WoW is crap, buy EQ2

Now I’m joking but the current issues with the download of the WoW patch let me really appreciate how much, MUCH better is SOE’s support.

It’s from early beta that Blizzard decided to distribute game and patches through Bittorrent to spare on the bandwidth. Problem is that their client is total crap and for very simple reasons. I can use Bittorrent without a problem but the Blizzard’s version is completely broken for me. It was broken during beta and it still is. Two years have passed and ZERO improvements have been done. At that time I ranted on their forums explaining the problems and they said they were going to fix it in time for launch. Yeah, sure.

There are two problems with that crap-program.

The first is that it doesn’t save partially downloaded “parts”. Basically a Bittorrent client chunks a large file in smaller parts and then downloads them from peer connections to then recombine to form the full file. Let’s say a “part” is 256kb (as in this case). Other, better Bittorrent clients save even partially downloaded parts, so that even if you have downloaded 128kb of the 256kb, it isn’t lost and then it is resumed seamlessly. Blizzard’s client doesn’t do this. If you go look at the connection details you could see that you have downloaded a total of 15Mb but completed only 8Mb. If you restart the client the 7Mb partially retrieved won’t be saved and will be lost.

The second problem is an issue with certain network cards and connections. While other Bittorrent clients allow you to set the max number of open connections, Blizzard’s downloader opens them up at will till your connection gets totally swamped and cannot keep up anymore. In my case (ISDN line) I can keep open forty different connections without a problem. It’s way, way more than enough to cap both my upload and download bandwith. But if I go above that cap my connection gets completely swamped till it dies. It stops completely to upload and download and I cannot open even a webpage. Basically it kills my connection till I shutdown that program and all those useless open connections. So if your network card doesn’t like an insane number of connections open the Blizzard’s download is simply unusable since it doesn’t allow you to set a cap. It just continues till it kills your connection.

Recently Blizzard got the “smart” idea to keep the downloader up while you play the game to download the patch in the background using “spare” bandwidth and ease the load during patch day. Well, if I don’t disable it I last two minutes in the game before that FUCKING SHIT of a program lags me to a disconnection. Again because it happily goes to open connections to other PCs at will till my own drowns in despair. You idiot of a program, I’m on dialup, what the fuck you expect when you open more than *eighty* connections to other PCs?

So two years later I’m still waiting Blizzard to fix those two trivial problems or at least provide a standard .torrent file so that I can bypass that shitty program they have.

And one has to praise SOE at this point. SOE doesn’t rely on peer to peer to support their game. In fact their patch program is so smart that verifies and keeps up to date ALL the files. You can go in the game directory and delete a random file and the patch program will deal with it. With a fast, reliable connection. Add to this the mini expansion packs that are distributed completely online. Add to this the possibility to download the FULL game if you need to. Hell, add to this even that they forgot to include the expansion in the expansion DVDs. No problem. I downloaded *all of it* directly from their servers. And if I want I can buy the expansions directly online without bothering to drive to a shop or wait a few days for a shipment to arrive.

Even SOE now supports the possibility to download optional content packs in the background while you play the game as Blizzard tried to do recently. Differently from Blizzard’s crap version, it works. I can play the game even with my poor connection and the background downloader does it work smoothly without lagging me at all.

So some praises, at least when it comes to a good support, are well deserved.

Diablo and Starcraft as MMOs – Last chapter

Blizzard asked us to remove the slides and we did. The slides, though, are publicly available.

People on Q23 still argue whether we need a public execution for this crime or not.

Shild concludes all that went on with a very well written article thaty I’m going to quote. In the light of what has been said, I think that my first reaction still represents the heart of the discussion. Which is about the relationship between Blizzard and Vivendi that has already caused a good number of developers to quit both before and after WoW’s launch (Flagship Studios, Arena.net, Red 5, NCSoft Orange Country, Cheyenne Mountain and Castaway Entertainment to name those I remember, plus the single devs that fled to a number of other companies).

Right now Blizzard doesn’t even have enough resources to support properly the development of WoW and the expansion. Vivendi is another matter.

