Entries in PvP (34)

Cataclysm Countdown: Areas of Contention

Cataclysm Countdown is a series of informed speculative articles concerning things we might see in the next expansion that I will be posting every day this week, leading right up to Blizzcon. In the interest of thought purity, I will do my best to steer clear of recent “leaked” material, relying upon it only where it logically connects with the existing lore. Nothing hereafter is official or has been confirmed/denied by Blizzard at the time of its writing. The Lich King falls. The Argent Crusade's task of defeating the Scourge is over, and with it the tenuous cooperation between the Alliance and the Horde. A new threat arises from the depths of the ocean and brings death and destruction to both sides. Jaina Proudmoore and Thrall take it upon themselves to protect the world at large, ascending from their positions as faction representatives. In the interest of self-preservation, the remaining forces of the Horde and Alliance cease any remaining ties. Instead, tempers flare as Garrosh, the new Warchief of the Horde, and King Varian Wrynn bare fangs at each other and decide to drag their people, once again, unto the brink of all-out, bloody-nosed WAR. The stage is set for a conflict greater than Azeroth has ever seen before. But how will we experience it? Ahh... the way things used to be! Ahh... the way things used to be! World of Warcraft, despite its name and pedigree, was not built from the ground up for PvP play. Ever since the game's release, Blizzard has added more and varied ways of engaging the enemy, but it's always been compartmentalized and shoved just to the side of primary content. Even Lake Wintergrasp, arguably the crowning jewel of PvP combat at the moment (it both maintains the scale of a Battleground and affords access to certain rewards typical of World PvP). Though it's far from perfect, Wintergrasp will likely be the template for this part of the game moving forward. Let's stop for a moment, though, and let our imaginations run wild, yeah? WoW, at its pinnacle, should emulate the large-scale, world-wide conflict that the series is known for. Ideally, that means  bunkers, forts, and whole armies fighting with each other in all zones across Azeroth. Players would be able to not only construct siege vehicles, but hire mercenaries, create defensive buildings, and upgrade units. OK, have a good image in your head now? Well, hold onto it, because that's only a dream. With the changes we are expecting to see to the rest of the game, PvP on that level would be near impossible to implement. Let's not forget all the balancing that would be involved in the creation of so many new game systems. We've got to face the reality that World of Warcraft just can't support such an overhaul in its core gameplay. Will we see something approaching that near the end of the series? Quite likely, through patches and incremental additions along the way, but not right now. Still, that doesn't mean we won't see PvP combat expand in Cataclysm. The key really is just to find a happy medium. I see this as taking at least one of two forms:

  1. Zone-wide PvP -- With many zones being re-purposed in the expansion, it stands to reason that a few of them could play host to open fighting. Those with high amounts of resources, or those that straddle the border between core Horde and Alliance territories will be the ones most impacted. The first that comes to mind is the Hillsbrad/Arathi area of Eastern Kingdoms. With the Scourge threat defeated and the Plaguelands theoretically in the process of returning to normal, little stands between the Alliance reclaiming Lordaeron than the Forsaken. With his new found allies, the Worgen of Gilneas, on Undercity's doorstep, Varian is in a good position to retake the former Human kingdom. The Forsaken, with some help from the Blood Elves, would fight back to protect the only place they can call home. Several areas like this can be spread throughout the world map, with control of them affording certain buffs or rewards.
  2. Objective-based play -- True World PvP would be hard to manage. Imagine a full PvP server, but one where control of the world actually matters. Instead, what not have a series of smaller objectives that each side needs to take and hold. Holding a number of these sites at any given time would afford lesser rewards, perhaps some sort of points or honor to every player in the general area. These points could then be used to purchase faction rewards in the main cities. Final Fantasy XI did something like this with crystals needed for crafting professions, and so has WoW to an extent (with Stone Keeper Shards and the like), though it was necessary to engage in PvE content to obtain those items.
But then again, who knows? We may just see a few new Battlegrounds and Arenas to fight in. I'm sure PvP will move forward in certain respects, but at the end of the day, the balance between fun and fairness is what needs to be maintained. Considering either of these ideas, servers with already lop-sided populations would potentially see one faction completely shut out of rewards. Objective-based gameplay may be more suited to accessibility, considering that when more capture sites are placed in the world, it becomes harder for either side to dominate completely. Covering every objective would quickly spread forces thin, but it would allow the opposite faction to rally up and take a few of their own. The only difference in this case would be that one side would gain points, and thus rewards, at a faster pace. However, this approach runs the risk of placing less importance on any given objective. It would be less lore-centric, and some out-of-the-way objectives would fall into disuse. Zone-based PvP would certainly centralize the conflict, and the consolidation of forces would allow Blizzard to do more interesting things within each area. While balance is a greater issue here, Wintergrasp-style buffs could preserve the spirit of competition. So what are you guys looking forward to in terms of Player versus Player action in the next expansion. Are my ideas too far-fetched? What about ideas of your own? Do you think PvP might get the shaft as Blizzard focuses on expanding the lore and PvE content? We've only got a couple more days until we find out for sure!

