Proverb: Ysera and the Green Dragonflight, Part 2
Proverb is a twice-weekly column discussing the lore of Warcraft. It is spoiler heavy for all Warcraft games, novels, and other media. Comment on this post or send a tweet to @Heartbourne and let us know what you would like to see in future columns! If you haven't done so yet, be sure to read part 1!
Ysera in the Emerald Dragonshrine |
Eranikus, Tyrant of the Dream |
Itharius in his high elf form |
ToC, Other Hotfixes for 9/8/09
Maintenance day is always a good time for implementing hotfixes and this one is no exception. Several tweaks and (dare I say it) "nerfs" to Heroic Trial of the Crusader have been deployed onto servers, amongst other things. Here is a run-down of the changes: Northrend Beasts:
- Fixed a bug where the flag that prevents a creature from gaining attack speed after a parry was inadvertently left off Gormok the Impaler. This bug is fixed in normal mode as well.
- Gormok the Impaler no longer attacks quickly after a parry in any difficulty.
- Increased the amount of time players have to defeat the encounter before Icehowl berserks.
- You have an extra half second to get out of the way of a very angry charging Yeti. Players with high ping rejoice.
- Icehowl will become tauntable. (This particular element isn't hotfixed quite yet, but should be shortly).
- Icehowl takes a bit longer to enter the arena in 10- and 25-player Heroic modes.
- Icehowl takes longer to berserk in both 10- and 25-player Heroic modes.
- Infernal Eruption will now spawn an additional Felflame Infernal the instant the eruption occurs.
- Nether Portal now summons Mistresses of Pain slightly more often.
- For both 10- and 25-player heroic modes, the Felflame Infernals and Mistresses of Pain will spawn a little quicker in the Lord Jaraxxus encounter.
- Relentless Gladiator ranged weapons damage has been adjusted to the appropriate value for their item level.
- Holy Wrath now has diminishing returns and shares this with all other stuns (Blue poster, Daelo expands upon this in an additional post).
Is Blizzard Really Short-changing PvP?
We dedicated players can bicker all we want about Arena balance or Rogues being over-powered, but what about the presence of PvP available in the game itself? When you have a game as popular as World of Warcraft, you're bound to attract the ire of the gaming community at large. In my travels around the internet, I've learned that there are quite a lot of people fed up with Blizzard's baby, and one of the chief complaints, next to simply being an MMO, is that it doesn't focus enough on Player versus Player combat. I suppose this isn't a new argument. After all, the game's been criticized for its "care bear" approach to open-world ganking since before its launch, and, at that point, I can understand why. It stands to reason that the people most interested in the game at the time were those that had spent extensive amounts of time playing through the Warcraft strategy games. WoW offered them a new, interesting, and more intimate way of engaging in the age-old conflict between the Alliance and the Horde. With so much standing animosity between the two factions, it would be reasonable for your average pre-release gamer to expect copious amounts of wanton bloodshed and for all-out war to consume Azeroth whole. Well, the fight with the Burning Legion mellowed those tensions. The Alliance lost their core leaders and Thrall tried his best to pacify the more chaotic aspects of the Horde. So when it came to retail, the only thing you could do in WoW was to attack someone on the opposite side if they let you, duel with fellow players, and play a silly game of "capture the flag" in Warsong Gulch (though, if memory serves correctly, Arathi Basin may have been available, as well). Quite the disappointment for some, but a great boon for others. The game's population swelled not only on the brand name, but the number of players who wanted to work cooperatively towards their goals. But Blizzard didn't completely forget about PvP. Instead, they made great strides to make it more and more a part of the game without completely alienating their base. But to this day, the game takes a lot of guff from those who have