Tuesday, July 8, 2014

Remembering My First... Exalted Reputation

Nothing will ever compare to your first time doing something and even if it was not exactly what you might call a good experience you will always remember it fondly because that is how the human brain works sometimes.

I have every faction in the game at exalted except for the three PvP related factions and have even managed to get both the Scryers and Aldor to exalted which took nothing short of a herculean effort to switch from one to the other and I also manged to get both the Frenzyheart and the Oracles to exalted which required much less work switching than its burning crusade counter part.  All this shows, besides the fact I am mildly touched in the head, is that I like to grind reputations.

The thing is there is not really a great deal of grinding for reputation any longer.  The idea that anything is a grind is long lost in the game because everything needs to be attained as soon as possible.  I was reminded of this the other day while on timeless island when someone asked in general for help in farming the eggs you can turn in for cloud serpent reputation.

I whispered them and said that they have dailies for reputation and they would be better just doing them than trying to grind for an item with a low drop rate.  He said he already did the dailies today and just wanted to finish off the reputation instead of waiting.  I said, it only takes 10 days of dailies to get to exalted, maybe less.  And if you already have one at exalted and have the double reputation thing for them it would only take 5 days.  He said, that is still too long, he wants it now.

I was left dumbfounded.  No seriously, 10 days of dailies is too long to get to exalted?  I wonder what this guy would think about Ogri'la with their, what felt like many months of, very few dailies or the Hydraxian Waterlords which most definitely took many months even doing it at a higher level when it was faster to clear the instance but being limited by raid lock outs.  10 days is long my ass.  Just go do your dailies, or collect eggs on the island near them, or kill things on timeless island for eggs, or farm for the hozen peace pipe.  There are so many ways to get that reputation faster and in my opinion it is already lightning fast as it is sitting at 10 days.

It got me to thinking about how easy reputations have become to grind, so much so I would not even call them a grind any longer, but I remember my first exalted reputation and I remember grinding for it and I remember doing it for no other reason than I wanted to.  There was no sweet piece of gear to get from doing it, there was no special mount I would end up with, I don't even think they sold any recipes for my profession that would help me.  I decided to grind the reputation because I wanted to.  Nothing more and nothing less.

I believe I was level 56 or so when I wandered into Silithus and managed my way to Cenarion Hold.  After doing a few quests there I ran across one to collect twilight texts and it seemed to be a repeatable quest that offered reputation with the Cenarion Circle.

It was not a great money maker, it was not a great experience grind, and like I mentioned it really did not offer anything special but I immediately liked the idea and said to myself that I was going to stay here until I collected enough texts to get to exalted.  Why?  I have no freaking clue, I just thought it was a cool idea.

There was a camp very close to the hold where I could make circles around it and kill the mobs that could drop the texts.  They respawned at a reasonable rate so I never really needed to wait.  The only issue I had was with an elite (no longer elite or even hard I think) mob that would pat around the area with two guards by their side.  It was called the prophet or something like that and it had snuck up on me a few times before I learned to keep an eye on that one.

The beauty was if I had an area clear and wanted to take the chance to take the prophet on the rewards were well worth it.  The prophet dropped a fair deal of twilight texts and when you needed 10 per turn in and one person dropped 7 or more all by themselves, it was worth trying to kill it.  Not to mention I wanted a bit of revenge from it killing me more than a few times.

And so my first reputation grind began.  I would grind for my time playing and then at the end of the day I would hearth back to Darnassas, clear my bags, try and sell any goodies I managed to get, and I got a few, and then call it a night.

For the next couple of weeks I would come home from work and jump on a flight path from Darnassus to Silithus and then go about my business around my house.  The 15-20 minute flight, something it seems blizzard is intent on bringing back to the game, was probably the worst part of the game I have ever experienced.  Long travel times for the sake of wasting time have no place in a game like this but what was an elf to do.  I put that travel time to good use knowing I would have to do it and I logged in before doing stuff I needed to do just so I could start the flight instead of logging in after I was done.

Years later I have learned I should have just stayed there and mailed anything I needed to get rid off to an alt that was already in a city.  But this was my first reputation I was grinding.  I did not know all those little things you learn from experience.

So as I said, for weeks I did this every single day.  I spent entire weekends when I was playing doing this.  Little by little I watched my reputation go up with the circle and my goal stayed clear.  I did nothing else, for the most part, except work on getting texts.