So I’m concluding quoting SirBruce again and then Shild to underline what we were actually talking about. (edit: added Darniaq)


SirBruce: No one reported that in the future they would only focus on MMOGs or only on one platform; that’s a misinterpretation of what WAS reported, which was “All Blizzard franchises (actually, Warcraft, Starcraft, and Diablo) to become MMOGs.” The same slide that supports this suggests that those three franchises could expand into the console market, as well.

Rob Pardo is splitting hairs. *Blizzard* may not have any current development plans to do an MMO beyond the WoW expansion, but *Vivendi*, who *owns* them, does. So they can easily give Blizzard a bunch of money to make World of Starcraft, or even decide to delegate that to one of the other development studios under Sierra Online (although that would probably be a big mistake).

The news is “Vivendi plans to make more MMOGs, with Diablo and Starcraft among the IP possibilities” not “Blizzard is currently making Diablo and Starcraft MMOGs.”

Bruce


Darniaq: Of course, I happen to agree with that, as I always have. They’re held in very high regard, and I certainly won’t argue against their skills. But they’re still a profit center, a division of a multi-national. The average Blizzard fan can believe otherwise, and are probably currently arguing all over the place in defense of some stance they thing Blizzard is taking. But this is still a corporation with goals and objectives and nowhere near complete autonomy.

Gotta love the web :)


F13: Blizzard is owned by Vivendi Universal – or as far as I can tell they still are. They do not get the final word. It doesn’t matter who you ask at Blizzard – including one Mr. Rob Pardo. He’s a lapdog as far as I’m concerned. They pay him the big bucks to do what he’s told. I did not see a single website talk to the executive equivalent to Pardo at Vivendi. Someone might have, but I missed it. Referencing Blizzard/WoW moderators was a true sign of awesome journalism in action. These people, I guarantee, know less about what’s going on at Blizzard than the average player who scours the internet for every tiny nugget of information on their beloved company.

Also, the slide presentation – you know why I didn’t talk about it in my original post? Because it had nothing to do with what I said. See, the problem is, I have a majority of the facts – and put simply, I like playing some cards close to my chest. Especially when it’s about the three headed hydra consisting of Diablo, Warcraft, and Starcraft. By referencing some other folks, you’ve managed to get your dirty little paws on a slideshow given during the Wall Street presentation. GRATS. That slide show presentation – if you haven’t read it – did a great job of dumbing this gaming “stuff” down for people who have no clue what it’s about. They want the bottom line, that’s why population and dollars were the big discussion there. What hasn’t been discussed anywhere, as far as I can tell is the Q&A session that went on afterwards. Shortly after I posted the news, an unnamed source sent me news that people were getting it wrong. That the line “All Blizzard franchises will become MMOGs” came from a Q&A with a Vivendi rep after the presentation. Have I said Q&A enough times? Is someone going to refer back to the WoW Slideshow for Dummies again? No?

A Vivendi representative saying [the bit about franchises] means two things:
1. All Blizzard franchises will become MMOGs.
2. This will happen with the support of Rob “The Ego” Pardo & Co. or not.

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SirBruce on the Vivendi presentation slides

Quoting from Q23:


Subsequent to the story breaking, Blizzard has asked various sites who have posted the slides to take them down, citing copyright concerns. I want to make it clear that the material was obtained lawfully by me, that no confidentiality was violated, and that such usage by the media is also protected under the doctrine of fair use. The presentation is on file with the U.S. Securities and Exchange Comission, and is made available freely to EVERYONE So if you want to see the ENTIRE PRESENTATION yourself, including the slides relevant to Blizzard, simply go here.

And shame on Blizzard for trying to bully the media.

Bruce

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Diablo and Starcraft as MMOs – FACTS

Follow up to this (I will trim the post in the next days).

These are the “incriminated” slides from the presentation. Kindly made available by SirBruce.


The last one is probably the one that generated all the rumors. Still FAR from the claim “All Blizzard franchises will become MMOGs.” But maybe it was presented to the live audience in another way.

For now THE FACTS only describe a remote possibility. Not a concrete plan.


EDIT: I remove the slides at request of Blizzard (I decided to remove them before receiving the e-mail after all the discussions, but I was away from the PC) and the same happened to Grimwell where they were posted first. People on QT3 wrote that it could be copyright infringement. Well, this is something too stupid to get in trouble with. I originally mirrored the slides just because I thought they were public and just to try to dig the facts behind the “news”. It looks like even this time this is about asking too much.

