bad impression that the mechanics will remain obscure to everyone but Kalgan even now that they are supposed to go public.

P.S.
If you are lazy check back soon. I plan to add at least some screenshots of the new mounts and add whatever I’ll find interesting. So I think I’ll keep updating this entry.

EDIT-1: Good news for the ease of testing. From the QA lead:

Good News! You no longer have to be invited to the Test Realms to participate in testing the new content. For this new phase of the Test Realms (patch 1.4.0) and all future phases, a new system has been put in place that allows anyone to copy their character over to the Test Realms via a web interface so that all who want to participate can do so.

After copying your character over to the Test Realms, a new patching process is now available. For the previous phase of the test realms it was necessary to patch up to the test realm version. If you wanted to play back in the retail version of the game it was necessary to install a reversion patch to change your client back to the correct version. This is no longer the case. The new patch system splits your client into two different versions. Upon applying it, a â

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WoW’s secret patchnotes

On the official forums you have the first half of the puzzle:

We are currently in the process of finalizing patch notes for the next patch. Please be advised that official patch notes will be posted on our site. Please do not post patch notes from other sources as there is no way of confirming their validity. Thank you.

EDIT: Be advised that, if you do post patch notes that are not official, we will delete the post and take action accordingly.

Usually you do not see the moderators taking action against something made up. So this is basically a confirmation that the fake patch notes aren’t that fake.

If you are interested in the other half of the puzzle, you can find it on F13. That I mirrored here for better formatting.

For commentary you’d need to send me a “time bonus package” since I’ve run out of mine (but tomorrow, maybe). I just can notice that there’s no mention of the honor system nor the battlegrounds.

NOTE: It seems these patch notes were leaked by Blizzard Europe on the forums by mistake.

EDIT: There’s around a better version. I’m adding what I was missing. The Honor System seems in.

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Best exploit of the week

World of Warcraft, of course (the price of having creative tools):

Today in Sunken Temple in that one big room with the 6 bosses my friend died on the other side of the room on one of the top balconies while I was way over on the otherside on another balcony. For Fun i used a Ornate Spyglass to see his body and i used ress on it, and it worked from about 500 feet away.

Also:

This trick also works with Shamans – in fact, it’s a lot easier (outside, anyways) because we get Far Sight. I’ve used this trick to resurrect people who died at the base of Freewind Post, and they resurrect all the way to the top where I’m standing.

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“Rooftop Camping” not anymore allowed

From Blizzard’s official announce:

There has been some confusion in regards to whether or not the act of “rooftop camping”, or killing players while using geometry to avoid the town guards, is allowed. We will no longer condone this act in game. Players who participate in this method of PvP will be given a warning and educated on this new policy, and further action will be taken as circumstances warrant. We wish to provide a fair playing field to our customers, and this abuse of game mechanics has been hampering that effort.

Firstly a precisation: there’s absolutely NO confusion. It’s Blizzard to be confused. The “Rooftop Camping” in PvP has been exploited by the players since release and when this problem was brought up Blizzard answered officially that the axction was allowed and didn’t consist in an exploit. Then, about a week or so ago, someone spotted a sticked post on the european forums stating that the “rooftop camping” was instead considered an exploit and so not tolerated. Today they “agreed” about extending the rule even to the american version.

Secondly: this is a long overdue good decision. But what about making the rules work instead of threaten the players?

Is it so hard to flag those buildings so that players won’t be able to run on top of them and teach at the same time the guards to deal with them? (for example by giving them an effective boomstick)

Fix the exploits, do not just threaten for them (and if we consider the beta it’s more than six month that this exploit is left untouched).

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PvP honor system – Latest critiques

From a thread on Grimwell were I keep attacking Blizzard’s proposed system.


What I do not understand is the rating system. They stated that your honor points won’t be wiped, they stated that even the hardcore players will need months before reaching the top, they stated that above the sixth level the rank system becomes a ladder where those with the most points are at the top and with limited amount of slots for each rank.

Still, they say that this is accessible for the casual players and that you can still compete even if you start years after.

HOW?

If the honor isn’t wiped and it becomes just a pile of point, it’s obvious that the ranks will skyrockets. If instead the rank system is only a “weekly” performance this basically contradicts the fact that the points aren’t wiped and that the higher ranks won’t be reached at the start.

If there are ranks far away it means that you are supposed to STORE something. And if you are supposed to store something in a limited and competitive ladder, it is also obvious that the requirements will skyrockets.

Blizzard is hiding something here. Believe me. Whatever they are planning it is absolutely shady. And for a reason.

Darniaq:
They’ll be doing this is Battlegrounds. Battlegrounds are the best place to gain Honor Points because you will never be fighting people too far below your level (given that it’s level 55-60 only, at first).

