WoW’s Test Server

The Test Server is now public but new players cannot copy their characters. I’m currently downloading the 88Mb patch that I’ll mirror on this site. You’ll find it here (it will take time). I have to say that, right now, Blizzard’s download program is working flawlessly so this time there isn’t really the need for mirrors.

Anyway, if you want to try this test server you have to locate the file “realmlist.wtf” in the game directory and replace the line:
set realmlist us.logon.worldofwarcraft.com
with:
set realmlist beta.us.logon.worldofwarcraft.com

If you then start the game you’ll begin to download the big, new patch. Do not delete this file because it will be used to revert the client to the previous(current) version and join the standard servers.
Btw, reading the test boards the situation doesn’t look pretty.

Test Forum, Bookmarking for the win.

EDIT:

Our schedule for testing the 1.3.0 patch on the test servers has been extended. We currently plan to have the Test Realms available for testing until Monday, March 21st. As always though, this schedule could change again in the future.

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Test server – How it’s going

The topic is World of Warcraft test server where the patch is supposedly being tested to be released early next week. The test server is supposed to closed successfully today. Maybe.

The truth is that the test server went live only today along with the invites. So, following the plans stated, this test phase is also supposed to end today. So, one day of test only. You would expect that everything is going to work absolutely flawlessly if Blizzard is confident that less than one day of test is enough.

It seems this isn’t the case:

They can’t keep the PvE or PvP server up for more than 2 minutes (literally) and then everyone instantly disconnects. Of course you can log right back in without having to wait for a character boot since the server itself crashed, but what’s the point? You get about 2 minutes of running around, followed by 10 seconds of nothing happening, then the login screen with a “Disconnected From Server” message. This is happening to everyone constantly who I’ve talked to in IF and other friends who logged in.

Also, according to the WoW.com official Test Realm forum, a large number of people got invited to the Test Server but their characters didn’t get copied over. Now don’t get me wrong, I am enjoying WoW and my experience with it so far. Sure, there are alot of fixes that need to be taken care of, and it sounds like they are on the right track. But seriously, can they not get one thing accomplished without it either being bugged to hell, lagged to the point of unplayable, or simply not working? This is starting to turn into a joke. And to answer your question Khalikryst, the first batch of emails for test server invites went out this morning, the exact same day this round of patch testing was suppose to be coming to a close. I have no idea what this means for the patch ETA or the QA team. The only thing I do know is I can’t even put a group together for Dire Maul because the server isn’t stable enough to do a /who and send a tell in the same session.

Stability sucks ass on the PvE server. Literally 11 crashes in < 1 hour. Hopefully this stabilizes because it is impossible to test content.

Wow not only can the servers not stay up, true to blizzard form when the transfered my character none of my pet shit got transferred. I get all the way to Dire Maul only to pop out my imp and all he has is lvl 1 Blood Pact….. gr8

Patch next week? Yes sure, let’s say patch next month. If we’re lucky.

In the meantime, have fun with bittorrent. 88Mb of fun.

EDIT: Blizzard’s answer is encouraging:

Some problems have been discovered on the Test Realms that are causing frequent server crashes and player disconnects. While these problems are remedied, the servers will be temporarily taken offline.

Unfortunately, I do not have an ETA as to when the servers will be available again, but please continue to check this forum for updates.

Thanks for your patience and understanding while we work on fixes to the problems that you have already helped us discover.

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So Fat

Believe it or not but World of Warcraft has 750.000 active subscribers solely on the NA servers. Or at least it reached that number at some point.

This improvement was notably driven by a reduction in costs, a one-time cost due to strengthened capitalization criteria of internal development costs adopted in fourth quarter 2003, combined with the launch of highly successful titles, including World of Warcraft (Blizzard Entertainment). World of Warcraft, released in late November 2004 in North America, became the regionâ

PvP honor system – An idea about dishonor

First a precisation. If I was working at Blizzard I would ponder longer if the system needs a way to regulate and encourage “fair” fights. I believe that the goal should be achieved with a structure and not with enforced rules. The system proposed by Blizzard already does this through the battlegrounds and the rewards that should incentive battles worth of points compared with battles that are just timesinks.

