WoW european release: 11 Feb

Voices give the World of Warcraft european release to be around the 11 February.

It’s actually believable. It will be probably one or two weeks after the next patch.

EDIT: The “Final Beta” officially started. If the release will miss the 11 Feb it will be for the end of the month.

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(fears about) Emergent behaviours in WoW’s PvP (to vanish)

Posted on World of Warcraft official boards:


This is a comment to the current ruleset on the PvP servers. I believe, and I’ll explain my reasons here, that the battlegrounds plus the reward/honor system will *break* the fun and the depth that the current ruleset was able to produce. While these two upcoming systems (rewards and battlegrounds) are surely a good thing for the PvE servers, they risk to completely denaturalize the PvP servers. Similar to what happened when Ultima Online introduced the concept of Trammel/Fellucca, offering improvements from a side but also breaking the core of what made that game unique and deep from the other.

Those considerations come from my direct experience on the PvP servers both during the closed beta and now at release. With this game many players finally demonstrated that the market rewards a game with a decent PvP system. If so many players have choosed a PvP server it means that this server offers something different and compelling. So this difference is seen by a large part of the players as a “quality”. A quality that I hope noone wants to see vanish.

My point is that both the reward system and the battlegrounds, while a great addition for the PvE servers, could break the quality that made till now the PvP servers so interesting and fun to play.

Now to continue to explain my reasons I have to point out exactly where is this “quality” I see in the PvP servers and that now I consider “menaced” :

The two ruleset aren’t that different and I love the PvP server exactly because it isn’t an hardcore environment.

The basic difference is that on the PvP server there are less OOC system that you can use to your advantage. The core difference is that on the PvE server the PvP is optional, like a cookie with zero gameplay value and role into the world. While in the PvP server the PvP is encouraged and part of the world, within a structure coherent with the setting based on well distributed zones (alliance, horde and contested). It’s the game, not a side-effect.

The reason why I love it is because PvE and PvP are melted together within a game world with its own coherence. Not anymore undependent layers that you can swap pressing a switch.

It’s here the only difference. It’s not just more or less “risk”.

It is encouraged for the simple reason it cannot be ignored to some extent. You’ll have quests dragging you in the contested zones and if you want to go there you are forced to accept the PvP as a reality. To me this “makes a world”. It’s less an OOC system and more a RP layer I can accept and consider.

The PvP is there, if you want to play the game you need to accept that in the zone there could be enemy players that could gank you in the worst situation possible. BUT at the same time it’s still an acceptable game because I’m not really loosing, nor I feel frustrate.
At worst the PvP is a timesink, an annoyance, at best it’s a whole new stack of fun possibilities and situations.

I’m noticing a trend as time passes. Everyone feels this PvP/ganking as pointless, boring and often frustrating. Obviously there’s no incentive. This is producing fun behaviours because with the time I’m seeing more and more horde ignoring me or even teaming up, communicating with emotes.

The ruleset is actively policing the game. Since there’s no incentive to fight endlessly we are starting to see an “emergent society” forming. Teaming-up becomes more appealing that charging on sight.

The more the zones put horde and alliance into close contact, the more the players ignore each other or team up.

I’m not sure how much this is unintended but I consider it the very best part of this game. The server is policing itself and unfun/ganking is somewhat limited because there’s no point to do it. Even the most dedicated ganker gets bored of it quickly.

What happens is EXACTLY roleplay at its finest, this is my point. Often miscommunication or a mistake bring to break a temporary friendship and produces a fight. Cooperating isn’t easy and this mimics what exactly should happen within the roleplay level. We are in a world where the two factions aren’t at war as many players assume. Instead they try to cooperate and often they fail. Building friendship is an hard effort that everyone can break up easily, going back at the starting point. This is already in the lore and mirrored right in the game without the players even noticing it.

This game produces real behaviours and real consequences because it mimics its deep structure instead of faking everything in every part of the design.

What happens is that the current system is able to melt completely the OOC to transform it into perfect IC. I have a lot of OOC fights when my group wants to freely gank everyone and I oppose myself to do that. But from an observer point of view this is also perfectly plausible as IC. There are players trying to cooperate, players that go hostile only when under a threat and also players that attack everything on sight and often break those cross-faction friendships. I’ve seen peoples fighting and blaming each other because someone was seen fighting side-to-side with horde.

