Entries in content (5)

What We Take for Granted in WoW

qqIn the past month or so, I've had a lot more time to really sink my nails into playing WoW. While getting caught up in the hype of gold, dungeons, scoring a hot new flying mount and figuring out how to best spend my emblems is fun, more and more I'm coming to realize that there are so many amazing, intricate aspects to gameplay that I've come to expect to the point of no longer appreciating. Now let me preface this by saying that Blizzard knows its business. If executives want WoW to remain the top MMORPG out there, they undoubtedly know that they have to stay on top of their game and keep coming out with challenging, fun, cutting-edge material to keep players engaged. And, for the most part, they do. There's always insatiable audiences who constantly demand more content, but all in all, I think Blizzard pretty much tops the industry in keeping subscribers happy. Let me also say that I am in no way informed about the actual process behind creating content. I'm happy with myself when I can just successfully get an addon functioning, so make what you will of that. So perhaps I'm in the minority when I say that sometimes, it's those simple things in the game that can most amaze me. I think a lot of this has hit me during my recent jaunt in exploration. Sometimes the large size of a zone would be daunting while leveling. And yes, even annoying. Running back and forth across an expansive area to complete quests wasn't my favorite aspect of the game. But by the same token, I wouldn't have enjoyed the actual questing if everything was crammed into one tiny, crowded area. I remember when flight paths were a godsend. Each discovery of one of those tiny green exclamation points was reason to celebrate. But eventually, they grew to be expected. And when there were areas without enough flight points, it was disappointing because it would throw off my leveling agenda. Certainly I'm not the only one who has felt this way; the Patch 3.2 implementation of mounts at lower levels makes me think I'm in the majority, not the minority. I'm not ashamed to admit that I suppose I also can be demanding of Blizzard. Why shouldn't I be? As subscribers, most of us probably do feel entitlement in some form or another. I just try not to be an ass about it because in the end, I'm still having fun playing. But its during those instances of annoyance that I try to remind myself of just how awesome this game is - without even going into the expansive lore, which alone is enough to draw me in. When I can't find an NPC because (lightheaded isn't working and) their location isn't clear enough on a quest description, I instead find joy in the hunt. When I was leveling and couldn't squeeze in all the quests I wanted because they were so spread out, I instead popped into an inn and decided to make up the difference on rested XP another day. And (before the days of being able to trade BoP items with raid members) when I had to put in a GM ticket to swap a piece of loot, I focused on the fact that Blizzard cares enough about keeping players happy that they will do something trivial like allow me get a gear upgrade. Now I'm even more amazed by some of this after reading WoW.com's report the other day that Blizzard tracks 180,000 bugs at any one time. That's a hell of a lot of content to be weeding through and still find time to make one individual's gameplay experience a priority. So perk up and show some appreciation. We'll always find things to complain about, but there's so much more to be excited about. If you need further proof, just take a look at Project Lore's blog page on any given day and learn about what Blizz plans next.

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A Closer Look At World of Warcraft's Beginning Lore

