Forrest Gump dings 70

So the first level 70 was a french player on euro Archimonde. I have already reported this yesterday on the forums but what I find amusing is the subtext of the whole thing.

It reminds me the scene in Forrest Gump, where he goes running back and forth between the two US coasts. And there are all these people following him like a prophet, waiting for the final revelation. Then he stops, turns and says “I’m pretty tired.”

And here it’s the same. The race to 70. First player worldwide (assuming) to reach the top. And we expect words of wisdom. Something engraved in history.

What will our hero say? What’s the meaning of life?

“je ding”

Priceless.

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I like

I’m taking screenshots as if I’m playing for the first time. I like.

I confirm what I wrote in the post below. World design and art are excellent.

Blizzard has surpassed itself once again. What they did with this expansion is amazing.

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TBC launch: flawless victory?

I’m level 4 on my dranei shaman (as I don’t have any 60 to go see the outlands on the euro servers) and having fun.

The zone art is awesome and one step higher than classic WoW, while I have some complaints about some minor details and character art (like hairstyles, blood elfs in particular). I also didn’t like the running animations, but after playing more I like draenei’s animations overall (and voices too!).

The launch here was absolutely smooth, or at least it was from my personal perspective (and I also play on one of those servers branded “full”). The expansion was activated without even requiring downtime, just a relaunch of the client. The server is working without an hint of lag and the starting zones have players without being overcrowded (but it’s night here).

I’m speaking way too early, but for now it’s a flawless victory. We’ll see in the next days.

Tomorrow I’ll try to take out some statistics with Census to try to figure out what’s the new population cap.

EDIT: When even on FoH you read it was a flawless launch, then maybe it’s true. But we still have to see how the population increases in the next days.

P.S.
Notice how the “secret” of WoW’s art is all in the colors. Every screenshot and zone seems to have an unique palette. And really close to a painting effect.

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Three things

I got the EU copy and already registered/patched it. While Gamestop is kaput (so no US copy for a while, I fear).

Three things:

– The opening screen with the portal has a great impact. The screenshot doesn’t give it justice.

– The musics. Wow. I love the rearranged theme. Epix!

– I gave a look to the credits. The full trio (Pardo, Kaplan/Tigole and Chilton/Kalgan/Evocare) is credited as design lead. While Furor was also promoted and he is now “Lead Quest Designer”. And… Sachant works for WoW? Huh? Last I heard she was with Shadowbane, but the credits list “Danielle Vanderlip” as one of the community managers. That’s her name, right? Or it’s her or someone else I already know. That name isn’t new at all.

Unfuck Blizzard?

I’m not 100% sure but I think that the 2.0.5 patch removes from the TOS the point that made illegal playing from outside the US.

I hope it was recognized as a mistake.

If it’s true, thanks.

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WoW pre-exp launch: 8M worldwide, 2M in the US

Reporting this because they give us relevant infos:

more than 2 million players in North America, more than 1.5 million players in Europe, and more than 3.5 million players in China.

My previous considerations were both right and wrong:

if nothing changes we would see the subscriptions climbing at above 8 million just by the end of September.

If that’s true it would be a safe bet saying that the NA subscribers will climb above 2M BEFORE the launch of the expansion. Again, I doubt it. We’ll see if I’m wrong but I’m not so sure that the NA subscribers are even above 1.5M. That would disprove the data we have now, though. But that’s my suspect.

An average of the two and we are there.

What I can see now is that the growth is still rather constant. This would mean that by the end of 2007 WoW would reach 10M worldwide, but this without counting the effect of the expansion (and the competition, but I don’t think there are any real competitors yet).

It’s possible that the expansion alone will give the game another 1M in our market (US+EU) easily. That 1/3-1/4 growth is what I would expect. We’ll see.

Also interesting to consider that both US and EU market seem to grow at a similar pace. About half a million every year.

August 2005 – 1M in the US
January 2006 – 1M in the EU (with US probably at 1.5)
January 2007 – 2M in the US, 1.5M in the EU

Those being official numbers.

My suspect here is that the growth slowed down during the 2006. But the imminent launch of the expansion already gave these numbers a boost. The 2M in NA would already include some returning players that are getting ready for the expansion launch. So the point is: how many more subscribers, beside those already back, the expansion will bring to the game?

FUCK YOU Blizzard, dearly

If the news of the forced server splits below your ass wasn’t enough (my opinion is here), now we have this.

I still remember when Blizzard repeatedly promised to european players official support to play on the american servers. But “only after the european launch”.

Then the european launch arrived and Blizzard completely ignored questions about this issue if not repeating that they didn’t want european players on the american servers FOR THEIR OWN INTEREST. Because they were worried to provide a quality service and they didn’t want us to experience too much lag or receive support in a language we don’t understand. How cute.

Giving players the choice of course was above them.

With this last patch in preparation for The Burning Crusade they modified the TOS:

4. Limitations on Your Use of the Service.

A. You may only access the Service from within the territorial boundaries of the United States, Canada, Australia, New Zealand or Singapore. Any access to your Account, whether by you or anyone else, from any location outside those countries is a breach of this Agreement.

So if you are an european player playing on the american server from today you are considered in the same league of gold farmers, exploiters, cheaters or hackers. You are breaking the terms of service.

Fuck you Blizzard.