This is magic. This is roleplay happening without effort from the players. We don’t even need to struggle to get into the role, it happens automatically because the structure of the game is so wonderfully crafted. It’s immersion within a game that respects its own rules.

For me this is spectacular. WoW is offering an environment that is absolutely unique and that cannot be found on any other mmorpg.

Now all this risks to vanish. This because of two points:

1- The PvP battlegrounds are wonderful on the PvE server but they will clash with the design of the PvP servers. This is where you mirror the Trammel/Fellucca model. You are drawing a line between PvP and PvE. As I wrote above the soul of this wonderful PvP environment you created is because those two layers are finally melted to the point that they are impossible to discern. They form a cohesive world. It’s obvious that a battleground goes right against this concept. If a battleground can be considered as a way to balance the combat (since it’s an instance you can regulate the access and so prodice a “fair” environment), the implementation of this system on the PvP server risks to draw a line between “fair combat” / “griefing”. Where the “fair combat” is the instanced zone and the “gank party” is the rest of the world.

In this case the PvP servers don’t offer anymore a “quality” that the PvE server cannot deliver. They just become: PvE server + griefing.

2- The reward system. Right now we are starting to see that wonderful example of emergent behaviour I described above. The PvP servers are really gaining a depth that no type of premade content will be ever able to offer. The fact that the two factions are starting to cooperate, producing infinite layers of possible interaction, can be seen as a side-effect that needs to be cut out. Obviously I believe that instead here lies the real quality of this game. You should nourish it, not suffocate it. Now think to what happens when a player of an opposite faction is a complete “character” that *may* be hostile or not, opening a stack of possible reactions that you need to figure out as fast as possible both in the case it’s a menace or a somewhat friendly and useful opportunity. This is exciting, it’s involving for the player and then for the player roleplaying its character. But now that player of the opposite faction is something else: it’s a bag of points. Or “bags of improvements” as Lum would define them.

Now you can guess by yourself that everything that works right now in the PvP servers won’t work anymore after these two systems will be in. At least it won’t work in the same way. The fact that players will be able to gain “honor” (or whatever) from killing a player of an opposed faction means that all the encounters will be just of two types: charge or flee. If you expect to win you charge, if you expect to loose you flee.

All the complex interactions that the ruleset is starting to produce now will vanish as the Greench after the 31 December: With no warning. The game will loose its depth and will become more an arcade, where the players are forced to react to a situation as expected. No freedom, just whack-a-mole and collect your bag of improvement.

At this point I won’t write another post of this length to offer solutions and design ideas, since I feel always like wasting my time, but I’ll suggest a way that may be able to coordinate the development of the PvE server along with the PvP server:

– Instead of gaining points (of any form) from killing players, please give rewards (of any kind) only by strictly accomplishing goals. Conquering and holding a town for “x” time may be a goal. Please develop the whole reward system so that it works *exclusively* on goals and NEVER rewards for killing a player, even in the case the fight is fair. So give us something to fight for and reward us when we achieve that goal but don’t incentivate the fight between the factions outside those goals.

This will preserve that “quality” that the PvP servers offer now.

P.S.
I give out free cookies to who suggests a better title for this message so it can get read more than ten times before sinking in the archive of posts.


Plus another reiteration to summarize the concept:

The battlegrounds will simply draw a line between “fair” combat and griefing. While they make sense in the PvE server they don’t in the PvP one. Because the basic idea of it is that the PvP melts with the PvE. The battlegrounds break this concept directly. It’s a theme park you go join. It’s Dark Age of Camelot, not World of Warcraft. It’s faked, not cohesive.

Instead the reward will simply wipe the complex interactions we have now. When a player is a bag of points you know already what to expect. Right now a sight of an enemy players may deliver so many possible interactions. With a reward system all this is wiped completely because the interaction will be strictly codified.

Servers statistics: update

It seems that my statistics report is wrong. I continued to gather data and I’ve made a few discoveries. Now, the second part of that report, about the Horde/Alliance ratio, about the races and about the classes, is still correct as much as possible (since it revealed just the trend and there’s a considerable variation on each server). Instead is wrong my schema about the servers flags: high, medium, low.