The slides didn’t even show anything we didn’t know already. So I really don’t know what all the fuss is about.

Surely I didn’t mirror them with malicious intentions.


EDIT: Since the slides were removed I’ll just say that the last one showed a scheme where both Diablo and Starcraft were marked as “potential” in the MMO market, as well an extension to the console market for all three franchises (Warcraft, Diablo, Starcraft).

As Shild explains here the original claim wasn’t coming from rabid speculation derived from these slides, but from a Q&A session with a Vivendi rep *after* the presentation.


LATEST EDIT: The WHOLE presentation is available publicly here, as reported.

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Rob Pardo back on ship?

First comments from Rob Pardo in a long while. Commenting the last controversial “news”:

Nothing in that rumor is true in regards to Blizzard. If I had to guess, there was some confusion between what Vivendi has planned for its game division versus what Blizzard has planned. While Blizzard is owned by Vivendi, their game division operates seperately from Blizzard.

-Eno

Since WOW shipped, we have lost some artists, and a few other folk, none of which were designers. As to faction grinding…I agree that it is way too “grindy” and we are looking to overhaul the way faction works in the expansion. It was one of those features that was put into the game in late beta and never really received the polish and refinement that it deserves.

-Eno

I really do wonder if he’s always been there or if he quite WoW for a while to work on something else. If he’s back it could be a very good thing.

He does not really convince me with that “if I had to guess, there was some confusion between what Vivendi has planned for its game division versus what Blizzard has planned”. Those quotes from Vivendi were quite precise and they were analyzing WoW’s costs and development time.

SirBruce, wake up and give us the slides (if they weren’t bullshit).

Four smaller things that WoW did best

Yesterday I was taking some notes about minor details and design bits in WoW and here’s a list with smaller things, often not noticed, that this game does FAR better than every other mmorpg in the market. I think the Blizzard’s care and unmatched execution can become particularly evident from these smaller details, that are often more than details.

Great terrain textures. Blizzard’s art direction has been praised many times, but in this case it’s the particular of the ground textures that I noticed and that I think is a demonstration of a wonderful work. No other game has beautifully painted textures as WoW (to compare with the dullness and variable quality in EQ2). It’s one particular piece taken out of all the graphic in the game that isn’t easily attainable. The one that better demonstrate the talent of Blizzard’s artists. You could criticize the cartoonish style of the art direction or take graphic bits from other games to demonstrate that something better is possible. But the ground textures are absolute, unmatched masterpieces with all the other games widely outperformed.

WoW ground texture gallery

I think the ground textures represent the very best part of WoW’s art. This becomes particularly evident when you compare the game with other games that can rival with it when it comes to render impressive environments, like Guild Wars, whose ground textures try to imitate WoW’s style but still failing to match the art quality. People may find silly that I point out a detail like this one, but the ground textures have an extremely important role on the graphic impact. Often in these games the ground textures are just repeated patterns that give a strong sense of dullness. In WoW the environments are immersive not only because of how they are modeled and varied, but also because the dull effect given by the “tiles” is removed for the most part.

The beauty of these textures is then not also due to the work of the artists, but also to the way the graphic engine was engineered. High-res textures on the terrain and long clipping planes are often enough to cripple the framerate in games with expansive outdoor locations. In WoW the textures on the terrain retain a decent resolution, the clip plane is amazing and the performance is still great. From this perspective you cannot desire more. These textures also take advantage of a pretty “shader” effect (I think it’s a specular mapping) that makes the texture “highlight” under the sun at a certain angle. Even here Blizzard’s choice is a very good and solid one. This effect is used consistently on all the textures for the terrain in the whole game, it’s doesn’t cripple the framerate at all compared to other shader effects that you can see in other games and it is also really well used to add detail and realism. So they always keep an eye to the performance of the engine, while only selecting those “fluff” effects that really contribute to the graphic impact, to then reuse them consistently.