Ruled By Humands & Westfall
Lilyterrain's final adventures in Azeroth went out with a whimper, or perhaps a fart.  Barely hours into her career as a hunter, sans pet taming abilities, and the character was left for dead, never to be seen again.  I chalked up the loss of a subscriber to Blizzard's inability to grab Lesley with a compelling story in the early going.  Sure there were quests for her to tackle, but few of them were more than a collection or kill quest, let alone interesting enough to grasp her brain stem and demand its undivided attention. Due to the very nature of the early levels, how fast you get out of them, it makes sense that Blizzard didn't spend an obscene amount of time creating memorable stories.  Why invest money into something that players will complete in a few hours?  To leave a good impression on new characters of course!  Leave it to a commentator to prove myself, and various other readers, wrong, at least partially.  {swc}Ebek.Frostblade (known in the future as Ebek) was the first to point out that there is a sense of cohesion in the opening territories of the game. Paraphrasing from the comment:
  • Humans:  Initially the race is worried about a Kobold threat, only to realize that VanCleef and the Defias Brotherhood, a disenfranchised group of blue-collar workers that rebuilt Stormwind, are far more troublesome.  Arguably the earliest, least subtle and best starting chain in the game.  WoW.com & WoWWiki have fantastic wrap-ups of the whole ordeal, one that stretched into vanilla WoW's endgame.
  • Dwarves:  Players will continue the civil war with the Dark Iron clan while battling pockets of Trolls in their lands.
  • Gnomes:  No longer secretly battling the Troggs that managed to take over Gnomeregan.  Even though the race is playable there is not much known about Gnomish culture outside their affinity for invention.  Chalk it up to the destruction of their capital city, which caused the pint-sized race to be scattered across the lands.  Starting alongside the Dwarves, you'll likely encounter a mess of trolls and dark iron mobs.
  • Night Elves:  Young Night Elves battle with demons attempting to taint nature, an aspect the Night Elves hold dear.  Sound familiar?
  • Draenei:  The spacegoats attempt to make contact with the rest of the Alliance while they recover their own people from the crash and clean-up the ecosystem that their ship, Exodar, tainted with foreign energies.  The story actually makes the MMO staple kill and gather quests quite logical.
  • Orcs:  Orcs continue to fight for survival in Azeroth, which to many of the clans means defeating the Shadow Council that have tainted and controlled the noble creatures.
  • Trolls:  The most diverse, and least played, race remains close to the Orcs who rescued them.  Thus, you pretty much go through the same things as the green skins.
  • Tauren:  The Horde's nature lovers will tackle the wild bristlebacks before moving on to two factions they believe are defiling the world, the Venture Company and Bael'Dun.  Tauren players enjoy the most impressive early experiences for the Horde thanks to quest pacing, introduction to reoccurring factions and the art design of the opening lands.
  • Undead:  In a twisted variation of the Draenei's starting quest (although this obviously came first), the Undead are also trying to find their place in the world.  Severely isolated from their un-trusting allies of the Horde, the Undead are left alone to fight pockets of the Alliance sooner than any other race.  As if that weren't bad enough, members of The Forsaken remain in constant struggle against their former master, the Lich King, and his Scourge.
  • Blood Elves:  Although destroyed by Arthas during his initial campaign across Azeroth, the area around Silvermoon City is strikingly gorgeous.  The rapid rebuilding of the once decimated land is thanks to the race's heavy use of magic.   However, players will quickly come across numerous abominations of the magical kind in the fabled woods.
Ebek does have a point.  There is a semblance of a story in each of these zones, but most of them are entirely unremarkable and that is the issue.  Generally speaking, the content is little more than fleeting connections to land that surrounds your "birth."  Aside from the human struggles with Van Cleef, a questline that eventually leads you to Onyxia, not a single opening story will follow you past level 10.  The homogeneous experiences also offer little incentive to start alts outside of class boredom or to fill a role in a guild. Why is it that the humans alone are guided into such an awesome questline?  The rest of us struggle with monotonous grinding, while they are off saving diplomats and putting down rebellion.  Heck, for the most part the connections between the early racial quests are far to subtle to reconize while you are doing them!  We are hit with so much information up front, especially new players, that subtlety isn't the best route. The next time Blizzard adds a playable race (Pandaren please) I want to see two changes.  Mostly, I want the player to be handed a lengthy quest chain that will follow him throughout the game till the late levels.  Rather than forcing players to bounce all over creation, phase the chain so it can be completed in numerous towns.  Roaming NPCs anyone?  As for the chain's direction, it should be used to show the history of the applicable race at the get go, before moving in the direction of the current main conflict (ie Arthas for Wrath).  Second, the opening racial cinematic should set the stage for the quest clearly.  If Blizzard had grabbed Ms. iTZKooPA's attention with the opening machinima, shown her race's importance to her from the start and strung her along with interesting plot points as she became accustomed to the game, I think she'd still be playing instead of labeling MMORPGs as a chore.

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He Who Screams Loudest Gets Heard