I must say running the pattern in a circle over and over I had gotten to be quite good at it.  I would maximize my time and I actually learned a lot about making the perfect farming route.  I learned a lot about keeping an eye out for pats.  I learned a lot about how to effectively kill things for speed.  And believe it or not I think it made me a slightly better hunter doing the same thing over and over.  As they say practice makes perfect.

I did take a break a little where and there to play with the cultist garb that dropped.  I would out on all three pieces and summon elementals and collect the junk they dropped.  The green items did not sell so I figured I might as well use them.  But other than doing that from time to time I just killed cultists and collected quests until the day came when I saw I was exalted, and I was level 61.

I should have head out to the burning crusade content a long time ago but that did not have the reputation I was looking for.  That was here and here was were I wanted to be at least until I finished my task at hand, the one I had given to myself, and that was to get the Cenarion Circle to exalted.

So that was it, my very first exalted reputation and one that gave me nothing.  From that moment on I always tried to get every reputation to exalted and I did not need anything because I managed that.  The journey to getting to exalted was reward enough.  I did it because I wanted to.  Shouldn't that be why we play games, to do things because we want to?

Monday, July 7, 2014

Wildstar First Impressions

I decided that being I had an extra day off this weekend and a new computer I decided now is as good a time as any to check out the new game on the market that has been all the rage for a while now, wildstar.  As I have always been a sci/fi fan it was not a far stretch to think it might be something I could get into but add to that the fact that it was very warcraft like it already had a foot in the door for me.

Oddly enough, even with its roots in warcraft and a genre I like this game was most definitely not on my todo list.  I'd read a little about it here and there but not a great deal.  Even as I was purchasing it I was thinking of it more as an "I hope I get some solid play time out of it" more than hoping I would like it.  In the end I consider it was, after the short time I have played it, a worthy investment.  Even if I only ever play it part time I can already say with absolute certainly that it was not money wasted.  So if you want to skip the review you can stop right here and listen to the end result.  It is well worth the cost to purchase it.

It would be hard not to compare the game to warcraft especially when many of the designers themselves came from warcraft and they openly say that they are trying to recreate warcraft so I will compare away.

Questing:

A lot of what I have recently read was that wildstard has a very vanilla feeling to it, that things are harder, more time consuming, and that is a throw back to a time when you needed to earn everything ever step of the way.

Hate to put a pin in a bubble for people, but I do not see it the way they do.  I do not believe the leveling of wildstar to be any different than that of current warcraft, at least in terms of time it takes to do so.  I played a hell of a lot this weekend, I would say in the range of 20 hours, maybe even as much 22 hours over the three days and I manged to make it to level 19.

Some might say, and rightfully so, that I can make it to outlands on most classes in 22 hours and on a hunter which I am really practiced with I might even in in northrend in 22 hours, so that is the basis for them saying that leveling takes so much longer.

They seem to be missing something.  I can get to northrend on a hunter in 22 hours because I have leveled so many characters I know where everything is, objectives, zones, linked quests to do together in the same area and things like that.  Add to the fact I know how to play the game already and if I am a hunter I am quite good at leveling on one.  So I am speeding along because it is all old hat.

Now, take even me, a person who is known to speed level, and remove the knowledge of the class I am playing, the areas I am going to, the quests and their objectives, the paths to get to and from, make me a complete and total rookie.  Guess what level I might make it too in that 22 hours as a completely new player to this game reading everything, taking forever to find my way around, playing around to figure which abilities work best, getting lost trying to find my way somewhere, playing around with features outside of just questing?  I am guessing I would b roughly level 19 in warcraft, the same exact level I am in wildstar.

So do not believe the hype train here.  Leveling in wildstar is not a return to vanilla.  About the only thing that is a return to vanilla in terms of the time it takes to level is getting completely freaking lost and spending forever trying to get somewhere because you do not know how to get around.  If I had to bet what ate up most of my leveling time it would be traveling and getting lost, followed by reading nearly everything, exploring, and learning my abilities by reading them all to see how they interact with each other.

Thing is that leveling is taking longer because people are new to it.  Not because it is a return to vanilla.  However there are some return to vanilla things in the game such as group mobs you need groups for.  Plus standard shield breaker (as I have come to call elites) mobs that will kick the crap out of you even if they are 2 level under you sometimes.  I have died so many times I think I got my first garrosh kill with few deaths than I got to level 19 in wildstar.  If felt good to die while leveling, but I really do hate the run back, oh do I hate that.