Even when it comes to the design of the graphic engine all the smaller details are examined carefully and then added to the game only when they are truly excused and relevant. And not just thrown into the mix casually and without much though. Which corresponds to the overall philosophy used by Blizzard: toying with less elements, less “crowdedness”, less noise. But with a much higher quality standard to pass before something makes through to the game.

A game-y approach. Instead of adding complexity and delving in it, WoW took the mmorpg genre and put it under a magnifying glass to carefully examine it, simplifying as much as possible, radicalizing some elements, removing the bad-habits and the superfluous, and continuing to polish while striving for “perfection”. A model of a game where nothing is unjustified or experimental.

A detail of the graphic engine as the one I described is just a confirmation of the recipe used.

I’m also worried about “The Burning Crusade”. I fear that those artists that did those masterful pieces of art could be between those who left Blizzard to join one of the companies that recently spawned. So let’s hope that I’m wrong and that the talent is still strongly in Blizzard’s grip. Those arstists are priceless. Whoever they are.

No artificial linked encounters. In EQ2 the designers, following a similar mindset used for Vanguard, decided to “expose” more and more the “wires”. While in other games like DAoC you can never easily tell those mobs that are “social” (so that aggro you by bringing along other mobs) and those who are independent, in EQ2 instead you can target the mob you are going to pull and the interface tells you directly if there are other mobs linked or if your target is detached and can be pulled safely alone. Actually in DAoC the “social” reaction of the mobs was often, in fact, a reaction. If you pulled solo you could get just one mob, while if you were grouped you could get more than one. In both EQ2 and WoW the pulling mechanics aren’t “reactive” in the sense that they vary depending on how many players are in the pulling group (in WoW the level of the characters affects aggro radiuses, though), but it’s here that WoW differs from EQ2 and that I think it is far superior from a design point of view.

In EQ2 it’s the interface that tells you which mobs are linked and it’s the designer to place these encounters by hand and decide those that are linked and those that are “solo”. So the mechanic is completely “external” to the game (see my OOC-design critics). You just “read” it through the interface and react accordingly. This was a major gripe for the players, in particular coming from the EverQuest Classic, since pulling and learning the encounters in that game was a puzze-game in itself, that was purged in EQ2.

WoW differs from that approach even if it keeps things extremely simple. There isn’t any “social” flag system that defines which mobs are linked and which mobs aren’t. I don’t know if there are special cases, but from what I observed the mobs simply react to a fixed radius throughout the game. If the mob you are pulling is at a close distance from another, then those mobs will run to you together. Out of that radius it will be a single pull.

The interesting design approach here is that the model is consistent throughout the whole game. Without cases that disrupt or contradict the experience. The players slowly grasp the rule because this rule is a constant, so it can be “grokked” by the players (using a term Raph used on his book to define the mastery of a pattern) even if they haven’t fully realized it consciously. It is a consistent in-game behaviour because these mobs don’t react to scripts defined by a designer, but on a somewhat “physical”/immersive element that is familiar to every player: distance. Already in the first ten levels of your character, while trying to make through a cave without aggroing the whole place, you start learning the “safe” distance between the mobs so that you can pull safely without getting more than one. And then you continue to re-apply and re-experience this rule till you have fully mastered it. Till it becomes “instinctive”. So that it’s actually about removing the filter of the interface to move closer to a “visceral” pattern.

The result of this is that “mastery”. The possibility to learn to track down mobs and pull them at the right time. Which is a so much better design choice then the one used in DAoC, where these mobs behave accordingly to rules that are hidden to the players (leading to frustration and a not-consistent game), and the one used in EQ2, where the wires are blatantly exposed.

Terrain inclination and physical barriers. Here DAoC is another example of how-not-to-do-it and WoW a good example about how to make it work, also directly linked to the previous point. In the “New Frontier” overhaul to the PvP zones, DAoC’s designers decided to add tactical elements and a better role of the terrain in the mechanics by creating zones that could not be passed and one-way barriers (cliffs, valleys etc..). The idea is not a bad one, but the implementation, as it not rarely happens in DAoC, was awful. The reason of the failure of this mechanic was that these barriers were arbitrary.