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Revised BlizzCon Schedule Posted

It's been an up-and-down sort of day for those trying to plan out their visit to the Anaheim Convention Center this weekend. Blizzard supplied a preliminary schedule for their marquee event earlier today before retracting it and replacing it with a brand new one. Why the switcheroo? No idea. The Blues ain't tellin'. Conspiracy theories aside, the simplest answer is that, after some internal deliberation, they probably decided that a few of the panels and events needed to be shuffled around. As far as WoW is concerned, a new World of Warcraft Preview panel has been slotted immediately following the Opening Ceremony. bcschedThere's certainly a lot to talk about where Blizzard is concerned these days, so it may be the case that we don't get a bulk of our expansion info until the panel, itself. Either way, it's nice to set aside an extra hour or so to discuss specifically what is coming up instead of having to share space with the company's other properties during the Opening Ceremony (though I fully expect it to be "revealed" during that time). The PvP panel is gone, but I'm sure its content will be shared amongst the others. It's unlikely we'll see much beyond the next season or two of Arena for Wrath, and it might be too early to talk about specifics where the expansion is concerned. If you've got questions to ask during the Open Q&A (10-11 AM on Saturday) or during one of the Classes/Items/Professions panels (5-6 PM on Friday, 2:30-3:30 PM on Saturday). Likewise, if you're a fan of The Guild, you no longer have to miss out on any other WoW happenings (besides some tournament play) to check them out on Friday (3:30-4:30 PM). There's lots to see and do on the show floor, so make sure to start plotting your itenerary now (and get to the panels early for a good seat!). Hopefully this is the last change we'll see to the official schedule. *Here's a link to the BlizzCon map for your convenience.

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The Next Expansion: Sacking A Town

Run Ma, It's A Hurricane! Run Ma, It's A Hurricane! The Next Expansion is an ever growing series of articles that focuses on WoW's upcoming third expansion.  The column covers news, speculation and even gameplay mechanics that PL's writers would like to see implemented. The little quip about Southshore vs. Tarren Mill in yesterday's post was no accident.  We've discussed the topic at length in the past and it continues to instill a sense of nostalgia whenever it is brought up.  Unless you were trying to level during those days it was pure fun.  Even most of the lowbies didn't mind, as they got to be a part of the battle (even if it was a small part) and a glimpse of the future.  Occasionally the skirmishes became so large, and the resurrection timers so long, that one of the towns (often Tarren Mill due to level differences of the hubs) would be decimated.  Crushed, destroyed, void of anything but the corpses of the fallen and the invaders who laid them to rest. I've been waiting for a Blizzard sanctioned event since.  No, I don't count Wintergrasp.  What I want is the mix of PvP and PvE that the battles gone bye brought us.  If one side dominated the other than it had an adverse affect on one's ability to continue questing in the area.  Sure, the NPCs respawned quickly, but when the town was completely sacked they'd fall to another blade in a moment's notice.  Not to mention that it was damn near impossible to be questing between the two towns without being ganked. By binding a PvP/PvE area to the Honor system (sacking a town would give bonus honor to everyone involved) the system could be arbitrarily policed.  Upon the battle's completion the town would take time to recuperate.  With nothing to kill, and no honor to be gained the opposing faction would be forced to travel to some other land, giving the losers an opportunity to finish and turn in quests.  Or they could always prepare a counter-attack. Unfortunately some people would deem this as too hardcore, since your leveling could come to a crawl.  So I'll present another scenario along the same lines that wouldn't be PvP oriented, but pure PvE.  One that is a perfect application of Tabula Rasa's invading forces mechanic mixed into the speculated world event for WoW Cataclysm. With the Naga invading local shorelines the citizens of the areas beg for help, anybody's help.  Upon accepting your dispatch you are sent to various shores to clean up the invading forces, driving them back by the dozens.  Despite our best efforts the sea beasts overrun the shorelines, pushing further and further in.  As time progresses the bustling ports of Menethil Harbor, Southshore, Booty Bay and more are taken by the Naga.  With our shipping and supply lines in peril the capital cities have no choice but to attack the Naga's home.  It isn't until we breach their final defenses that the Naga swarm retreats back into the ocean to defend their Queen. Think of it as a reverse Isle of Quel'Danas event.  Instead of us opening up content by reclaiming the island, the invasion's progress (which would be an unstoppable force) would reveal new objectives.  We'd start off with simple quests to collect information and slaughter the early cannon fodder.  Then we would work our way up to Naga Officers (outdoor bosses), staging grounds (5-man dungeons somewhere on the shores) and naval combat (ship to ship battles against the Naga).  The aquatic tyranny would not end until we have breached the Maelstrom and located the Naga hideout.  The bosses and invading force would then return, leaving the land mostly intact. What do you think?  Would you rather the mix scenario or straight up PvE?  Any other ideas out there for a return of TM vs SS style combat?  At least these scenarios would finally make the Local Defense channel actually mean something.