long-since quit the game or never played it in the first place. In fact, so heralded is this mythical PvP nirvana, that a lot of people believe that's the only way to make a dent in Warcraft's armor. That its players simply continue to bide their time and play such a "boring" game because a real, honest, PvP-dedicated MMO has yet to come along. The problem is that they have. Guild Wars, Warhammer, Aion. Countless other Korean MMORPGs. More games than I'm willing to list here have used PvP as a selling point to distance themselves from WoW. And yet, its success remains unparalleled in the genre. Now that's not to say that they're bad games or that they don't present a viable PvP option, but rather, I propose, the market for such games isn't quite as big as one might initially think. After all, not only are these games competing with Warcraft, but also games in other genres: Call of Duty, Unreal Tournament, HALO, Gears of War, Madden, Street Fighter, Super Smash Bros., Starcraft, Warcraft 3. Taking a quick look at the pro circuit will allow you to see what sorts of titles are dominating the competitive gaming scene at any given moment, and MMOs are curiously absent... aside from, ironically, Arena play in WoW. In my experience, the vast majority of competitive gamers prefer instant action, as opposed to the typical need to grind to a certain level to even start playing seriously. Now here is where WoW excels: it's got some excellent PvE content to pull you along, making that grind more or less worth it (at least the first time through). PvP, even if it isn't in its ideal form, is layered on top of that core structure. But some people maintain that the game simply doesn't go far enough. Really? Currently, you've got your choice of six different Battlegrounds, an extensive, rating-based Arena system, and World PvP objectives like Wintergrasp (and, to a lesser extent, Venture Bay, Halaa, and the Bone Wastes as the next most popular locales). The next expansion will add ratings to Battlegrounds, three brand new ones to fight in, the Tol'Barad PvP zone, and most certainly several unrevealed Arena maps, to boot. I contend that the sum total of World of Warcraft's PvP content eclipses that of nearly any competing MMORPG. Is it as integrated into the game as it is in other titles? Perhaps not, but that's splitting hairs. If a game's PvP is restricted primarily to certain zones, regardless of whether or not they are physically connected to the core game world, I don't think it's any different from the way Battlegrounds are set up. And, of course, there's always rolling on an open PvP server if that's the way you really want to play the game. Blizzard may have shifted their focus to PvE content early on, but I think that the concept of PvP in Azeroth has come back in a very big way. With those old conflicts rising once again, both the Horde and Alliance marching to war against each other, even with a greater threat looming, I think the game's potential for competitive player combat can only become greater. So, I ask you readers: Is Blizzard really short-changing PvP? Have you been satisfied with the amount of content added, or do you think other games have succeeded at competing on this front, offering a better, and supposedly more comprehensive PvP experience?
When Fandoms Collide: WoW and Cakes
The Orgimmar bank, in cake form. These photos and more from this post at CakeWrecks.blogspot.com |
" I get the impression that everybody who plays WoW is in the Horde (the bad guys) and that the Alliance (the good guys) are all "noobs," or geeks of lesser standing (as determined by those who really are in no position to judge)."The author already had plenty of comments chastising her for misspelling "Orgrimmar" as "Ogrimmar." And she had another large portion of comments either agreeing with that view or opposing it. Looks like she unintentionally got sucked into the debate of what it means to be Horde or Alliance. Fun stuff. So who among our readers would flaunt their WoW fandom to the point of ordering a cake inspired by the game? I think I'd have to go for something a bit less extravagant. I'm thinking cupcakes with the Horde insignia on top. Now just to find the right occasion...