Those barriers were placed by hand by the zone designers following their own tactical reasonings that could have been good or wrong, but the problem was that they became “invisible walls” that the players could not figure out consistently. You just couldn’t guess where you could expect a “wall” and where you could instead manage to move through. As you can imagine this can be truly frustrating and the players ranted constantly about it for that reason. The “feature” was also even more crippled by another bad implementation. These invisible walls not only prevented you to pass, but they also made your character stop moving completely, so that you had to turn in the other direction and then move again, removing the possibility to “slide” against the wall to find an “opening”.

This was an engine limitation in DAoC (I could be wrong, though). The game didn’t allow to create one-way physical barriers. Or you had a zone border (so a two-way block) or you could run even up a cliff at full speed (actually much faster since speed was only horizontal and didn’t factor the verticality).

Often WoW is mistaken on this aspect. Some players think that it’s the texture that gives cues about where you can go and where you cannot, but the texture is not an active part of the mechanic, nor the one that is really utilized by the players. It’s the engine of the game that automatically determines the places where you can go from the places where you cannot, depending on the inclination of the terrain. It is then the world editor that the designers use to also pick the appropriate textures.

Even here the mechanic, as for the one ruling the behaviour of the aggroing mobs, is consistent. The behaviour is a constant that the players can slowly grasp and then reuse naturally. At a glance I can tell you where my character is probably able to walk and where I expect to “slide back”. I can guess where there are the passages and where I could try to “push”. This because while playing the game I’ve learnt to parse the concept of terrain inclination and it is now a spontaneous guess that can happen without me actively trying to have coscience of it. Like for the “distance” concept used to figure out which mobs I’m going to aggro with a pull, the “inclination” is another physical, consistent and familiar element that all players can grasp and reuse.

It is consistent because both the “inclination” and “distance” are elements coming from *within* the game and not out of it (like a script or a flag). And “game-y” at the same time because instead of striving for a simluation, they decided to simplify and reduce the pattern to just one, easy to grasp, element that is a constant used then for all the encounters. So they picked ONE element out of hundreds possible (game-y), while choosing it *within* the game world (intuitive for the players and coordinated with the “immersion” in the virtual world).

There isn’t even the need for visual cues that tell you where you cannot go because the textures change from zone to zone, while it’s the terrain inclination to be the constant. So the element that is always reused and that can be grokked more naturally and then applied effectively.

Even here game design is carried over to the game engine to support features and behave consistently. And it’s again another great demonstration of Blizzard’s flawless execution.

No mindless fetch quests. What? No fetch quests? WoW is filled with fetch quests, why I say it has none?

Because it is true. In the sense that there are no quests whose only purpose is to make you waste time by walking from point A to point B. This mindset is simply missing from the game. There aren’t unexcused quests as a pretence of making you waste time with unfun bits of the gameplay (to an extent). It would be stupid to add a quest whose only purpose is to make you walk just to waste time and, in fact, WoW usually avoids this.

There are instead PLENTY of mmorpgs out there who use the fetch quest exclusively as a time waster. A good example is again DAoC, where the latest two expansions had a vast amount of mini-quests (tasks) whose only purpose was to be a time waster (see also my comments here).

In WoW, instead, there are no deliberate and exposed “time wasters”. At least if you don’t consider the whole game as one. To explain better, WoW uses “fetch quests” but with a precise function within the game. Never unexcused (see the constant?). These fetch quests are instead tools used actively by the game designers to direct the players. So their purpose is not only alien to the “time waster” idea, but also quite important in the dynamics of the game.

These fetch quests are often used to conclude cycles and make your character travel to new zones where its adventure will continue. They highlight a path and lead the player by hand. So it’s not just about completing a boring task that the quest asked you, but about building “narrative bridges” (or “rails”), used to connect the various locations and stories in the game and avoid the player to feel lost and clueless or move out of where he is supposed to be.

The quests aren’t just a method to deliver content in this game, but also as a learning process to let the players slowly discover the possibilities the game has to offer. And that “learning mechanics” becomes then on its own the very best form of gameplay that the game has to offer (and with an awful replayability since you can only learn stuff once).

And it’s another great example of how even the most stupid form of quest in WoW retains a strong role and function that works so well that is often not even noticed.

A well-oiled game. A masterful engine.