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Blizzard Returning To Battlegrounds

Look Kids, It's Greg Street! Look Kids, It's Greg Street! I love Ghostcrawler (again). Not only does he have one of the coolest jobs around (one which likely made him grow a thick skin and an endless supply of ponies) at one of my favorite developers, but he gets to help design, create and then announce some of the craziest stuff to grace World of Warcraft. It isn't one of those crazy, eye-popping, jaw-dropping announcements that has me firmly cheering for him, but a declaration of renewed support for the Battlegrounds.  Sir Pinch-a-lot had this to say about the neglected instanced PvP scenarios: "I will agree that we need to focus more on BGs. And to be fair we are in this very next patch, and there will be more announcements at Blizzcon." Of course we know that the second statement is true, thanks to the Isle of Conquest.  The second clause of the second statement only makes me more excited for BlizzCon 2009.  That being said, I don't think I'll be sitting through a whole PvP panel just to (hopefully) see an upcoming BG or just hear a quip about the possibility of one "soon."  The real interesting part to me is the first sentence, the admission that BGs have fallen by the wayside.  It's plainly obvious that Arenas have been the focus of PvP since their inception as part of TBC, due largely to the drive for a WoW eSport (my words not GC's). Senor Cangrejo points out later in the post that Arenas receive extra attention due to class balancing issues.  According to GC the 2v2, 3v3 and 5v5 battles are far more useful in class balancing than BGs thanks to the very nature of BGs.  Meaning in BGs your goal, to capture the often spread out objectives, isn't very good at providing useful information.  After all, killing is a common occurrence, but not actually required.  On the other hand the whole point to an Arena is to dominate the other team.  The fast, localized and furious battles end up giving Blizzard more information on class issues than any other PvP mechanic, and that's why Arenas  receive additional attention. I'm a much bigger fan of BGs than I am of Arenas, so I am glad that the developer will attempt to rebalance their attention in my favor.  If only we could get a Tarren Mill vs Southshore style world PvP experience back into the game. Are you ready for a new BG, or are you more of an Arena fan?

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MMO-Champion Previews Season 7 Arena Sets

shaman-season-7The PTR datafiles have once again been mined in order to give us a preview of what the newest Arena season has to offer. MMO-Champion has posted screenshots of the latest armor sets available to the top Arena competitors next season, and I have to say, most of it is pretty good looking. In fact, I have no issues with any of the sets except one. The Shaman set has to be one of the ugliest sets I've ever seen. My only hope is that there are some changes coming up for the colors, at the very least. It could be that I am just overly critical of Blizzard's decisions that affect my class, but in my opinion every other class has a nice evolution from the Season 5 and 6 sets with decent looking gear that generally fits the overall feel of the class. I can't say the same about the Shaman set. Blizzard's design philosophy behind arena gear in Wrath of the Lich has been less flashy gear that has been made by the top crafters that gets better as the seasons progress. While the shaman set certainly didn't start out pretty, it seems to be getting worse. Take a look at all of the sets over on MMO-Champion, I'd love to hear if other players (shaman and non-shaman alike) think I'm just being too particular about gear that I probably will never get - especially the helmet and shoulders.