No. At least not without special, undisclosed rules (that is why I think the system is completely idiotic: or it’s hidden or it doesn’t work).

If you keep killing the same players you won’t gain honor. In a battleground this directly happens. You keep fighting against the same groups. So, or they disable that mechanic or it won’t work.

For the informations they have disclosed the best way to farm HP is to build gank group of stealthers and patrol the most popular quest spots (this on the PvP server, which will be *destroyed* by this new system).

But MY POINT is exactly what you are explaining. They are keeping what matters hidden. But at the same time it happened with the “meeting stones”, I discussed them a lot before their release, for example on QT3 and all the players attacked me saying (and inventing) how they would have worked. What happened? It happened that there was NOTHING behind and these “meeting stones” were effectively *retarded* design.

So what about this honor system? Is Blizzard keeping it hidden as you also assume or it’s really retarded as it seems?

Darniaq:
I should have said the Honor Pool. Damned post was long enough I started misstyping Player Honor Points do not get reset, as mentioned earlier in trying to clarify why it’s not a “decay” system.

I still cannot understand.

If we assume that the ranks come from an “evaluation” of the % of honor points of each character compared with the overall pool and then confronted with the percents of other players, we finish with a “weekly” ladder. There’s NO persistence.

This week I’m at 2% and I’m the highest. I’m rank 14. The week after I do not play and I fall to zero?

Where’s the persistence? How it works? Or there’s persistence (so the Honor Points grow exponentially with no limit), or there isn’t (so everything is wiped from week to week). Or there’s an hidden system that joins the two parts following hidden rules that Blizzard hasn’t disclosed.

Darniaq:
They’ve either played enough to maintain their Rank, played more and gained another rank, or didn’t play enough and lost their ability to use the Realm Reward they purchased.

And this is another of the hugest flaw. This is pure catass. Reward to play as much as possible. Grind till your hands fall on the ground and keep grinding forever if you don’t want only a temporary carrot in your hands.

Is this “fun”? Is this a good PvP system? Is it especially good in a game that is openly aimed and marketed for casual players? Or is it a complete overturn in the approach?

Not long ago on MUD-Dev me and Raph were discussing:
“Designing a game which allows players not to HAVE to play regularly. A possibility, not an obligation.”

The system Blizzard is proposing is a grind *nightmare*. You are FORCED to play if you want to achieve something. We have players ranting because there are long instances in the game and here they are pushing on a system that makes that requirement skyrocket.

Abalieno:
If you keep killing the same players you won’t gain honor

Darniaq:
You gain steadily less Honor Points. Plus, you’re thinking a Battleground fight starts and lasts four five solid hours with the exact same participants.

Five hours? How many players can fit one BG? With 60 for each side it will be already a lag and zergfest and I don’t think they’ll go above 50 to keep the game playable. In TEN minutes, within a small zone dedicated to PvP, you’ll kill the same players more than once. There’s no need to remain logged in for hours.

This while you can camp (on PvP) the most overcrowded choke points to farm constantly the new blood passing along.

Darniaq:
I’m not sure what you’re talking about with Meeting Stones. The only ones I’ve come across so far, since they were patched, were below my level. What about them doesn’t work for you and how does that relate to your prediction/commentary from Quarter to Three earlier?

The meeting stones are a joke. And it’s *obvious*. My previous commentary before they were release was:
“We still have to see but, supposedly, you’ll have to walk till that point to flag yourself and beg the randomized system to not build a group full of tards. It’s rather obvious that the “pool” of players from where it will draw will be the two other guys that ARE JUST SITTING NEXT TO YOU, waiting from two hours at a stone that noone uses.

At best these stones will be an altar of sacrifice for high level players to raid and laugh about.”

As I wrote there the main purpose and need of an LFG system is how many peoples it can reach. That’s the measure of quality.

Before these retarded stones we have zone-wide channels. So you are able to reach at least everyone in that zone or go to Ironforge and ask there for “visibility”. In ALL the case what matters is how many peoples you can reach.

With these meeting stones you can only reach that tiny percent of other players who walked till that precise stone and flagged themselves and that you can see next to you waiting to be ganked by horde patrols. Plus you have NO CONTROL on how to build the group.

NOONE uses them, they are WASTED time on a completely stupid feature that every player with some experience would have figured out.

It’s already HARD to build proper groups when you type /who priest 48-54 and spam each. And with that command you reach the whole population.

What the game *needs* is a server-wide system. I wouldn’t ask for FFXI complex custom search strings or the LFG window in DAoC listing players and groups in an organized way. No. Just an “LFG” flag (like in the goddamn beta) would be enough.

Instead we have these worthless stones. Also bugged. There are reports of players that started the instance being joined with other partial groups and getting their instanced resetted and kicked out. Forcing them to restart from zero.