Why WoW won.

There was a discussion about EQ2’s UI on the FoH’s forums and it made me think that too often people tend to completely ignore the most obvious things. While they tend to consider what is instead absolutely irrelevant.

So here why WoW racked up millions of subscribers worldwide and why it dwarfed every other mmorpg:

First Postulate on Mmorpgs Subscriptions: If you suddenly double the minimum hardware requirements, then even your potential subscribers base is HALVED (if not worst, considering the scaling).

There, I said it. WoW’s success is for the biggest part contained in that line. No need for thousands and thousands of pages and design researches. Just one fucking line.

Hello? Accessibility barriers. The GREAT MAJORITY of people on the internet have computers that SUCK. This is why browser-based games are popular. Not because they are “casual” games, but because they embrace a MUCH BIGGER potential subscribers base.

Crappy internet connection, instable, badly configured system, old drivers, conflicts, incompatibilities. All these are the NORM for PCs. Not everyone is a geek who assembles his computer, runs benchmarks, reads hardware reviews and figures out obscure quirks in the Bios of the motherboard. This is also why the consoles are much more popular. Not everyone has the patience and dedication to swallow that. In particular after having spent considerable amounts of money for that hardware and STILL managing to see games running like crap.

WoW broke the market in three moves:
1- Low hardware requirements, wider compatibility (here)
2- It launched EVERYWHERE, localized and with a good support (here)
3- Game design all focused to simplify a genre and make it accessible/usable (here)

WoW became so popular because it lowered the accessibility barriers. BOTH from the hardware requirements perspective AND the game design. It’s accessible. Its engine is the best out there. It runs more smoothly and without incompatibilities compared to any other mmorpg, old or new. And in nearly all the cases IT EVEN LOOKS SO MUCH BETTER.

Seamless world, smooth framerates with tenths of players on screen each with particle effects and perfect animations, no jerky LOD, impressive environments and clip plane, beautifully painted textures, consistent art direction throughout the game.

Not only it is a charming experience because it runs great and doesn’t stutters or crashes all the time, but it even looks great.

And here we come to that discussion about EQ2’s interface:


I don’t know if it’s a Nvidia vs Ati issue but the UI simply eats a lot of resources. I use the standard EQ2 UI + maps here and I can be in a zone with 30+ FPS or another with 15 or so, the UI still eats up significantly processing power.

Arguably WoW has the most powerful and flexible UI out there, but where it really shinies is in the fact that it takes nearly zero resources. I can have the barely needed on display or I can open hundreds of buttons, windows, features and energy bars and the game maintains roughly the same amount of frames per second.

It’s obvious that it’s a matter of how the UI in EQ2 and WoW are engineered at a basic level and rendered on screen. It’s surely not a matter of “optimizations”.

The point is that in other games the UI really does not impact the framerate. In EQ2 it does sensibly. Now it could even get optimized but the fact that it takes resources will hardly change if it’s not recoded at a very basic level, I suspect.

And don’t bring up the “focus to support hardware for the years ahead”. Slowing down the game just because people have more powerful hardware is not an argument. If I’m buying new hardware it’s because I want new possibilities supported, not so that I can swallow horrible engines.

If your hardware requirements are high, then the game better demonstrate that the slowdown is worth it (and it usually never is). Instead of just an excuse for a crappy engine.


EQ2’s engine is already heavy enough without the UI slowing it down even further. One thing is about supporting better graphic possibilities and advanced engines, another is having high hardware requirements because the engine is not so great. Here the competition is stronger because these things CAN be easily compared.

The same applies to Vanguard. If it looks like crap, then better run *very smoothly*. Because noone swallows extremely demanding engines AND overall deluding graphic quality.

Which is also why I have that terrible nightmare.

WoW 1.11 patch notes

I gave a quick look at the notes for the next patch 1.11. I guess we can expect this one to go live by the end of June if everything goes well. They’ll need some time to test all that hardcore stuff if they don’t want to repeat the mistakes of the previously released epic dungeons.

The 1.10 patch went live at the end of March. It looks like WoW definitely settled for three-months path cycles. On the positive side I have to admit that they are doing more than everyone else with the live patches and the detail with which they address the game problems and inconsistences. They are still doing a very good work from this perspective. In particular if you consider this insteresting point (from Tigole’s interview at Gamespot):

The exact same team building the expansion is also building the live content updates.