Blue Stew 9/8/09: AddOns and Warm Fuzzies
Blue Stew is a new daily column bringing you a delicious concoction of developer news, thoughts, and opinions straight from the boiling pot that is the official World of Warcraft forums. The highlights of each day include additional commentary by Project Lore staff. What a long, long weekend, folks. I decided to take a little breather from WoW, myself, spending a little "quality" time with NCSoft's Aion, instead. I also gorged myself on snacks, caught up on True Blood Season 2, and felt sorry for myself because I couldn't attend PAX this year (but at least I didn't catch the swine flu!). What were you guys and gals up to? As for Blue Stew, I sincerely apologize about the lack of updates, but there was simply nothing to talk about. Labor Day, as it turns out, has nothing to do with going to work, so I imagine that a lot of Blizzard employees were off hanging with their families and friends instead of answering questions on the forums. Today seems no different, with a marked decrease in overall Blue activity. But I think we can find at least a couple of things to talk about from the WoW Europe community. The Availability Of AddOns? Vanera is either an extremely bored CM or he's not very good at veiling his questions. It didn't take more than three replies for someone to call him out on the poll he posted earlier in the day. Ceriulun posed the following:
"Would the question be: 'Would you like an official AddOn browser feature in the new Battle.net?' my answer would be 'Yes.'"It was the first thing that came to my mind, as well. Blizzard's been sticking their paws in all sorts of honey jars lately, and though it's not quite the same thing, I can't help but think about the company's reactions to Warcraft-theme iPhone apps. Specifically, the way in which they systematically shut them down before releasing their own, comprehensive Mobile Armory software. Now, Blizzard has a pretty open policy towards AddOns. Occasionally, they've even seen fit to incorporate the functionality of popular ones into the basic UI (see: the failure of in-game voice chat and the recently-added Equipment Manager), so I don't think they're about to outlaw anything like that. Rather, a poll like this seems to target modding community sites like WoWUI or Curse Gaming. Some of the sites have even started releasing independent AddOn update clients, which may be verging on the edge of what's kosher with Blizzard and what's not (and they sound an awful lot like those iPhone apps in terms of out-of-game functionality). But, if you use these clients, I wouldn't start fretting just yet. Perhaps, like Ceriulun proposes, Blizz just wants to incorporate their own AddOn browser into the game. If they follow a model similar to what they plan to use for the StarCraft 2 community, that means that you can download and install add-ons from the in-game interface, they can be ranked for popularity and monitored for safety, and the ones that rise to the top could even begin to earn revenue for their creators. It certainly seems to fit with Battle.net's modus operandi of having everything you need in one place. As convenient as something like this might be, what do you think about Blizzard exercising that much control over AddOns? Open Letter To Blizzard: Thank You Illea's made me feel all warm and fuzzy on the inside with the following post:
I know I'm just one man in a sea of millions, and I may not be able to express myself fully, but I felt this need to share my love of the game. Hopefully it might serve as a reminder to some. =) I want to thank the people who work at Blizzard Entertainment and all the people who have made World of Warcraft what it is. Because it is truly an amazing game. I can't think of any higher praise than saying that, after several years, I still get excited thinking about it. Once I stop bringing my problems to the game and really *feel*. Listening to the soundtrack. The sheer magic. Makes me want to create a piece of art. But since I can't do that right now, I write! Anyway, I think many people have forgotten that. Most of all, playing it remains *fun*, beyond any doubt. You really nailed the basic elements that make the experience fun, and I'm very grateful that you paid attention to that process. Most of all, I trust you. I believe in your ability to make the choices that serve the game and its players best. To continue improving this game. Even in the face of criticism, I believe you have made and will make the right choices, and I respect your ability to make the unpopular ones. At the same time you manage to be down-to-earth with your players, you can really sense the life and love behind the game, websites, events, posters... Somehow you all seem like buddies. I know that there are many others who feel like me. Who think this is a game that keeps on giving. Heck, just the other day I decided to really take a walk in the Temple of the Moon, noticing myriad things I never noticed before - the music and imagining the space, and it was a great experience. I'm looking forward to really rediscovering content both new and old. It's a great feeling, giving yourself to the experience. Of course there will be problems and challenges as the game goes on, but if I were to trust a group of people to deal with it intelligently, it would be you guys. I know the future of the game rests safe in your hands. Thanks for being an inspiration.D'awwwwwww... it's good to see some nice words used on the forums once in awhile. Next time you want to bitch or cry about something in the game that you think is unfair, just stop and remember why you still continue to play the game. Somewhere along the line, you had fun, and hopefully you still do. If there is one company that cares about its fans more than any other, it's got to be Blizzard. They just happen to have one of the most continually popular titles on the market right now, and it's nigh impossible to make all 11.5+ million players happy at once. Couldn't you give 'em a break? Today really is a bit of a bum day for news, but as usual, comments are appreciated. I'm especially interested to know what you think about a potential in-game AddOn browser!