So, if I really do not have to consider the context that I already criticized, and if a system for dishonorable kills is needed, I’d suggest a simple idea:

– The dishonorable kills are calculated on average for a set period of time. This number simply produces a modifier in percent that will then be applied to the honor points gathered. The more dishonorable kills you pile up the more the negative modifier will build up. So it basically works like a “brake”. The more you gank the lowbies and the harder it will be to gather honor.

Now there are two elements to consider.

1- This system obviously discards an attempt to give the griefer a tool with which to play. This may be put for granted but I’ve seen many discussions on Terra Nova and MUD-Dev about systems to actually include and give shape to systems tailored for griefers. Making them an actual “class” to play whether the players chooses so. So if we build a system that directly punishes a specific behaviour we basically lose the possibility to offer a different style of play. This must be considered.

2- The system I propose has the problem of the exploit of the “zerg rush”, where a bunch of lowbies would charge higher levels players who aren’t able to defend themselves for the fear of incurring in a penalty.

The solution I propose to this second point would be useful no matter what. In fact it would also solve an exploit present even in the current system Blizzard proposed. It wouldn’t be hard for the players to organize and bring an high level character to be farmed by a level 20 for a huge reward. So here’s the next rule:

– If your target is “grey” because the level gap is too wide you won’t get honor points. This is what already happens. I suggest to mirror this behaviour even in the case the target is too high. So that you won’t benefit to kill a player too much higher than you (maybe gone afk).

This would encourage fair kills and discourage the zerging. But will still allow lower level players to participate and help in a battle against higher level players if they so choose.

PvP honor system – How it SHOULD work

I really cannot find even a little good piece on what Blizzard proposed. It’s simply flawed in all its points. It’s a bucket of water filled with holes. It’s simply impossible to suggest a “fix”.

So I’ll simply repeat how the model should work. It’s all old stuff I fear.


Instead of a ladder for the catass you should just gain honor by strictly achieving goals (and not by ganking freely). Honor points make you “unblock” ranks. These ranks are based on a fixed amount of honor points you have to gain.

For each rank you have stuff and specific skills (area based, moral bonuses to your faction members etc…).

When you unblock a rank, though, you cannot use your powers directly. You need to actively flag yourself with that rank to be able to use them. The players have to form squads, so that there could be one “Knight” (for example) only if there are another 10 “normal” players flagged as “Private”.

The ranks are then “voted”. All the players that unblocked the rank are eligible. If an higher rank is already chosen, the player will have to fill a different role. So a “Knight” may be forced to downgrade himself in the case the rank isn’t available or is already filled.

The systems allows to set roles in the battlefield. Where the lower ranks have different goals to achieve and where the higher ranks work as support to boost up the effectivity of their allies with area-based bonuses and other special powers. Both the high ranks and the lowers play side by side.

This simple system would avoid the free ganking (because you unblock the ranks by accomplishing goals, no matter how much you gank), it would allow newbies to play along with the experienced players, improving the overall sense of community, because a pure catass will be able to play its role only if there are enough “newbies” around and, finally, the system would also mantain the integrity of the rank system because you’ll never see the “Knights” or the other high ranks outnumber the Privates/Scouts.

All this would also still allow to gather statistics about the kills to display then on a dedicate website with various types of ladders.


My proposed system to calculate “honor” is also way better than Blizzard’s “honor points work like the exp”.
And my battle system is still more complete, accessible and fun to play for *everyone*.

PvP honor system – The rank system

So now lets delve, because this will be the main endgame and the most important thing happening to the game.

“Designing a game which allows players not to HAVE to play regularly. A possibility, not an obligation.”

I guess we can agree on that point. But if we even do a step backwards you can see that even DAoC isn’t THAT catass. In DAoC you achieve ranks the more you play. But even if you aren’t a PURE CATASS you can still try and, with the time, you will be able to achieve something decent.