But, on a side note.  As you get more practiced at playing those elite group mobs and the shield breaks become a little less of a problem.  I was trying to find a group for stickypaw but after about 15 minutes of waiting an no takers I did this 3 person mob solo.  I spent some time playing with my skills, cleared the area because I knew I would need to use it all, and then threw caution to the wind and went for it.  I managed to kill it without dying, which was a nice fist pumping moment for me.

So they do require groups, but with some thought, time, and practice, you can manage it.  I would say however that there is a fair deal of skill involved in doing so, and that is what is missing from the warcraft leveling in my opinion.  Death and challenge, but remember, that death and challenge is only there because it is all new to me.  Just as with the time factor, once there is an experience factor added to it, the leveling will not feel as dangerous and or challenging.

So do not take all that talk of vanilla leveling to heart.  It is nothing like that.  I would put wildstar leveling at around wrath speed.  Fast enough so you always felt like you were moving forward with the occasional hard boss or group boss but slow enough that you can learn a little while leveling.

Artwork:

This is a huge part of any game for me but not for like it is for most.  I need to like what I see and feel comfortable with it.  While warcraft generally gets knocked for its cartoonish look I have always loved it and believe it to be one of the biggest strengths.  I liked rift but I could not get into its more realistic look.  The color scheme, the sharp look, the clean environment, all seems to not fit what I look for in a game.  Cartoonish works.

When it comes to wildstar they ace that part of the game.  The customization of their character creation is excellent and it keeps the cartoon feel the entire way which makes for a perfect look in my mind.

The world is full and finished and beautiful.  Don't let anyone ever tell you that you can not have beautiful and cartoonish together, warcraft has been doing it for years and wildstart has taken it to a whole new level.

When it comes to selling point for me the feel of the artwork means a lot and no matter what my final opinion of the game might be a few weeks or months down the line the artwork is a winner and it is a reason alone to give the game a shot.  They reached a little further than warcraft to realistic while keeping the cartoon feeling and they hit a bulls eye.

Sound:

I must say when thinking about the background music I really can't remember it, but in the same I do know I liked it, and for that we have to say they did a wonderful job here.  The background sound is supposed to be there for ambiance and it should not be overbearing.  If you hear it and it blends in so nicely that it is not completely memorable that is a good thing.

When standing still it is a nice little sound track and while moving and doing things it does not get in the way.  The background music knows it place and stays in the background.  So much better than some games I have played with the background music was such a distraction I needed to stop it and that takes away from the feeling of the game.

There is that then there are the environment sounds.  From the effects sounds of the weapons, to the clank of hitting a metal object, to the umph of getting one to the gut, every little sound that we take for granted sounds good.

Good choice of music, good choice of sound effects, good choices over and and that brings me to the voice acting, another part of the sound section.

You can chalk it up to the writing being good but no matter how good the writing is without the right person doing the voice the right way it can come off poorly and they made some great choices with the voice actors.  There is even a very cartoonish feeling in the voice acting that fits perfectly with the characters and the style of the game.

Classes:

I rolled an engineer because it was about as close to being a hunter as I could get but I do intend to try the other classes.  I do like the design that every class has a second role it can fill and the engineer can be a tank.

So far while leveling I can not see how I could be a tank because I am squishy, very squishy.  One shield breaker mobs and there I am kiting my little heart out hoping I do not get hit because in 2 or 3 hits I am a dead man.

I also decided to invest in the tank robot which is called a bruiser and it is okay at grabbing threat... some times.  But even those rare times it does grab threat is can not hold it and it will go down really fast because it can not take too many hits.

So from what I have become used to, a pet tank and being able to kit and make sure nothing ever catches me having a weak pet and no real way to get away I am having to learn to play the class from the beginning instead of feeling as if I had a leg up.  It has been a fun adventure thus far.

I can manage to get a fair deal down and unless I am over whelmed I usually can win most battles.  I am enjoying my choice of classes so far and think an engineer is a far bit of fun.  One thing I would like to see happen is for my robots to not disappear when I mount up and cause me to have to resummon them when I dismount.  But I have already gotten used to that and compensated for how that works.

Paths:

Paths could be called professions of a sort.  You choose one when making your character and you can not change it.  All it really does is add a little flavor to your character and as I see it all it is for you is another quest line designed specifically for your path.

I decided on being an explorer because I felt it fit me and each zone I go into there are zone wide quests, like exploring the entire zone and planing flags to claim parts in each area that are often in hard to find places.  It is kind of fun jumping all over the place to figure how to get to these areas and sometimes they are rather hard to find.