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New Changes in the Latest 3.2 Patch Notes

wow-test-realm-patch-notesBlizzard just updated the PTR patch notes to include some changes made in the lastest build of their latest patch, 3.2. Included are some minor but extremely welcomed changes to my class of choice along with a few of the lesser classes. Following are the changes from the previous version of the notes from MMO-Champion:

Arenas
  • Beginning with season 7, players will no longer have access to the newest season's weapons or shoulder armor and will not qualify for the Gladiator title/rewards with ratings from the 2v2 bracket alone. Ratings obtained through 3v3 and 5v5 game play will be required for these rewards, while the rest of the newest season's items will remain available to players in all brackets (standard rating restrictions still apply).
Items: General
  • Resilience: No longer reduces the amount of damage done by damage-over-time spells, but instead reduces the amount of all damage done by players by the same proportion. In addition, the amount of resilience needed to reduce critical strike chance, critical strike damage and overall damage has been increased by 15%.
Death Knight
  • Blood of the North: Reduced to a 3-point talent. Increases Blood Strike and Frost Strike damage by 3/6/10%. There is now a 33/66/100% chance whenever you hit with Blood Strike or Pestilence that the Blood Rune will become a Death Rune when it activates.
Druid
  • Swift Flight Form: Druids who have acquired a mount able to go 310% flight speed will now also go that speed while in this form.
Hunter
  • Snake Trap: The Mind-numbing Poison effect has been reduced to a 30% increase in casting time, down from 50% to match similar effects.
Mage
  • Mirror Image: Images will no longer trigger the death sound when their time expires.
Paladin
  • Shield of Righteousness: Now deals 100% of shield block value as damage instead of 130%. In addition, the benefit from additional block value this ability gains is now subject to diminishing returns. Diminishing returns occur once block value exceeds 30 times the player's level and caps the maximum damage benefit from shield block value at 34.5 times the player's level.
Shaman
  • Earth Shock: Redesigned. This spell no longer interrupts spell casting, but rather reduces melee attack speed by 10% for 8 seconds (exclusive with similar effects such as Thunder Clap).
  • Wind Shock: Has been renamed Wind Shear and no longer shares a cooldown with Flame, Frost or Earth Shock.
  • Maelstrom Weapon: Now also has a chance to reduce the cast time of Hex.
Warrior
  • Shield Slam: The benefit from additional block value this ability gains is now subject to diminishing returns. Diminishing returns occur once block value exceeds 30 times the player's level and caps the maximum damage benefit from shield block value at 34.5 times the player's level.
Engineering
  • Flying Machine: The level requirement needed to learn how to build and use this machine has been reduced to level 60, down from level 70, and the engineering skill level reduced to 300, down from 350. Material costs reduced.
Items
  • Tome of Cold Weather Flying: New heirloom item. Players who have reached level 80 can now purchase this book for 1,000 gold from Hira Snowdawn, the Cold Weather Flying Trainer in Dalaran. Similar to other heirloom items, this item can be mailed to other characters of the same realm, account and faction. The book is consumed when read training the character in Cold Weather Flying. Requires level 68.
  • Val'anyr, Hammer of Ancient Kings: This item's stats and level have been increased to match the power level of healer weapons coming from the Coliseum 25-person normal difficulty instance. In addition, each time Val'anyr is equipped, Blessing of Ancient Kings will be placed on a 45-second cooldown before it can occur.
As I said, the changes to the way Wind Shock (now Wind Shear) behaves is welcomed in the Shaman community - this change will at the very least allow me to do a full DPS rotation while still concentrating on interrupts, as most other melee classes with interrupts (Rogues, Death Knights, Warriors) are able to do. I can't wait to try it out on Vezax. Additionally, Maelstrom Weapon + Hex should be extremely useful in PvP. The other changes that caught my eye were the Druid Flight Form increasing to 310% if the character has a 310% mount and the Val'anyr upgrade. I can only hope they upgrade with my Headless Horseman's Mount the same as the Swift Flight Form. It would be great to be able to keep flying on it once I get my Violet Proto Drake. The Val'anyr change will at the very least make healers still want to run Ulduar once the patch drops (as if they wouldn't anyway). What do you guys gather from the lastest patch notes?