Proverb: Ysera and the Green Dragonflight, Part 1
Proverb is a twice-weekly column discussing the lore of Warcraft. It is spoiler heavy for all Warcraft games, novels, and other media. Comment on this post or send a tweet to @Heartbourne and let us know what you would like to see in future columns!
Fan rendering of Ysera, night elf and dragon forms |
Ysera's current (temporary?) model in her night elf form in WoW |
Creature of the Dream |
Wishful Thinking: Fewer-Than-Five-Player Dungeons
Wishful Thinking is a column dedicated to the theorycrafting behind World of Warcraft. No, not the number crunching madness perfected by the folks at ElitistJerks, but the features, abilities, and design ideas that the Project Lore writers conjure from their squishy pink stuff. Please hold your comments until after reading the post. Fallacies and design flaws will be brought to light later in the post. World of Warcraft's dungeons are absolutely fantastic. They offer bite-sized content (at least since The Burning Crusade) for players with only an hour or so to spare. The challenges are appropriate for the levels required, and include a healthy mix of encounters, trash mobs and loot. Sure, it may take as long as the run to create a group, but that should change with the upcoming cross-server LFG system. I digress. Five mans are as close as the MMORPG comes to offering a multiplayer experience that's deep and goal oriented without requiring an immense time investment. But it doesn't have to be. Imagine dungeon designs that didn't require five players. Heck, it wouldn't even allow a full handful of Azeroth's finest to enter. These dungeons would be specifically tuned to smaller groups, four, three, two, possibly even a soloable dungeon. They'd be even more bite-sized content (more pickup and play). Challenging the group to push through smaller trash groups and requiring players to maximize the skillsets and abilities made available to them. The inherent need for less people would mean less time forming a group. The new creation would allow for Blizzard to easily return to a long lost dungeon attribute, non-linear gameplay. In short, tons of benefits. The possibilities of sub five man dungeons are nearly limitless. We'd have soloable dungeons that offer a maximum challenge for every class. Those capable of perfecting their class would be rewarded with maximum loot, those who wipe could be locked out of the instance until the next day. Groups could be split up – Gothik The Harvester style – and forced to help each other through the split paths. The smaller nature of these dungeons would allow for Blizzard to implement experimental gameplay attributes for an increasingly diverse and unique grouping experience. Running with a priest, rogue and a mage? Well then there'd be no reason to tackle that boss who drops plate and mail. But perhaps you have to kill Big Bad Bossman because he offers the only priest, rogue, mage route to the final encounter. That's right, done well the long lost design method could allow a group that isn't the holy trinity alternate ways through the dungeon. Yes, a design that wouldn't require the holy trinity, a DPSers wet dream. Now on to the obvious problems with such designs. The main problem is one of balancing. No matter the size of the content balancing is always an arduous task. That fact doesn't change here, and could easily become worse. If Blizzard designed the content to accept absolutely any combination of classes, then balancing would get out of hand. Instead the developers would have to be smart in the creation, designing the experience to only work with a subset of classes. A subset that the players would have to figure out, the hard way. Or they could use the multi-pathing idea to give players multiple routes to try. Another issue would be loot. Should players be given the same ilvl of loot as a normal five man? What about badges? All of that should be entirely dependent on how difficult a run is – an idea that Blizzard already subscribes too. That's the third issue, the perception that a raid would be easy, or easier, when run with classes x, y, and z. That's pretty much the case right now - run without a Shaman and you feel that lack of Heroism – and won't change until all classes become clones of each other. Or those special abilities are turned into items... Just do it in five man you say? That's a reasonable point, but there are many ideas that wouldn't make sense, or even be feasible in a five man environment. Not to mention that an attractive factor to these fun sized packages is that they'd be easier for Blizzard to create due to their minute nature. A five man that ended in twenty minutes just wouldn't seem all that challenging, or engrossing. Blizzard's mantra lately has been that the company wants to offer content to all of its subscribers, not just the hardcore, or the casual. Wouldn't the mix of incredibly difficult solo dungeons and smaller dungeons offer just that? What do you think? Would you be up for the challenge of a soloable dungeon? Interested in experimental design and story telling mechanics? Let's here your ideas for a sub five man group. The best may be selected and expanded upon in the upcoming revitalization of the Design A Dungeon column.