Sometimes you will have additional quests pop up to explore a zone for lost artifacts or the plant a relay somewhere really really high in the zone.  Lots of little sub quests like that.   In effect they seem to be just another quest delivery tool.  One where you decide which quest line you want to do.

I plan to make all paths just like I plan to try all classes at one point or another but being they are basically just masked quests people that do not like questing most likely will not like paths.  Good thing that it does not seem to be a huge issue if you do not level them but I will say one thing about explorer.  When I reached level 10 (I believe) I got the ability to plant something on the ground and then when I hit the ability again it would return me to the spot I marked.

When it comes to questing this is freaking awesome and I do not know what the other paths have to offer but after I try them all if none have anything that can compare all my characters will be explorers.  There is nothing better than planting my marker, going back to home to do my banking, selling, what have you, and then hitting it to return to the quest zone instantly.  How freaking awesome is that?

No matter what you might think of paths being masked quest lines this is one quest line worth doing for that ability if you were to ask me, and if you have read this far I am guessing you did ask me.

Mounts:

Not much for me to say here being I only have one mount but I felt I should make note of my experiences getting it.  One was finding the mount seller was really hard until I broke down and asked a guard.  Sometimes the simplest things right?

I had purchased the collectors edition so I could have the free mount but it seems that the mount that comes with the collectors edition can not be used until you are level 25 and riding can be learned at level 15.  So I needed to buy a mount and at 11 gold that was quite a task.

When I reached level 15 I only had 7 gold and was level 18 before I could even buy a mount.  Once I did I was not really all that impressed with it.  It does not move all that fast at all and in truth I do not even think it moves much faster than walking.  Add to that it dismisses my pets when I mount and it really does not seem all that great.

However, and I could be completely wrong here, it seems that you pull fewer mobs when mounted.  When riding back after a death I ran directly through packs of mobs and they either never aggroed on me or if they did they leashed quickly, which many mobs seem to do.  I did no get dismounted or stunned even when I ran directly through mobs which could just be a case of luck, maybe someone else with more experience can tell if that is even possible.  However, for now, from what I have seen, a mount is an excellent way to avoid unwanted battles.  So even if it does not move much faster than walking, at least I am not fighting my way all the way back after I died and that is worth the 11 gold all by itself.

If you do not have the gold by level 15 do not worry, as you get higher it comes faster.  At 18 I bought the mount, by the time I logged out at 19 later I was up to 7 gold already.  So it seems the gold starts to come faster.  Even if you need to continue around without it, it is no big deal.

Movement:

I am almost ashamed to admit that I am having a lot of issue with the movement in the game.  It is not really all that dissimilar from warcraft but enough so that I need to get used to it.  I normally use a track ball mouse but I can see that is going to take some getting use to with the game.

Like any game there is a learning factor to moving and while their moving is rather basic and the norm for this type of game the battle targeting system does not jive well with what I am used to with concerns to movement being positioning matters so much more.  I have been finding myself back peddling more often that I would like to, so spinning in a full three sixty accidentally from time to time.  The fun of using a trackball.

As far as movement goes other wise it is leaps and bounds better than the last game I played that I liked, which was rift.  Not sure if anyone here remembers my reviews of rift but basically when it came to movement it came down to this.  Strafe on any character and you will quit the game instantly.  It looks horrible and feels so unnatural.  Not so with wildstar.  The movement is fluid and it looks nice.  Chalk that one up to good design, good art, and excellent work on making movement look natural.  Lets face it, we all know that the stuff we do in game would be impossible in real life, but at least it looks like it could be possible and that is a huge boost to how movement works.  How it looks.

For some fun movement things there is the double jump.  You can jump while you are in the air to get to some higher places.  I have used the double jump so much when exploring and you can tell it was with things like that in mind they added it.  But I have found some awesome uses for double jump such as double jumping over a group of enemies to get a charged blast off into the back of their heads.  Hitting them in front of in back means nothing, but it sure is cool looking to do that with the double jump.

Then there is the double tap to move out of things quickly.  I love doing the double tap backwards, left, right or even forwards to get out of some huge ground effect.  But I have also done that into some ground effects before.  It moves you quick, but you need to make sure you move quickly to a safe place.  Still, it is nice to have that roll ability to get out of there fast even if it is on a charge count and you can only use it 2 times before you wait for it to recharge.  Makes smart usage  a part of the movement game play.