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Out of the Comfort Zone and Into the Arena

Arena Queue
I'm not much of a PvPer. Sure, I play on a PvP realm. I hate the Horde (or Alliance, depending on which character I'm playing). I dabbled in battlegrounds. But in MMOs in general, I have never really gotten into the Player vs Player aspects of the game as much as I have the PvE ones. Over the past couple of weeks, I've had the chance to step into the arena for a few games each week and I can confirm that I am not an elite player in those situations. Both in the 2v2 bracket and the 5v5 bracket, my teams have lost more games than we've won. So we need to get some more practice. That is beside the point, however. The past few weeks have given me a lot of useful experience as a healer (my chosen arena spec) as well as a lot of good times. The times we have won, though, have been a lot of fun. Even some of the losses were entertaining. And ultimately that's the point of WoW - to have fun. After participating in a few arena matches, I feel like I've been missing out on a huge opportunity for fun in World of Warcraft just because I was afraid I might be bad. Well, I am bad. At least, I'm not as good as I wish I was. That's OK though, because with each match, I feel like I am getting better. I find problems with my game like focusing too much on what opponents are doing and not being aware of my teammates enough. That's a lot different from DPSing in most boss fights where maximizing DPS and staying out of fire/void zones/clouds is all I need to worry about. Of course, I have spent a lot more time facing bosses than I have in arenas, so it all feels like second nature now. I used to avoid world events. Now I go out of my way to complete them. I used to rarely raid. Now I love fighting those skull level enemies. I was wary of stepping foot into arenas. Now I look forward to the virtual beat downs. Of course, all of those achievement points waiting for me to earn don't hurt. I wonder what other fun activities I've been missing out on in Azeroth. Any tips on where I should look next?

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Blizz Responds to Faction Change Questions

alliancehordeWell folks, it looks like we have some, but definitely not all the answers regarding how the possibility of faction changes announced earlier this week could work. Wednesday, Blizzard blue poster Nethaera updated his original post on the subject with a few more details on the matter - probably because of the incredibly high number of questions (and complaints) that players posted. Several of the updated answers relate to questions regarding the race of characters who request a faction change.

Q. Will we be able to switch between the races on our own faction? A.. No. Players will only be able to switch to a race of the opposite faction. Q. Will I be able to choose the race on the opposite faction that I want to change to? A.. Yes, but you will only be able to switch to a race that has your class type available to it. So if you play a human paladin, you’d only be able to change to a blood elf paladin. Q.Will I be able to switch back to my original faction but a different race? A.. No. You will only be able to switch back to your originally chosen race.
This clarifies up several of the issues that could have resulted if Blizz didn't go about things carefully. You'll be able to decide what race you want to play in the opposite faction (and although it isn't explicitly stated, one would guess you'll also get to personalize the toon just as if you were re-rolling anew). To a certain extent. Of course, they're not going to all of the sudden allow every race to play every class. So if you're, say, a human paladin who wants to switch factions, you'll be limited to playing a blood elf. An Orc Paladin? That would just be weird. Or how about a Tauren rogue (you hear their hooves, but never see them)? Blizz will never allow us to learn THOSE secrets. Back on a serious note though, this also means that players wouldn't be able to faction change twice and end up with a toon of the same faction but different race. This seems like a pretty obvious move on Blizzard's part. But it's good that they clarified that pretty quickly for all those skeptics out there. Onward to more answered questions:
Q.How much will it cost? A.. We do not have further information on this at this point in time. Q.How often can you change your faction? A..We do not have any information to share on this at this point in time, however we will have restrictions on the frequency by which players can change their faction.
So maybe these are more like non-answers. It seems like the faction change would cost something. Will it cost RL money, like it does if you want to change realms? That seems the most likely scenario to me. But there also could be some kind of in-game cost as well.
Q.. How will the switch between reputation, gear, mounts, etc be handled? A.. We’ll have more details for you at a later point in time, though we plan to keep these as close to a reflection of the other faction as much as possible.
This part seems like it will be a HUGE pain in the ass and a ton of work for Blizzard. Basically, for every single faction- dependent item you can possibly get in-game, Blizz will have to try to match it with an equivalent of the opposing faction. Certainly, there will be many items that will match up perfectly. But there's also certain to be injustices on both sides. And that's just for gear. What about for reputation? For example's sake, say you're exalted with Thrallmar. The logical Alliance equivalent would seem to be Honor Hold. But what if the gear/mount you want is through rep with Kurenai? I foresee a related QQ fest coming. And one more important question answered so far:
Q. How will this affect the balance of Horde and Alliance on the realms? A.. We are taking great care in how we implement this new service in order to maintain balance between the factions on the realms but do not have any further details to share.
Once again, this seems pretty obvious. If anything, Blizz would probably want to use the service as a means to balance out servers that are heavily populated by one faction over the other. Maybe they'll do something similar to their character transfers out of over-populated realms: Offer free faction transfers only if you're, for example, an Alliance character on an Alliance-dominant server. Then again, would anyone WANT to switch factions under those circumstances? Well, that's it so far, and lots of questions still remain: Would faction changes be allowed on a PvP server? If so, would you be required to switch ALL of your characters' factions on that realm?  It seems like Blizzard would have to make that requirement - either that or require a server change, too, if you want to only change one toon's faction. And of course, when will all this happen? It seems like it's still a long ways off. And another thing: If you decide to faction change, then change back, would you be able to regain your old gear/rep/stuff, or would it be matched with equivalents twice, and in the process change into something new? If it's the latter, the result could lead to some exploits. And I'll add another question, since I grow attached to all aspects of my characters: Will toon names stay the same? Now that we have a little bit more information, I'd like to know what you all think of this service. How do you think this will go, once it's implemented? And what do you think are the implications of it all? Will a sense of faction pride fade? What about knowledge of the lore - would you want to switch to a level 80 toon of another race for which you don't know all the back-story? Stay tuned for more information as it's released!