Eventually you’ll gain something.

– There are 14 ranks.
– These ranks are based on the amount of honor points.
– The honor points are piled up, they do not get wiped, they do not decay with the time.
The ranks above the sixth are capped.

What this means? This means that, for example, rank 8 isn’t equal to 560.000 points. There isn’t a fixed limit. It’s capped by players. The more points the players achieve, the more points the ranks require.

A casual player (or a normal player that isn’t able to keep up, maybe because he is sick for a week) will NEVER EVER match a skyrocketing treadmill. You can gain +1 each day and the next rank will be set at 10. The day after you gain another +1. Whohoo, you are a 2. But the next rank insn’t anymore at 10. You aren’t 8 points away from it. No, it’s at 20. Tomorrow will be at 30. You’ll be at 3.

It’s pure insanity.

Just so you notice, the famous PvP epic mount is at rank 11.

When you kill other players in your level range, you will receive an honorable kill. All your honorable kills for a week are then calculated to give you an honor score for that week, which then translates into an honor ranking.

We will not reset players’ points each week, so players don’t start at zero and on equal footing each time we recalculate honor scores.

The ranks above the sixth will be populated by fewer and fewer players. The highest rank of 14, for example, will only be occupied by the top 0.1 percent of players (one in every one-thousand characters).

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PvP honor system – Catass SUPREMACY

This piece is the same written below, but the version I posted on Q23. For redundancy.


“Catass Supremacy” may be as well the title of this “expansion” about the introduction of the honor system and related rewards in World of Warcraft. I really suggest them to publicize it like that.

Blizzard released the honor system plans here.

My opinion is that everything that they could do wrong, went so. The worst nightmares came true.

Not long ago I posted even on this boards my point of view on the actual PvP system, with its strengths, its weaknesses and the possible developments.

The biggest part of the fun is that an encounter is never “set in stone”. You always meet varying situations. You can meet a ganker, you can meet a friendly opponent that may even save your ass. You can just pass by without much bothering and mind your own business. Emergent situations and interesting developments show up each day. The environment is rich and lively.

Forget that:

When these systems are deployed, there will be many more incentives for players to fight each other than just the thrill of the kill.

With this new system the players become Bag Of Improvements. They are tasty meat to satisfy your treadmilled greed (and you’ll see what sort of treadmill).

It will be Kill On Sight EVERYWHERE. No matter what. Dedicated ganking squad will patrol along every zone to raze players attempting a quest. Organized groups of two-three stealthers will block all the main roads and choke points. Zergs of lower level alliance players will invade constantly the nearby zones.

Also, your honor points for the week are a percentage of the total honor points available based on your contribution to your team’s overall effort for that week.

The highest rank of 14, for example, will only be occupied by the top 0.1 percent of players (one in every one-thousand characters). You’ll need to fight furiously and honorably to climb up the ranks of our PvP system and keep it up to stay there.

Goodnight casual player. You’ll always be 0.000000001 of the average catass. You can play for two-fucking-thousands years straight and you’ll still be at rank ONE.

And say goodnight to a proper goal-based reward system. Gank for the win.

P.S.
Someone also forgot that on the PvE servers you can have both Horde and Alliance characters. Happy farming everyone.
And I hope this is a warrior. Because IT’S NOT a shaman.

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PvP honor system – In the toilet

My worst nightmares are confirmed. World of Warcraft wonderful PvP system is going right in the toilet.

They just released a bland design plan. So head there if you want to read juicy stuff because here you’ll see just rants about how clueless and damaging are those ideas for the game.

When these systems are deployed, there will be many more incentives for players to fight each other than just the thrill of the kill.

Say goodbye to emergent systems and tense situations. Please welcome the new Kill On Sight. Goodbye PvP servers. Every player passing by is a nifty Bag Of Improvement. Enjoy the new treadmill.