Battle:

The battle system will take a lot of getting used to and even more so for people like me that played hunters and could also shoot on the move, but the way we were facing, as long as it was in a 180 degree in front of us, did not matter.  And poor casters who have instants that could be cast even with your back facing a mob are in for a rude awakening.

Every spell is a ground effect, but not really.  The image of where the spell will hit when fully charged shows you what it will hit.  So no facing sideways and firing, no having your back to a mob and letting off an instant.  You need to always be facing the mob you want to hit. 

Some abilities also work better at different positions or distances which makes for some fun like double tapping back and then firing off a big blast that has a massive hit but only if you get people in the circle at a distance.

The need for positioning makes this for an instantly more difficult battle system than most players are used to.  Not only do you need to have people in your cross hairs perfectly so to speak but you need to make sure you are no in theirs.  It means constant movement.  Something as a hunter I am completely used to thanks to the chances in warcraft, so I just needed to get used to positioning facing the right way and not attacking while moving.  For some people I can see this being a huge learning curve thing as they get used to it.

Positioning and lack of movement abilities, at least at the moment, make for a hard time kiting.  More so than I am used to but nothing that a little compensation can't make up for.  Where I would do the jump and turn and back in warcraft and just fire off a shot when I turn and then back you can not do that here because of the positional requirements.  However, with a little practice and timing you can start your shot before you jump and turn so it goes off at the right time after you turn.  I am still working on that timing, but it sure is a new and interesting battle mechanic.

Crowd control is another interesting things in the game.  You never actually lose control of your character, you just need to react.  If you get blinded you can still fight but you are actually blinded.  Your screen turns black and you are fighting without seeing what is going on.  This makes blind a very powerful CC in my opinion because the person will not know if they are standing in your ability or not and you will not know if you are hitting them or not.  You see nothing but still hear the sounds.

If you get rooted a pop up will appear saying to press S a few times to get out.  If you get knocked down and have a double tab charged you can double tap to get right back up.  If you get disarmed your weapon is knocked from your hands and you just have to pick it up again.  So you are not out of the game if you get CCed, you just need to learn to react to it.  Sure the enemy might get a free shot in on you or maybe two if you are slow to react but it is a lot better than CC in warcraft.  But then again that is not saying much because nothing is worse than CC in warcraft.  Can anyone say 19 second fears?  No thank you.

Zones:

The zones are full and seem huge when hoofing it around them.  You can tell a fair amount of time has been put into the development of them because they are so complete and there are little extras in there for every one.  Paths will make some areas available only to explorers or scientists but there are many little tid bits in them that can be used to your advantage if you notice them.

I found, so far at least, more than a few places where I can make a quick run from one area to another by using an underground passage.  Nothing special I know, but there is something to be said about underground zones covering an area just like above ground zones do.  When finishing one quest I noticed that the "out" hole of a underground zone I had visited before was there so when I was done with the quest instead of fighting my way back through the mobs I went in.  Sure there were mobs there but there were fewer of them and I knew there would be three mining nodes in there because who goes into caves to go mining?  So I got the quick route back, some extra ore, and easy to kill mobs by traveling underground instead of above ground.

It might not seem like a lot to most people, most might not even know it, but as an old D & D player with my hex paper and graph paper making maps in pencil I dig that type of stuff from a design standpoint.  I love that underground areas cover the same amount of land the above ground does.  Speaking of the hex paper, the zones look as if they were design on them, at least from the images on the maps.  Gives off that old school pen and paper vibe for people like myself too see the map being drawn like that.

Professions:

I was really at a loss on what to make my engineer being it was my first character.  Every game I play I like to make a network so I have all professions, even did that on rift when I started.  It is just who I am and how I play.  But every game has to have he first person, the one leading the way and my engineer was going to be an armorer and a miner.

I made that decision because I wear heavy armor and the armor makes heavy armor.  Seemed simple enough to me.  I have not managed to make anything I can use yet but I got a late start at it because I could not find where the hell to learn professions.  Not a lot of hand holding in this game, that is for sure.

I still have not really gotten the gist of how leveling a profession works.  Mining is simple enough, I mine stuff and I get experience from doing so and it levels.  So I guess other professions work the same.  I just have not gotten that far to actually level them any it seems.

Mining is interesting enough as I needed a pick ax to do so but I do not use it to mine.  I equip it in a special slot and then I attack, yes attack, the mining node to get ore out of it.  I can just see someone saying "I kicked that mining nodes butt".  The thing is, sometimes you will need to kick some mining node butts because not all mining nodes are indeed mining nodes.  I have yet to run into anything dangerous, but have had a few mining nodes get up and run away after I started attacking.  Those slippery mining nodes be damned.