To figure out that data I simply collected the total number of players online on the servers that were on the margin between different flags. For example I looked at the lowest server marked “medium” and got the total of players: 590 (as an example). Then I took the highest “low” flagged server and took its total: 412. So I established that servers with more than 500 players were marked as “medium” and servers with less then 500 marked as “low”. This because I started from the premise that those flags define the current load on that server.

Instead it seems (I’m still collecting data) that my premise is false. The servers flags don’t show the load of each servers based on fixed values. What the system seems to do is to count the TOTAL of players logged in on EVERY server. And then distribute that number to establish in which of the three groups (high, medium, low) a server fits. So these flags represent a proportion between the servers and the overall logged in population.

This means that there will ALWAYS be about 30% of the servers in each group. Even during the morning and the day when the number of players decreases sensibly (off-peak).

As an example there could be in total just 400 players logged in and the system would mark as “high” those servers with more than 4 players.

So the system doesn’t show at all the active load on the servers. It just shows the distribution of the players throughout all the servers. The only fixed data we have is that the server cap is set around 3200, 3500 players. After that limit you get a queue. But about the distinction between the other two flags we cannot know.

As another example, today during the peak the flags worked this way:

3400-2500 -> high
2500-1700 -> medium
1700-0 -> low

You can see how far from my first report. So there are still two possibilities (I’ll know tomorrow when I finish to gather the data again):
1- They changed the old values and adopted those I collected here.
2- Those flags work on a proportional schema that cannot be fixed, as I explained above.
And in the second case they did something extremely smart.

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Everyone wants a slice of it

From World of Warcraft’s forum the official announce:

Players in select states around the U.S. may have found that their monthly subscription fee is slightly higher than expected. With the rise of many online subscription-based services, several states have recently begun to apply a tax to services that use such a model, and this tax is an additional cost that players are seeing added onto the base subscription rate.

Specifically, Colorado, Washington, D.C., Illinois, New York, Texas, Utah, and Washington state currently charge this tax, and residents of these states will be affected. We apologize for any confusion this tax might have caused.

I don’t care much because, you know, I live in Australia. But living at the same time in Italy I have to deal with absurd taxes when the game boxes are shipped to me.

As I commented on the forums this is retarded. Internet exists and has its soul in a simple concept: there’s no defined space, no geography. These taxes are a way to look backwards, to “eat” something that cannot be accepted and tolerated by an obsolete system.

Regional taxes are exactly a way to impose a territory in a space that, by definition, hasn’t a dimension, cannot be gathered, blocked, fragmented and mapped. Cannot be confined. Cannot be known. Cannot become a territory with a border and the two spaces (what’s inside and what’s outside).

This money greed is both a desperate and obsessive need to define and confine a space AND a prevarication of the value of money to assimilate even what cannot be assimilated. As an idea, a spirit.

When you work too much…

So, I’m fighting again to underline one of those small issues that are blatantly ignored by the community in general but that I consider important for the game. Way more than the nerf cries and the whines about the log-in servers. Anyway the problem I’m writing about is the one expressed here. The message:

I really ask the few community managers we have here (Caydiem, Tyren and Ordinn) to ask Blizzard to re-think the use of the /bug command. So that the players are able to report bugs directly. Both relevant bugs and the minor glitches with the mobs, the graphic and all the rest that is always overlooked.

I imagine that you decided to shut down the command because it becomes unmanageable when you have a so large population on the servers. The command can be easily abused and near impossible to have a bearable signal/noise ratio.

Now, it isn’t possible to work toward a compromise? The boards aren’t reliable to report problems, aside for those classes issues that you DO NOT WANT to hear because it’s impossible to have complete and unbiased considerations.

An idea that I don’t completely like but that could be already a step in the right direction could be about nestling the /bug and /suggest reports in a queue that needs to be approved by GMs before reaching the devs. This is still a filter that could go wrong because GMs could censor minor (but still important) stuff, so it could work only if the GMs are taught to let pass everything but spam, without applying a judgment. But it can be an improvement because we can keep sending /bug reports without being stuck with the tickets procedure that should be used only for customers issue.

Something going directly to the devs could be better, but I guess it isn’t doable.

Right now, for example, the patch broke (for the millionth time since beta along with the falling and sitting animations) the sheath/unsheath key. If you spam the command you’ll produce a bunch of graphic glitches, like the weapon blinking “on and off” in your hand. Or blinking between your hand and your back continuously, or blinking between the melee weapon model and the range weapon model.