What I strongly criticize is instead the direction of the whole game. The excecution continues to be excellent. And the decision to keep the team together instead of splitting it between live and expansions is another of those ideas that the mmorpg industry still has to learn.

Other two unrelated highlights from the same interview:

The flying mount can run on the ground faster than epic mount speed.

We know that sometime in WOW’s lifetime, we’re going to upgrade the graphics engine.

Let’s continue with some highlights from the 1.11 patch notes:

The cost to unlearn talents will now decay over time.

A good, long overdue change.

After a disconnect from the server, it is now possible to log back in immediately, instead of receiving the message, “A character with that name already exists.”

Asking this on every game since forever. I wish Mythic would copy them here (in DAoC you not only cannot log in if you lag out, but you need to restart the whole client after every attempt).

As a note: EQ2 is still superior here. I can disconnect and then quickly reconnect and the game would recuperate without even disconnecting.

– Chain targeted spells and abilities (e.g. Multi-shot, Cleave, Chain Lightning) will no longer hit stealthed or invisible units unless visible to the caster.

– Fear: The calculations to determine if Fear effects should break due to receiving damage have been changed. The old calculation used the base damage of the ability. The new calculation uses the final amount of damage dealt, after all modifiers. In addition, the chance for a damage over time spell to break Fear is now significantly lower. Note that Fear continues to be roughly three times as likely to break on player targets as on non-player targets. In addition, Intimidating Shout now follows that player versus non-player distinction, while previously it did not.

– Periodic Healing: Spells which do periodic healing will now have their strength determined at the moment they are cast. Changing the amount of bonus healing you have during the duration of the periodic spell will have no impact on how much it heals for.

– Reflection: Effects which cause reflection will no longer reflect triggered effects separately from their base effects (eg. Impact, Improved Shadow Bolt, Aftermath, etc.)

Good bunch of consistence fixes. In other mmorpgs these would be just “working as intended” and ignored.

Optimization code known as “M2Faster” is now enabled by default. M2Faster can improve performance in crowded scenes when “Vertex Animation Shaders” is turned on.

I had this enabled when they introduced it a couple of patches ago. But on my Geforce 6800GT it barely made any differece.

To enable this manually you need to add the following line to your “config.wtf” file in the WTF directory of the game:
SET M2Faster “1”

Or type in the game chat: /console M2Faster 1
It should save the variable in the config file automatically.

Alterac Valley
Most of the NPC guard units have been removed.
Creatures that remain in Alterac Valley have had their hit points reduced.

Another long overdue change.

As I wrote a while ago: NPCs in PvP aren’t a bad idea on its own, but only if the respawn timers are really long. This is not the case in WoW.

Overall it looks like a good patch from the game design perspective. Beside what I quoted the patch has:

– New catass raid instance (Naxxramas)
– Tier 3 armor sets for all classes
– Bunch of class changes that I won’t comment
– Key rings
– Some changes to the cooldown timers on potions and items that seem to make sense
– Nature resist recipes with the Cenarion Circle rep for the catasses
– UI improvements to the raid interface (ported some standard features from CTRaid)
– Flight paths added
– Some PvP Honor armor sets upgraded
– Removal of bijous and coins in ZG (?)

This last one leaves me perplex after what Tigole said in the NY interview before the E3. As I highlighted there, he said that a token system + reputation don’t work well together and they were thinking about changing it. I wrote that I was expecting this to be an intention only for the new content that will be added in the future but the changes in this patch refute my theory (which is good). At the same time I don’t understand the logic behind the changes.

This is what Tigole said specifically about ZG:

ZG was supposed to be a stepping stone into raiding. So you take a guild that has little experience and they go into ZG and for a new group, it’s going to take them a few tries to down the first boss, Venoxis. And they finally kill Venoxis and what do they get? Probably one blue item and then this token item. But even using that token item might require Honored reputation, and so they feel like they’re not being rewarded.

I had that happen to me on one of my characters and I was like, “This is just broken.”