Blue Stew: 9/3/09
Blue Stew is a new daily column bringing you a delicious concoction of developer news, thoughts, and opinions straight from the boiling pot that is the official World of Warcraft forums. The highlights of each day include additional commentary by Project Lore staff. It's a surprisingly tame day on the forums, folks. Well, of course there's the usual whining, and some questions about the Paid Faction Change, but if you want to find answers to those or discuss the new service, Project Lore's coverage is a really good place to start (I even wrote it myself!). With that said, I've still managed to cherry-pick a few things that I think are worth looking at: So Explain To Me Again... Nerthuz must be suffering from Memory Gremlins in her brain again, because she can't remember what she was told last time she asked about Weapon Skill. It must be hard with those nasty little critter eatin' up your thoughts and all. But, hey, she has a point. What is up with Weapon Skill, anyway? This is an issue we've covered here at Project Lore before. Why iTZKoopA posted something about it just one month ago, and he came to the conclusion that it was a sloppy, poorly-implemented stat, though it may have simply been used as a limiter to keep people from tackling mobs way above their current level. But, then, couldn't weapon proficiency simply be built into levels instead of being something you need to raise? Why not just tack on an extra five points every time you ding and automatically pro-rate new skills you learn from Weapon Trainers? Lore-wise, I suppose there is some sort of justification. Ancilorn points out, in accordance with the theme of Nerthuz's original post: "The worlds most skilled swordsman are not so skilled when it comes to wielding axes in combat. They would have to hone their skill to become competent at wielding axes in combat effectively." Indeed, it makes sense that while just about anybody should be able to theoretically wield any weapon, Weapon Skill is associated with how well they can actually do it. In real life, anyone can learn to shoot a gun, but not everybody can be a Bob Munden. Still, I think it's an iffy stat. It's not terribly inconvenient to max out, but it does feel kind of useless. Even if its inclusion can be justified, maybe it should've been tossed out like all those other stats were at BlizzCon. Cataclysm Compilation Nothing snarky to say about Frejya, the kind of person that everyone on the official forums should strive to be. And it seems that Blizzard approves, as well, as they've given her the hallowed green text of a V.I.P. (Very Important Poster). Now that the Cataclysm section has been opened, Nethaera thought it was high time to move Frejya's extensive and resourceful thread on the next expansion to the new forum. The only flaw with it, of course, is the lack of back-linking to Project Lore! Be sure to check it out if you need to know something about Cataclysm on the fly! Two Minute Buffs Need [To Be] Changed! It just wouldn't be a normal day on the forums without Ghostcrawler addressing a little bit of QQ. This time, 'letter Z' fanatic Bearlizion wantz to know why Blizzard dizcriminatez againzt all of hiz two-minute buffz. This is where I bring up something we talked about yesterday, namely people who don't play the game as it is and rather desire to play it the way they want it to be. Usually, this means ignoring basic play mechanics in favor of unrestricted convenience. Why can't people realize that without limiters placed on your class, it wouldn't be fun to play at all? Ghostcrawler's sage advice shines like a light from the heavens once again: "With warrior shouts, the intent is that the resources do matter. You might not have enough rage at any given moment and part of the skill required in playing a warrior is making sure you have enough resources to both shout and do your other damage." The fun in playing the game comes from strategizing in combat and figuring out how to manage your resources and when to use your skills. As I see it, most Warriors (especially tanks), already deal with a rather bland experience and the best thing to do would be to make them more complex, not easier to play. GC goes on to detail a couple of ways in which that could be accomplished, but the common theme seems to be restructuring rage so that a Warrior tank would have to pay attention to it throughout an encounter and not just at the beginning of it. You guys do remember the old days, right? When threat was actually something people had to worry about? I know I can recall the days of having to strategically limit my DPS and make alternate use of Feint and Vanish to clear my aggro on the target. His other core idea is perhaps putting key Warrior buffs on CDs: "Imagine (I am arm waving for a moment) that Battle Shout and Commanding Shout didn't cost any rage and in fact gave you rage, but were on a cooldown. Then using the shouts might become a more interesting choice -- you'd want to use them at moments when you're rage-starved and generally not when you have a full bar. However, you'd also want to keep them going because of their buff so you couldn't neglect to use them too often either. A challenge of playing the class / a test of your skill would be to shout at the right moment to keep the buff up but also make sure you earn the rage when you most needed it." Sure sounds more interesting to me! But I don't play a Warrior as my main, so I'd like to hear what you more experienced players think of this sort of change. Keep in mind that they're only ideas and this is not an indication that the development team is going to suddenly change the class' mechanics. I just happen to believe that making any class more strategic to play can only be a good thing!