Darniaq:
Designers can be a fairly secretive bunch too. These ideas are their ideas, and in a company like Blizzard where game design (vision) is held up as high as game execution, people treasure their sparks of creativity, and may even want to continue to own them.

Come on, where’s this “Vision”?

There’s nothing new aside a really polished game with all the pieces put mostly right. But there’s absolutely NOTHING to hide. Or mind-blowing innovation. It’s the same stuff done a lot better and following what the jaded community is preaching from *years*. They finally listened to some complaints but those complaints have been available for years.

Darniaq:
But what I don’t like is that Dishonorable kills seem to only come from hunting folks well below your level. Suppose you have a group of 20 level 60s constantly harassing a 5 level 60s? hey get diminishing return on Honor Points, but they don’t gain what would be the more appropriate DKs. And, of course, they can’t because of Battlegrounds, which require similar-level fights by design, so having HPs turn into DKs for repeated kills is out of the question.

Yeah.

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PvP honor system – Rated honor

News on the work, I’ll keep updating it in the next hours as I form up opinions.

Kalgan answers many questions about the criticized “Honor System” that is supposed to give World of Warcraft’s PvP a new depth. With the new informations it’s now possible to narrow and deduce a more precise model and see if and how they solved the most criticized parts.

My previous (strongly negative) comments are: here, here, here. Plus two solutions I suggested: here and here.

For how I undestand it the Honor Points should behave like a “fall off” on a equalizer display. Think to those colored bars on an audio equalizer that jump quickly as the volume increases in a moment but then “fall” more slowly, lagging behind. Or like drops of water splashed on a vertical surface: they quickly move up to then slowly glide down.

The biggest news: there’s a “rating system” that they are still keeping hidden despite it’s the main part of this puzzle. They never talked about a rating system before, nor they explain now clearly how it works. We just know that the total of honor points will be “rated” and this value will be compared and proportionally corrected with the current rating (weekly). The rank (so the relative reward) will then depend strictly on the rating.

(about honor “decay”)
This is a misunderstanding as to how the honor system works. There is no true “decay” there is only a percentage correction between your current honor rating and your new rating. This is because honor points behave more like a rating system.

Rank changes as a percentage of the difference between a player’s current honor rating and their current week’s honor rating. However, in order to give players a cushion for “off weeks” the correction is substantially faster when a player is increasing their honor rating than it is going down.

We feel that since pvp is inherently competitive in nature, the system that rates and rewards players should also be a competitive system and not another leveling system. A rating system helps make it possible for players that enter the game years after the system go live to “catch up” to other players.

The rest honor points system: Kalgan explains that each week a bonus pool will be reset for everyone. This means that *all* the players, catasses or not, will have a threshold of bonus points (probably letting you earn 200% of honor points, like the exp bonus currently in the game), once the pool is used-up the honor points will lose the bonus till the week after, when the pool is reset.

Now. What is the sense of a bonus given to everyone equally. Can it still even be considered “bonus”? While a catass will systematically take advantage of it, the casual player could even finish to not use it completely. So the gap increases instead of decreasing. This bonus doesn’t make it more thin, it works more like an “elevator” to bring quickly the players up till a set level to then leave them on their own.

The result is, once again, a confirmation of the two ladders. Till the sixth rank available for everyone, from the sixth till the last for the pure catasses.

The requested features that would make the system a bit more interesting are all dismissed at this moment:
– No guild ranking or involvement in the system
– No goals to accomplish outside the battlegrounds
– No public ranking system and ladders
– No dynamic rewards (like suriviving many encounters, fast kills and so on)

The biggest flaw is that in the whole game the guilds are still just a shared chat, a tabard and nothing else.

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No.

Tyren says:

Actually, pretty much any idea I’ve ever come up with, they have thought of and discussed. Say what you will about Blizzard, but we have some of the most talented game designers in the world. :)

Meeting stones.

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In the Cesspit

In the Cesspit you go when you are stuck in a degrading situation with no light at the end of the tunnel. World of Warcraft servers are collapsing. This isn’t a news for who plays the game (I don’t have enough time) but it’s four months that these problems exist and the point is that the situation is worsening. What I expected in November now looks too optimistic even if appropriate:

The side effect is that Blizzard will have to face for the first time a bunch of “unexpected” problems, from lag, to collapsing servers, to exploits. This not just at release but also along its cycle. A lot of things will change in Blizzard’s attitude, both in how it works internally and outside with the community. Good or bad? We’ll see. It’s a huge mainland, before it settles down there will be some earthquakes.