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Ageism in WoW: Too Old to Play?

Have you ever made fun of the Alliance for having to go to bed early, or being kicked off their computer by their mommy? Or dealt with someone who had a squeaky, barely pubescent voice on Ventrilo? Rejected someone from your guild for being under the age of 18? When I think of age discrimination in WoW, these are sort of my "go to" examples, but then I came across a post on the official forums that made me stop and scratch my chin. It was a badly-worded, not to mention obvious, attempt at trolling; something not worth recreating here. But it did turn the issue on its head and resulted in a heated firestorm all too typical of internet zeitgeists. Pulling from my dubious inspiration, I pose the question: are we too old to be playing this game? From those of us who have just entered college to those of us who've earned tenure for teaching it so long, are we playing a game meant for tweens? For the zit-faced, brace-grinning stereotype that has represented the child-like "gamer" for decades? Let me speak in simple terms: Most of the people I play with are in their mid-20s or older, some have wives or husbands, and just as many have kids. These are men and women with families and jobs and other obligations who nonetheless take a period of time out of their day to get online with a bunch of other yahoos from around the world to yak in guild chat or take on raid bosses. The obvious answer, of course, is that you're never too old to play games. In fact, I'd go so far as to say that there are more people 18-and-older playing WoW than there are under. Though the research dates back to the game's launch period, Nick Yee's 2005 study posits that the average player age is 28.3, well above the legal standard of adulthood. And don't take online bloggers like Gaming Granny (50+, has probably played/tested more MMOs than you have) or Old Grandma Hardcore (73, mostly into console fare, but as into the hobby as they come) for granted. Grandma Hardcore probably isn't the only retirement age gamer kicking your hairless tush out there. Grandma Hardcore probably isn't the only retirement age gamer kicking your hairless tush out there. They're the real deal and not to be trifled with! It goes to show that age is not the restriction, perception is. Instead, there is another, deeper issue lurking just below the surface: why World of Warcraft? What power, what draw does it have on older generations of either lapsed gamers or those that have never touched a controller in their life? WoW, for all of its hardcore playerbase, is probably one of the greatest casual gaming phenomenons this side of Nintendo's Wii. Now, that's being somewhat disingenuous, considering that some of the best and most experienced players I know are some of the ones I mentioned leading the family life, but let's face it: a good chunk of the game's 11.5 million+ subscribers fit snugly into the mold. WarCraft has several things going for it. First, it's computer-based, which is instantly attractive to a population increasingly familiar with the way these machines work. Console gaming offers a more "closed" experience, but in doing so, divorces itself from overlapping with other daily activities like surfing the internet, typing e-mails, or doing grunt work at the office. It takes time to figure out the more complex aspects of WoW, but an active understanding of the keyboard and mouse makes easing into the control scheme a heck of a lot more managable. In my travels around the internet, I've also found that older geeks, programmers, and technophiles tend to be hardcore computer gamers, sometimes at the total exclusion of their console bretheren. Second, it's a replacement for a social life. It's a sad fact of reality that when you work as hard as most adults do, there's little time or desire to go and hang out with friends (assuming you actually have any you consider that close). Your WoW buddies, however, are always there. Both in- and out-of-game communication tools make it easy to hold conversations and the convenience of running a 5-man dungeon with a few pals often outweighs the effort needed to round up real-life acquaintances for a night on the town. World of Warcraft serves as a portal to a sort of social life not easily afforded to folks post-college. And that's not even taking into consideration the latent competition aspects. After all, socializing is as much about contest as it is getting along. PvPing, or simply racing to the level cap with a friend, can be just as rewarding as playing a game of one-on-one basketball. For those adults unable to leave the house due to physical disabilities or family/spousal obligations, Warcraft can serve as a great substitute for scratching that competitive itch. Third, it's a good distraction! With it's wealth of content and cheaper entry fee, WoW is a wonderful substitute for more traditional past-times like watching CBS' primetime lineup, and when you're not raiding, it doesn't make undue demands on your time. It's easy for people log on to chat or run a few dailies while they do house-chores or take care of the kids. And speaking of the younglings, playing Warcraft can be an excellent way to connect with your kids. That's right, questing together to replace tossing the ball back and forth in the front yard as the primary way for a dad to spend quality time with his son! Heard it here first! When you add these three aspects to WoW's innate fun factor, it's not hard to see why more and more adults are turning to MMOs as a way to spend their free time. Ageism may be alive and well, but I believe there's absolutely nothing shameful in being an older player. There is nothing in the game's lore or content that suggests outright catering to a teen-specific crowd. As for the younger people reading this? Showing just a little bit of respect can take you a long way with your gaming elders. After all, you don't magically become a mature adult on your 18th birthday, no matter what the government might think. In fact, I've played with many-a-married-couple who've stormed off and ragequit a guild for the silliest, most purile reasons. Certainly, age is only the basest of factors in determining who is capable of being a reasonable person! Readers, do you agree or disagree? Have you ever encountered family members, co-workers, or other people your age that have questioned why you spend so much time playing "stupid computer games?" Ever caught lip from a younger player online? Or, quite simply, as an older individual, what about WoW has drawn you in so much? The discrimination works both ways, so younger players feel free to chime in with your own observations! But, let's try and keep it civil, OK?