One day you won’t be anymore “king of the hill” and you’ll start to pay one by one for all these fucking stupid choices.

I don’t think that treating legit customers as criminals will payback. But till you are in a dominating position then you can afford just everything, even this shit.

P.S.
LOL. Someone remembers that in my proposed LFG tool I had suggested to use an animated demon eye to appear when the LFG flag is active? Well, after this last patch when you are flagged LFG (but only for the auto-join option) an animated demon eye appears near the mini map ;)

No, really.

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WoW’s expansion will ship in time

Contrarily to what I expected, The Burning Crusade has Gone Gold and will be ready for the January 16 launch:

The expansion has already gone gold. We see no reason why the game isn’t going to be on the shelves at the planned date.

January 16th, in case you forgot.

With the release not being delayed I wonder if the expansion is actually complete.

I do expect the servers to have problems and bugs to come up, but there isn’t much you can do about that. Those are issues that I consider tolerable because you can never be ready about everything. In those case you can only have patience and I’ll always excuse Blizzard (or any other company) for that.

But I wonder if the content is complete. Outside of those things that they said won’t be there at launch, all the rest is already accessible and working properly in beta?

I’m a bit skeptical. Maybe I’m wrong.

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Objective-based PvP in WoW

There’s a part of WoW’s PvP system that I still haven’t commented but that truly interests me.

Right from Cosmik’s comment:

Now, if you’ll excuse me, I have to get back to joining my team-mates in running past the enemy players in Alterac Valley and totally not killing them just so I can engage in some PvE against the Battleground boss first.

He is obviously sarcastic, but that’s an important theme.

I like goal-based PvP much, much more than “deathmatches” and mindless kills. I hate what DAoC became in the last years. With organized 8vs8 skirmishes and almost zero interest in the keeps and territorial control. I like territorial control. That’s one soul of PvP.

It looks like in this case Blizzard went too far. The objective (and reward) are so appealing that the players have learnt… not to fight.

This is an old discussion, in part already examined.

One of the problem at the core is that the conflict isn’t “real”. So the players learn how the game really works and exploit it. They see past the fiction.

But I don’t want to talk about that. Let’s see the possible solutions.

Well, this is one of the main issues that I tried to solve with my proposed PvP system. The Hotspot idea.

The point is not to find the right balance between the single kill and the objective, the point is to understand better how PvP works. My idea was based around the “convergence”. PvP action needs to converge. An objective should be an excuse to meet in a point and fight for it.

In the Hotspot idea the “points” were still gained mainly by killing other players (and without the stupid diminishing returns), but you gained more points the more you fought close to the Hotspot. The idea was basically to think these objectives as “magnets”. The closer you are the more points you get, so they make the PvP action to converge in that point and have a conflict.

If there’s one Hotspot, then it’s in the interest of both faction to control it. The Hotspot, aside the “magnet” effect on the points, had two functions. The first is to slowly build a bonus, like a multiplier to the points earned by the faction that controls it, so in the interest of the other faction to take the Hotspot back as soon as possible so that the multiplier doesn’t grow. The second was to slowly build up a “bounty” (for every kills scored in the meantime) that would work as another incentive for the other faction to take it back. When the Hotspot is conquered all the players in the area would be rewarded with the points in the bounty pool.

That was a simple solution to have goal-based PvP while still encouraging the players to fight each other, as you would get almost no points by conquering a deserted Hotspot.

The problem was that the system was designed for the world PvP. So how you “fix” the problem in Alterac?

The scenario you *expect* is: meet in the middle and starting to “push” to slowly gain territory till one of the faction is pushed back and the other can score a victory. The original Alterac battles could last many hours in fact and it wasn’t rare than one player logged out before the whole thing was over.

The scenario nowadays is: the two factions rush in opposite directions. Neither of them cares about what the other does. The “defense” is completely discarded and wins who can score a victory faster. Instead of a “collision” you have a parallel competition. Alliance and Horde play at the opposite sides of the map. And a battleground lasts half an hour on average.

Now, the duration of a single match is a design problem, and the “content” in the BG should get tweaked till the results are considered satisfactory. It’s pretty obvious that the right choice should be between the too quick current battles and the first ones that lasted way too much. From my point of view an average of 1/1.5 hours should be the target for the Alterac battleground.

But how to fix the problem at the core (the fact that the two factions don’t really… fight)?

It’s simple. The reason why they don’t fight is because the progression of one is disconnected from the other. I mean, if Alliance wins, the Horde could have been 30 seconds away from scoring a victory itself. The real problem is that disconnection.

Company of Heroes could be an inspiration for a fix. Instead of just graveyards and two different, independent battlefronts you add objectives that must be held so that you can score a victory. In short: you force one battlefront instead of two independent ones (or even: you design a more open-ended battleground when you need to hold multiple spots at the same time to score a victory as in Dawn of War).

Let’s say (A) is the alliance base and (B) is the horde base:

(A) x1 – x2 – x3 – x4 – x5 (B)

As it is now the alliance can fight at x5 while the Horde is fighting at x1. That’s the problem.

The fix: in order for alliance to reach (B), they have to conquer and hold all the “x”, from 1 to 5. Same for the horde in reverse.

This forces the action to “converge” in one point. One battlefront. The territorial control is progressive and linear. And the players would fight each other and try to slowly conquer territory and defend it, instead of avoiding each other.