Kicks People Into Bottomless Pits
I've always been a loud talker, very loud in fact.  Unlike most normal human beings I do not possess the ability to whisper.  Instead my whisper is more on par with a normal homo sapien's indoor voice, in that when I whisper, everyone within earshot hears me.  I may have struggled through elementary and middle school with discipline issues, but my lack of quiet talk isn't all bad.  Midway through secondary school I realized that being loud enabled me to grasp the attention of the teacher when I needed it, not just when I was a little out of line (I still raised my hand most of the time though).  In my adult life I have no teachers, but there is another type of authority figure who's attention I need, the developers.  Only now the odds have been raised from being part of two dozen souls, to twelve million. A loud voice doesn't cut it on the Internet though.  Neither does CAPSLOCK, the equivalent of yelling, so STOP DOING IT.  If you want the attention of the developers, or really anyone on the Internet, your best bet is to be persistent, creative, funny, part of a mob or a jackass who happens to have an accurate point.  You can also combine those to become a persistent, creative, hilarious jackass leader of a mob (Stephen Colbert comes to mind).  Wondering why you should bother acting out to get heard?  It's simple, the developers are a limited commodity, who are only able to do a few things at once. My point is this, if you see a problem in World of Warcraft and you don't ask for it to be addressed, it's likely to get bumped by something that is perceived to be "more important" or "more wanted."  A perfect, and recent, example would be Wintergrasp.  People from all corners of WoW (due to the solid rewards) have been clamoring for the zone to be fixed.  The sheer mass of QQ lead to numerous attempts across a few patches, but none proved satisfactory for Blizzard or us players.  With the QQ continuing, Blizzard took a final drastic step and overhauled the quest, and therefore a large chunk of the rewards (honor, tokens, gold).  Not exactly what we were looking for, but at least Wintergrasp is more relatively playable now. Yes, I am giving you a greenlight to complain on the official WoW forums.  If you have an issue with the game, then by all means do an intelligent write up to present your case and post it.  Heck, post it to our forums first if you need help formulating your ideas.  On the flip side, don't belittle other people's concerns (thinking along the lines of the PvP versus PvE battles).  In fact, doing so has a good chance of ruining your own post's credibility. Speaking of opinions, what do you most want to see corrected in World of Warcraft?  Balance, raid, group, or solo content, PvP, Arena, loot and ilvl?  What has your panties in a bunch?

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New Isle of Conquest Details Emerge!

Blizzard released some more information on the new battleground that will be coming out in the 3.2. The first thing to really notice is that it is a return to form, of sorts, to the 'bigger' battles. With the release of WotLK we saw the release of Wintergrasp which is only held back by how many players the server can handle (which had a recent change to hopefully alleviate that), alongside the new battleground Strand of the Ancients which was a departure from the typical BG with the inclusion of vehicles. With Isle of Conquest Blizzard is opening a battleground that will support 40 on 40 player battles (the same as Alterac Valley holds). Siege weapons will make an appearance of course (SotA, Wintergrasp), alongside capturable locations (AB, EotS, SotA) which will open access to bigger and better siege weapons. One of the more interesting new vehicles is the Glaive Thrower which sounds as if you can assault the keep walls with it, or load up some friends and shoot them over the walls to engage the enemy directly! The system overall for this battleground seems to be very similar to the new design of AV in that the reinforcements are tied to how many people have died on your side in the battleground. I'm sure this is to prevent those epic seven hour AV sessions that were had before many of the initial changes (oh the good old days). But enough of me talking about the new battleground, why not check out the details Vaneras over at the WoW Europe Forums posted:

An island somewhere off the shores of Northrend. A rock, hardly worth a second look. But as insignificant as it may seem, this is no ordinary place. A sound of thunder as waves crash endlessly against rocky cliffs; a sound of fury as swords clash on the blood-stained fields of this island on the edge of forever. Welcome to the Isle of Conquest. The ongoing struggle between Horde and Alliance has turned many once peaceful (and some not-so peaceful) places into theaters of constant war. The Isle of Conquest is the latest such place, set to be the location of a battle of epic proportions over the island's precious resources. An Alliance and a Horde general are fighting for dominance, overseeing the action from the safety of their keeps. Whichever side manages to eliminate the enemy general first will triumph on the island; failure to protect your leader will bring shame, dishonor, and defeat. There is no peace accord here, and it’s an all-out war between the factions. Once More into the breach... Isle of Conquest, a new battleground scheduled to make its debut in the upcoming content patch, Call of the Crusade, will pitch teams of up to 40 players against each other in a massive battle over this small island off Northrend's northern coast. To win, your team will need to make use of the island's unique strategic locations including an oil derrick, a siege workshop, and a fully equipped airship hangar. You will deploy devastating siege weaponry on the field; Light have mercy on anyone caught between you and your ultimate target, the general holed up in the enemy keep. There are five points of interest on the Isle of Conquest for the factions to battle over. Each one offers its own benefits and strategic value. Which one will you claim for your side, and will it be enough to ensure victory? Capture Locations Consider your options before storming out of your keep to confront the enemy head-on. Spread throughout the Isle of Conquest are several capturable locations (as seen on the map), each granting a unique strategic advantage to your team. The Oil Derrick: Located on the northwestern end of the island, this smudge in the Frozen Sea produces enough black gold to run a thousand siege engines. Taking this resource garners precious reinforcements and a continuous flow of honor to the side that controls it. The Cobalt Mine: This snow-covered assembly, located on the southeastern end of the island, hides untapped supplies that must be harvested. Taking this resource grants reinforcements and a continuous flow of honor to the side that controls it. The Docks: The western shore's docks will further expand your selection of siege weapons with the devastating new Glaive Thrower and the Catapult. Unleash the destruction of the Glaive Thrower upon the walls of the keep, or launch your invading party over the walls to assault the keep from within. The Airship Hangar: This sturdy steel structure stands on the peak of Mt. Conquest overlooking the eastern side of the island, allowing players to board the airship docked there. This devastating weapon of war is capable of raining death upon the heads of your enemies and destroying enemy defenses. Once onboard the airship, players will find it comes equipped with parachutes enabling a strike team to drop into the enemy keep from above. The Siege Workshop: Situated right between the Alliance base and the Horde base, this siege workshop occupies a strategic hot spot. Seizing it grants the controlling party the ability to utilize an arsenal of siege vehicles perfectly suited to reducing the enemy keep’s walls to dust and ashes. Graveyards: There are five graveyards in the Isle of Conquest that are attached to different points of interest on the map: the Horde base, the Alliance base, an oil spill island in the center of the map (attached to the siege workshop), the northeast corner (attached to the airship hangar), and the southwest corner (attached to the docks). Main Objectives The Keeps: The Horde and Alliance keeps sit at opposite ends of the island. These citadels host four easily accessible defensive cannons set on the ramparts, capable of unleashing hot fury onto oncoming attackers. Additional explosives sit safely stowed in the base of the keep along the back wall. At least, they’re safe as long as they don’t fall into enemy hands. If they do, though, they can be employed to bring the stone walls down from within. The General: Holed up behind the keeps' massive walls, the generals command their forces from a position of relative safety. Should the keep fall and the general be slain, the Isle of Conquest will fall to the victor. Reinforcements: Isle of Conquest uses a reinforcements system similar to that of Alterac Valley. The clock is ticking and every individual counts. If too many of your comrades fall to the enemy the battle will end in defeat. Killing enemy players will reduce their reinforcements by one for each kill, Once your faction’s reinforcements reach their limit, so too does your bid for control of the island and the wealth of resources you’ve fought so hard over. An island somewhere off the shores of Northrend. A rock, hardly worth a second look. A test of strength. A chance to prove your might, to crush your enemies, to make a difference, a chance for endless glory and conquest. Will you seize it?

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So Much Raiding, So Little Time

UlduarWhile I've always considered myself a strong raider, I've always done my best to keep a handle on the amount of time I dedicate to the game. It is after all, just a game, and it is very important to not spend too much time playing. That being said I am a total completionist, and I'll admit, a bit of an addict when it comes to this game we all know and love. This is why I am beginning to struggle with the new content patch. I know in a matter of months I will likely be QQing about the lack of content available... but for right now, I am overwhelmed! A big part of my problem is I can't decide if I would rather do 10-man progression or 25-man progression. So I do what any good WoW fanatic would do, and try and do both, which in my guild equals out to about 6 nights a week of raiding. That is a pretty large jump up from what I am used to, and the first few weeks I tried to make that happen it started taking a toll on me. Now don't get me wrong, I am not some helpless junkie that can't get a grip on his time... I can quit anytime I want to :) ! But the fact is I want to see both versions of Yogg go down, and there are plenty of loot upgrades for me in both versions on the instance. Fact is I am just stuck in that rare window of new content where 10-mans are still important to farm, and 25-mans still need work to progress. Eventually I know that I will completely outgear 10-mans and have no reason to go back, but I fear the hard modes will extend that window further than it usually gets extended. At this point it is clear to me I am going to have to start making some choices. What is important now, and furthermore where am I having the most fun? 10s or 25s? I realize I can't do it all no matter how bad I want to! How are you other raiders doing in this department? Are you accomplishing everything you want to? Or do you find yourself in the same place where there are not enough hours in the day (or at least enough gaming hours)? I'd be curious to know your choice, because it is time for me to make mine!

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