Now, this is exactly a minor glitch. Noone cares to report these kind of problems. I also wonder why you broke it again, it worked perfectly before this patch and it doesn’t seem tied to something else.

So, please reconsider this aspect. It’s important to mantain a direct contact without too many filters in between. Surely you are purging a lot of spam, but you may loose even some good pearls in there. It’s pointless and ridiculous to report bugs by opening GMs tickets. It’s something you want to incentivate and use as a resource, not to inhibit with an annoying, frustrating procedure.

And also please fix the sheath/unsheath key once for all, without breaking it again with the next patch…

Now I understand those players going like:

Some people are in here are incorrectly telling others that /bug reports don’t go to anyone anymore, Tyren.

But then Tyren really arrives, sleepy and yawning:

Are you saying the bug command was removed from the game?

No, really?
The command is still there. But the point is that it’s a fake.

Get some rest during the holiday, I’ll make sure to bump the message now and then :)

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Servers statistics

I did a research to figure out what exactly mean the “high”, “medium” and “low” status of the servers in World of Warcraft. Here’s the result:

Total Players (Horde+Alliance):
3500+ -> Queues
3500-1500 -> High
1500-500 -> Medium
500-0 -> Low

On servers like Archimonde and Blackrock the Alliance/Horde population is even. On Frostwolf the Alliance doubles the Horde. The norm seems to lean toward the Frostwolf example. On the PvE servers it can be even worst with the Alliance being three times the population of the Horde and more.

The races for the Horde are in this order of popularity: Undead > Tauren > Troll > Orc (with orcs and trolls at about the same level and swapping at times)
The races for the Alliance are in this order of popularity: Night Elf > Human > Dwarf > Gnome (with humans and elves with a wide margin and swapping at times)

The classes for the Horde are in this order of popularity: Shaman > Rogue > Warrior > Hunter > Mage > Warlock > Priest > Druid (rogues and warriors swapping, priests and warlocks always nearly even)
The classes for the Alliance are in this order of popularity: Paladin > Rogue > Hunter > Warrior > Mage > Druid > Priest > Warlock (the first three swapping at times)

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Flakey login servers

Foton wrote:

Warcraft has their realm status page up and running. I’ll see how this works. All the MMOGs I’ve played, rarely did the status page truly indicate if the server was playable, as in … I can log in, retrieve my character and go whack some moles. Hey, it could happen, but I had the hope nerfed out of me long ago.

Today Blizzard wrote:

The Realm Status Page at http://www.worldofwarcraft.com/serverstatus/ is unfortunately showing inaccurate information at this time. All the US Realms are currently down for the scheduled weekly maintenance that will conclude at approximately 10AM PST. We apologize for the inaccurate display of information.

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I’m useful

If you need the last World of Warcraft patch and if you hate Blizzard’s download program, you can download it directly from: Here

The patch is everything but impressive and it seems to break a bunch of minor things that worked perfectly before (for example the sheath/unsheath command).

Please remember: length of patch notes != content of patch.

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Plans

World of Warcraft’s plans in the near future:

– They plan to tweak Auction Houses , put them in every major city and link them
– The battleground zones will be level restricted and it’s where you’ll gain honor
– The honor decays with time so you need to keep doing PvP to mantain the rank
– In the battlegrounds you can conquer guard towers and graveyards
– They are happy with the classes and the balance and they don’t plan any major tweak
– Some high level content in the work

The honor system based on time doesn’t sound that compelling and fun, but I’ll need to see the details to judge. Level restriction in the battlegrounds is finally a good choice and conquerable graveyards and guard towers is what I suggested back in the beta.

It’s not heaven but I’m pleased overall. I still dream about the developer side of things but considering just the game-level I’m satisfied.

Quoting my own idea:

A better idea could be about building a very simple CTF (Capture The Flag) system. I agree that both Horde and Alliance should respawn at their own graveyard (no corpse run if you die in PvP, just a respawn at your graveyard). But we can also build a system so that EVERY contested zone has “generic” graveyards that can be “conquered” and flagged. Once the Horde (for example) own the graweyard, they’ll be able to respawn there, while the Alliance will only able to respawn at their nearest “owned” graveyard (which can be in a zone nearby).

I really hope they’ll also implement the obligatory respawn without the silly corpse run in the battlegrounds. Instead I would keep the current system in all the other zones of the game.

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