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Adventures on the Isle of Conquest

A dark, stormy night. The thunder of cannon fire ricocheting off the rocky cliffs. A lurching behemoth moves across the sky, ready to rain destruction upon the ground below. Fireballs burst forth from the vents of a nearby manufacturing plant. If nothing more, you could say that the Isle of Conquest is appropriately moody. Atmospheric, even. In my opinion, probably one of the finest works of visual design in the game. Which is why it's such a shame that, for all its bravado and promises, it doesn't really seem to move the concept of the Battleground forward. I regaled you in a previous post with the things I desired to see in the future of PvP combat, and the initial previews for the Isle of Conquest suggested that it might just be headed in that direction. A brief reminder: resource collection, enforceable objectives, hard modes, and an epic scale. Of all those, the end result  seems only to incorporate the last. Standing in front of the imposing Horde Keep. Standing in front of the imposing Horde Keep. Now, I shouldn't say "end result." After all, IoC has only seen a day of public testing, and there's plenty of time to tweak and change it before Patch 3.2 gets tossed out on live servers, but that may not be enough if the fundamental mechanics are potentially broken. With a couple dozen matches under my belt, I've noticed that zerging still hasn't gone out of style. Just like Arathi Basin, people burst forth from their starting gates and scramble to capture several objectives strewn about in the middle of the map (even the icons are the same!). Controlling the Docks will give you access to the new Glaive Thrower vehicle (which, I have to admit, is pretty bad ass; it's physically weak, but has a lot of range and reminds me of those cool little foam disc shooters I had as a kid). The Siege Workship, which sits square in the center, allows you to ride the now-familiar Demolishers and Siege Engines (the latter of which will activate after you've maintained control for awhile). And then there's the Airship Hangar, which is the objective du jour. Hold onto this building and your faction's got an automated battleship ready to unleash chaos on your enemies. Taking a portal at the Hangar transports you on top, allowing you to either man the powerful on-board cannons or take a flying leap into the opposing Keep (don't worry, a parachute will guide you down safely). As absolutely cool as this mechanic is (and it may account for some of its current popularity), it's also evidence that zerging has certainly not gone out of style. Currently, Isle of Conquest seems to consist of two things: rush the Hangar, assault the Keep. Capping doesn't take very long, and there are no other towers to take down to delay the process. The only other pre-condition is that you blow up the front gate (which can be done from inside after your paratroopers land) in order to make the enemy commander appear. Wide shot of the two airships hovering just above the Hanger, one of the Isle of Conquest's capture points. Wide shot of the two airships hovering just above the Hangar, one of the Isle of Conquest's capture points. The Oil Derrick and Cobalt Mine (which sit on opposite diagonals of the map), thus far, seem to attract far less attention, and I can see them becoming just like the mines in Alterac Valley (i.e. a random, lonely player looking to stay away from the main action will likely cap them in order to make themselves feel like they're actually helping). With all the zerging going on, who needs reinforcements? Essentially, there's nothing offered in IoC that pushes people to create new strategies or think about Battlegrounds in any way different from before. The matches I played last an average of 8-15 minutes, which is criminally short for something that's supposed