How Do You Like the 3.2 UI Changes?
With all the well-deserved hoopla regarding BlizzCon and WoW Cataclysm over the past few weeks, I thought it'd be fun to take a look back at some of the user interface changes we saw implemented nearly a month ago, in Patch 3.2, now that we've had time for the content to sink in a bit. It seemed that while many of us were excited to see these changes made, a large number of players also were concerned that the changes would make the game too easy, or even dumbed-down. This always seems to be a difficult line that Blizzard must walk when making content changes - and players aren't always happy with the results. Now that we've had a month to adjust to the changes, let's take another look at some of what was implemented:
- How about that auto-complete for character names while in chat, for mail, etc? It certainly simplifies chats and invites, especially for those toons with special characters in their names.
- I'm a fan of the casting bars that now show under target nameplates. It makes timing interrupts considerably easier. But I suppose that also could be considered a bad thing if I was the one being interrupted.
- The double-paned questlog makes viewing quests a bit easier - I basically already had this through the DoubleWide addon, but now it's built in to the standard WoW UI.
- Automatic item comparisons per armor slot and the ease of seeing vendor sell prices also are a welcome addition in my book, but also both are similar to the addons RatingBuster and Auctioneer.
- Druids now can see their mana bars when shape-shifted. Sounds handy.
- Have you found it helpful to have the item level on tooltips? I'll admit, this one I haven't done much with yet.
- Another useful addition - options menus now display an exclamation when they have new features.
- Remember all of those Quest helper additions that were on the 3.2 PTR patch notes? The ones that probably were the most widely debated for their simplification of questing? Well as we've all probably figured out by now, those never made it onto the regular servers. But it should be interesting to see if they were scrapped altogether or if they'll make another appearance in a later patch.
Tyrael's Got Moves and Then Some
I was absolutely ecstatic when it came to light that Grunty, BlizzCon 2009's exclusive pet, and the Zergling, one of the possible three pets from the World of Warcraft Collector's Edition, tangled. Much to my surprise, both of the pets mixed it up StarCraft style, not just Grunty. That means that someone, somewhere, deep in the bowels of Blizzard took the time to go back and edit the Zergling's properties to attack his foe. Yep, the doggie actually attacks, and kills Grunty in a messy death animation if he gets the better of the space marine. It's an incredibly minor, but brilliant bit of content. The intergalactic tango only whet my appetite for further (no longer) non-combat pet interactions. My prayers, and previous complaints have been answered, kinda. Tyrael, the archangel from the Worldwide Invitational in 2008 is getting some added interactions. Tyrael will now increase his repertoire two fold, adding the ability to fall asleep (and be stirred awake) to his list of skills. The little guy is a very light sleeper, constantly rolling over and fidgeting during his Zzz's. Previously the tiny angel would only fold his arms and dance. Okay, still not that impressive, but at least it sucks less. Plus, there could be more animations that just haven't been discovered yet. If you want to see the new animations you can head over to this post, which tipped me off in the first place. Although his animations remain on the low side - and lack any sort of sound - at least Blizzard has shown they are willing to edit old pets, again. Now if only those few Tyrael holders could meet up with those few mini Diablo holders - also from the original Collector's Edition - then we may be in for some more cross-title mayhem. Have I told you that I love vanity pets?