Here I underlined the part that Tigole explained not working really well. It looks like the problem is the reputation being a cockblock on the equipment (what a surprise), preventing you to get the loot even if you won the encounter. But what are they changing with this patch?

Armor quests now only require a Primal Hakkari piece and appropriate faction with Zandalar.

They removed the smaller tokens but not the faction.

About the PvP Honor armor sets, it is interesting to notice that they were upgraded, but not retroactively, nor it’s possible for those who have the old armor sets to return them for new versions. You’ll have to re-grind all the ranks all over again. FUN! FUN!!

Btw. I heard a rumor that with the 1.12 patch they are reworking how the groups for the PvP BGs are being made. If this patch will coincide with clustered servers then it’s possible that they’ll create two different queues for those who join as a group and those who are randomly picked up.

Guild Wars anticipated this since the very beginning.

Overall a good patch with a good execution. But it leaves untouched all the problems that plague this game: satisfactory and accessible endgame content, worthwhile alternatives to raiding and a PvP system that isn’t completely fucked up.

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WoW’s lore officially fucked up

Wrote and mirrored on Q23, Metzen admitted that he didn’t do a very good work with the lore for the upcoming expansion.

My point of view isn’t about being picky on the details, but more on the stylistic choices being made. While I really liked the WoW’s universe even in its cartoonish traits and use of humor, I also think that there was always an epic theme that drove things forward. A thread. From my comment:


My opinion is that the use of odd bits like technology or other elements not consistent with the setting is good when it remains CIRCUMSCRIBED.

The problem is when it becomes the main theme.

The same about the use of “humor”. It’s all good till it remains a sidetrack, but it becomes much more annoying when it’s all about that. Overdone. Too emphasized. It’s not anymore an added flavor.

It is not directly related to the “lore”, but for example I really, really HATE the look of all the new armor sets. They aren’t anymore consistent with any setting. They just look like colored plastic and completely miss any sense.

Where’s the metal, bones and leather?

Now we have Voltron.

The point is when it isn’t anymore “epic”, and it becomes just “goofy”.


Here I’m commenting things from my personal point of view and preference but, as we move forward, WoW is becoming more and more goofy, that’s what I see. It’s moving closer to a childish point of view on the setting instead of carefully balancing all the different elements as they did before. Concretely the setting is losing its appeal. It doesn’t “communicate” much anymore to me.

It’s useful here to make a direct comparison because while what Mythic is doing on Warhammer isn’t perfect, at least it gave me an occasion to explain the way I see at the fantasy setting and the elements that belong to it.

I’ll return on these arguments because the “style” of the graphic is only the tip of the iceberg. What is relevant is below, but still strictly connected with what I’m saying on the graphic and what I said a while ago about the level of the “metaphor”.

“Mature” mmorpgs are opening a gap between the game mechanics and the level of the metaphor. Evident examples of this trend can be seen in Vanguard but even in Guild Wars, EQ2. The same WoW and Warhammer, which is being mimicked on the first.

In fewer words: we are losing the “immersion”.

Imho, the immersion is THE MOST important element in a RPG. And it’s the one more overlooked in ALL the current mmorpgs and ALL those currently in development.

Put in another way. A warrior class in a mmorpg doesn’t have anymore ANYTHING in common with its ideal prototype.

What’s the prototype? A source of inspiration.

The gameplay in the current mmorpgs isn’t even remotely close to the fight you see in the video between the dwarf and the orc. Nor it even try to move closer. You don’t see the two characters applying semi-ranged effects, debuffs, DOTs, AOE bolts and all the other fancyful powers that are now “default” of a warrior class.

Math-intensive games that forgot how to “communicate”. How to “reach”.

I commented something recently on Raph’s blog:

It’s about myths and suggestions we all share, that’s why a game world needs to “reach”. There must be both something familiar and unfamiliar.

Games are successful because they relay the “message” much better. More efficiently. They are the most powerful way of communicating.

Why? Because they can be immersive, and being immersive they become even more accessible. Plus they can be both authoritative and empowering.

In all the current mmorpgs that immersivity is the trait that is being slowly forgotten. This is why future games need to look behind and forget the faulty “evolution” we are seeing right now.

This is what I think.