to be this epic. Where are the stop-gaps? The objectives on the Isle are more like various options to complete the same objective, whereas they should be working in tandem to open up or shut down the enemy's Keep. The Workshop, for instance, could control a forcefield that either keeps people from parachuting into a  base or greatly reduces the amount of damage that can be done to its walls. They'd have to hold it in order to make the Airship Hangar a worthwhile choice. Or how about the Derrick and Mine? Make them spawn resources (not mere reinforcements) that, when accumulated over time, allows your faction to purchase the vehicles (instead of having them simply sitting there once the objective is taken)? Looking clear across the battlefield, you can see the enemy Keep. Looking clear across the battlefield, you can see the enemy Keep. Mechanics like this would force players into a multi-step procedure for winning the fight. You must complete Phase 1, to even access Phase 2, and Phase 2 must be completed before you can finally assault the opposition. But the more I think about it, the more I consider that there's an alternate motive for the speed at which IoC moves along, and that is, quite simply, its sister Battlegrounds. In order to keep it fresh, current, and well-played, instead of quickly forgotten, it must offer something to appease the mass of players that cares more for accumulating Honor than a fun, well-fought battle. Alterac Valley, in zerg mode, is the fastest way to earn the (not-so-)precious commodity. For the Isle of Conquest to take over as the premiere venue for PvPers, it must be even faster. Beyond that, it's just catering to those with short attention spans and the desire for instant rewards. And this seems like a bit of a defeatist attitude for the Battleground designers to have. Their aspirations seem like mere window dressing, a thin coat of "cool" to hide the dirty truth about what players really want, and reluctantly or not, they're letting them have their way. But hey, that's business, and as much as I'd love it, they can't simply kowtow to people like The rising smokestacks of the Oil Derrick/Docks area. The rising smokestacks of the Oil Derrick/Docks area. me, who are far more involved in the raiding and questing aspects of the game anyway. I'll say it again, it's a beautiful setup, and the vehicles add a much needed layer of scope to the proceedings. There are a lot of things I like about the Isle of Conquest so far, but that makes the underlying issues even more glaring. I was hoping that this would be the one to sell me on the concept of Player versus Player again, but unless sweeping changes are made to the basic mechanics of the Battlegrounds or the philosophy upon which they are conducted, I think I may have to pass. Nonetheless, we have a whole test period ahead of us to see what changes. Perhaps some of the problems can be corrected through tweaks, while others can be rectified by players simply getting used to the Battleground and molding it into something different than what I've seen thus far. Then again, learning to zerg is something that comes later on in the cycle, and if its already appearing, people have either already exploited some glaring holes, it is designed as I've speculated in this article. Speak out, readers, and let me know how you feel about the Isle of Conquest, especially if you've put some actual time into on the PTR. Are you a lapsed PvPer looking to get back into the game? Does the new Battleground look like it could whet your appetite, or is it more of the same? Or are you dedicated to the fine art of ganking? If so, are you happy about these developments and the ease of farming Honor? You can also tell me to sod off with my sour grapes, and go raid something if I don't like having my butt whooped in PvP!

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