Say goodbye to goal-based rewards. Gank for the win.

Enjoy the orc spitting on the nigh-elf six levels below and still worth points. Enjoy low lever zerg squads to grind points. Enjoy permanent gank squads in all the zones farming solo players desperately trying to complete a quest.

I anticipate to everyone a 200% increase of the rogue-stabbing population for easy farming of players busy fighting monsters. A two-three members squad will grant a sure success.

Also, your honor points for the week are a percentage of the total honor points available based on your contribution to your team’s overall effort for that week.

The highest rank of 14, for example, will only be occupied by the top 0.1 percent of players (one in every one-thousand characters). You’ll need to fight furiously and honorably to climb up the ranks of our PvP system and keep it up to stay there.

Goodnight casual players. You’ll always be 0.000000001 of the average catass. You can play for two-fucking-thousands years straight and you’ll still be at rank ONE.

Not long ago on MUD-Devs we were discussing where the design should head:
“Designing a game which allows players not to HAVE to play regularly. A possibility, not an obligation.”

Congratulations Blizzard! You just FUCKED UP every possibility of good design. Whohoo!

Idiots.

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Comments?

So the patch is out. It doesn’t matter if it’s only on the (invite-only) test server, what is important is that now we can understand what happened in the last two months and set better expectations on how this game will develop through the months and years.

The first remark is that, maybe, my prediction wasn’t that wrong. I was right about the battlegrounds delayed and we are still in the first week of March. The patch is out but only on the test server.

But what about the patch itself? What about the expectations? We waited too much. I’m not one of those with no memory who goes all happy after two months of grumbling and attacks. This patch is late and considering that it’s the result of more than two months of work, not that impressive.

But.

The changes go in the right direction. There are many, many usability fixes that will do good to the game. This patch is mostly a collection of serious bugfixes. So it’s a “level up” for the game no matter what. If there aren’t programming errors (I hope the test server will nail this down because I remember the trainwrecks at patch release during beta), the patch shouldn’t have side effects. They addressed the problems directly without dodging the main issues and without adding band aids and workarounds. So the development can still be judged as painfully slow but at least heading in a good direction. This is something to underline.

The doubts about the “meeting stones” are still there since they didn’t release details about them:

We still don’t know how they designed them but they sound weaker than the current system.

An LFG system just needs one requirement that defines directly it’s quality: how many players it is able to reach. Right now I can use a channel visible to a whole zone. What will these stones add?

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.

What the game needs is a server-wide system. The “LFG” flag visible on /who lists worked in beta and was removed for unknown reasons. Same for the useful “grouped or not” flag.

In general all the comments I wrote till now still apply. Same for the concerns expressed by others. The leet speak seems addressed but there’s no word about its serious exploit. The most important parts of the game, the battlegrounds and honor system, are still shady. They are supposed to “close the circle” and transform this game in something that feels more like a “world” and less like an infinite treadmill. But we cannot know how this will go since they haven’t disclosed the details. I believe they’ll become a fun digression but I don’t see them really providing a depth and a serious endgame purpose.

The introduction of better PvP systems and goals integrated with the whole game-world would help a lot more and build a better community but the honor system can still be seen as a danger instead of a positive evolution. In the case it’s kill-based and not goal-based.

The conclusion is that to form more outright opinions I’ll have to wait some more time. In general it seems that they are adjusting and preparing a base. But they still need something concrete to build there. That isn’t simply limited to “more stuff” that will just enlarge the game without adding any real depth.

So I’m still in a “observing and waiting” mode.

Some of the most important changes (like the caps to the instances) are still too late now. And I was hoping to see more quests added and fixed. I’m still waiting the Uldum line of quests to be delivered. It sucks greatly to go through a long (and awesome) cycle to just discover that it ends abruptly with no reward.

I’m also looking forward to Dire Maul. With a cap of five players and an upper cap due to the maximum level it will introduce something new in World of Warcraft: the challenge.
I hope it will be HARD. I also hope it will be worth it.

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