And the earthquakes are still shaking. Blizzard made too many mistakes that every player with some experience in the genre largely anticipated. Problems too important to not be considered but that today are deep-rooted and perceived as “features” of the genre itself. They become commonplaces like the “grind”, the lack of depth, the infinite treadmills, the commercial non-viability of PvP and so on. Blizzard was able to discard some of these but it overlooked many other fundamental problems that were glaring. Both at the design and technical level. I ranted since August against their decision to have local servers divided by timezones in order to offer the 24h clock, proper GM support and plan the downtime periods. I repeated in every way possible that this segmentation would have aggravated the load balance between the servers and during the day. In fact this was the first action that Blizzard tried when the servers effectively started to die due to the load. Two weeks after the launch, with an emergency patch, Blizzard removed directly from the UI the display of the timezones and asked directly the players to log during off peak hours or log in servers from other timezones, throwing at the same time all their plans in the toilet.

It was only the tip of the iceberg. The problems seem at the root and way harder to solve than expected. Blizzard is justifying what is happening by saying that the game is still selling (which is true) so the load is progressively increasing. But the real situation isn’t about catching up with a growth. What is concretely happening is that, as the time passes, the servers suffer more and more. Each server is capped. When there are 3200-3400 players logged in the queues will start. This means that the load cannot exceed that limit. We are now four months after the launch, the actual load during peak time is decreasing. While the game is still selling savagely the players logged in at the same time aren’t directly increasing. This is a rule valid for all the mmorpgs. When the game launches everyone wants to play, in particular if you have the Christmas just the month after. Some players will cancel for many different reasons and the great majority will still play but more casually and for less hours. It’s not a case that Blizzard reached its “record” of contemporary logged in players at the same time exactly during the Christmas. Since then the load decreased. The problems with the servers not.

So what brings to all the problems that the servers are experiencing now? What I suspect is again a deeper problem. From my tests the caps are often lowered on each server instead of increased and this despite the continue efforts of Blizzard to optimize and restructure their network. But optimization toward what? There is no concrete improvement. The european servers, right now, seems way more healthy and stable. This is another sign. What is happening is not what Blizzard is telling the players. The performance of the servers isn’t lagging behind an increased use and more players logging in, the performance of the servers is degrading over time. There’s a loss. This is what is happening. All Blizzard’s efforts seem aimed to stop this erosion and not to increase their capacity.

The second element was noticed by Darniaq weeks ago. The servers aren’t independent, they seem clustered together. This means that if a server is under stress, this stress is inherited by all the other servers on the same backbone. If one of the servers has a major collapse it will ground also all the other connected servers. The situation is: or they work together, or they die together. Now this means that the problems lie at a level completely different than “optimizing” and “fixing bugs”. There’s something below that will “eat” all these efforts because it progresses on a completely different pattern. The servers do not die because of the stress of the load, the servers slow down over time. This is why the european servers, that are only one month old, are able to deliver a better overall performance. It’s an aging process, it doesn’t happen in a single moment of peak. The peak times just underline the problem but they aren’t its direct cause.

This just to explain that, if what I’m seeing is true, it will be really hard for Blizzard to figure out and solve the origin of the problem. Even if the game will stop to sell and the players will play less the benefits will be again temporary. The ease is brief and the servers will keep deteriorating, just more slowly.

The rest is obvious:

Our first step in trying to alleviate the situation was to offer character transfers to reduce the amount of players on these high-population realms. The character transfers did reduce the total amount of players on the shared infrastructure, and we noticed an immediate performance increase. However, this increase only lasted a few days.

World of Warcraft is an heavy elephant. As I feared, the problems arrived after the launch. The game is suffering from its “tonnage”. Commercially it was an incomparable success but a mmorpg has to be judged in the long term. It has value in the long term. Not only the servers suffer from an overlook about core elements of the genre, but this “weight” and lack of flexibility is inherited by all the parts. Blizzard is slow to react to the problems, it’s slow to patch new features, it’s slow to communicate with the playerbase, it’s slow to plan ahead what will be the game’s future (yes, the rumors about the explansion are obviously false). In general they are slow to understand their own creature. They planned a “release” but they didn’t plan its future and development. They used an old approach during the development cycle that was able to deliver a wonderful game but now it’s also its bigger problem. Blizzard isn’t ready to tame this situation. They aren’t organized to build on this to let the game grow as it should happen in this genre.

What made the success is also killing it.

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Minor patch mirrored

Blizzard just released a minor patch for World of Warcraft to address minor bugs with the UI. This new patch moves the client version from 1.3.0 (4284) to 1.3.1 (4297)

This time I’ll try to save all the smaller jumps between the minor patches in order to not leave behind gaps that will require to download everything from scratch once the next standalone patch will be released. Since this isn’t a .exe to launch automatically, you’ll have to follow the istructions I wrote next to the download link.

As always the patch is mirrored in the wow-repository section, also accessible permanently from the sidebar.

No more lost patches and repeated downloads.

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