The crafting system seems... interesting.  I have not made enough to have a full hold on what can be done with it but it seems as if anything you craft can be boosted to be better than its basic self.   This means you can make much better items than the basic stuff if you are looking for something to use or just make the basic stuff as you are trying to level.  Up to you.

You have the ability to salvage, I think at level 10, and you do not need to know a profession to do so.   You can pick apart whatever it is you have for something that fits what it was originally made from.  Light armor will result in some cloth, medium armor some leather and heavy armor some ore.  It is not a bad system to let you salvage whatever you can from the stuff you gather and it makes a fair deal of sense that anyone can do it.  Each game generation seems to move further into making enchanting more universal it seems.  Warcraft has a profession just for it whereas rift had one where depending on what you were you could salvage that type to this one where anyone can salvage anything regardless of professions.  It is an interesting way of doing it I must admit and one I kind of like.  It is almost a quality of life thing for anyone to be able to salvage.

Cooking is the same as armorer and it seems all professions (but I am not sure yet) will be the same.  You can add additional things to your cooking recipes to try to get a boost in what you make.  Sweet, sour, spicy, make it to the taste you like.

What we know as jewel crafting is runecrafting here and instead of red and blue and so forth there are elements.  You could have an earth socket, you could have a wind socket, you can have a water socket, and so on.  You will gather materials easy enough from killing stuff it seems and it goes right into your crafting bags. 

Over all I am liking the crafting system if only because there seems to be a little meta game involved in it.  It is not so straight forward which can be good or can be bad, depending on the type of player you are.  I do not mind the added levels to it where you can add stuff and trying to figure out what to add.  Sure, at some point I might look up a guide to see what is best but for now I am having some fun with it learning as I go all on my own.

Bags:

Bag space is always a huge thing for me in any game of this sort that I play and this game is no different.  One of the first things I looked at was my bag space and the lack therefore of.  You get four bags it seems, do not know if you increase later but it does not seem as if there is room for it.

At level 19 I am running around with a 7 slot, two 6 slots and a 5 slot bag.  Doesn't seem like a lot by warcraft standard and it is not a lot.  However the system here was created with that in mind.  Taking a page out of recent games of this type quest items do not appear in your bags cluttering up space which is a nice plus but they move one step further with creating bag space.

There is a trade skill bag and anything that can be used for trade skills is placed directly into it even if you do not have that profession.  Cloth, ore, leather, runes, elements, raw food, you name it, it all goes in there and needs no monitoring at all.  It sorts it, stacks it, and just keeps it there in an out of sight out of mind sort of way.  I must say I love it.

I am not sure if there is a limit on the amount of bag space that trade skill bag can hold because I am still a low level and if there is one I am probably no where near where I would exceed it, but as it seems to be coded I would not really be surprised if it were unlimited or damn near close to it.  I have not seen one trade skill item land in my normal bags, which means there is still enough space in there to keep picking up that ore, at least from the nodes that do not get up and run away.

When it comes to other storage there is a bank and the bank has a few extra slots for bags.  I have not opened any of those slots yet and do not know what is needed to open them.  I'll guess level.  But with trade skill stuff going in its own place and taking care of itself about the only thing that was cluttering up my bank was decor items and some other stuff.

Once I was able to build my housing the clutter from decor items was no longer an issue because all you need to do is right click on any piece of decor and it is put in your crate.  Your crate is where all your decor items are kept and it can hold up to 800 of them.  Not sure how many there are but 800 seems to be quite reasonable.

So while those small bags I mentioned do not seem like a lot only once did I suffer from the "your bags are full" problem.  As long as you sell whenever you pass a place to sell, and there are a lot of them, salvage any gear you do not need, unload things you might be saving into your bank and put your decor in your crate, once you can build your house, at least at this low level you will not really run into bag issues which is really a huge thing for people like me that just love to have as much space as possible.

Housing:

I have not babbled in this area so much yet but enough to know I am going to really like this.  Not so much for the vanity portion of it and the customizable options but because I can gather there.  One of the things I loved about glitch, a now dead (sadly) browser based game was that I was able to put some mines in my back yard along with gardens and pets and other things.  You can do that here as well.  I can put mines in my house so I can mine them and get ore without competition.  Not the greatest ore at the moment, but that is still kind of cool.

I have added my house, one piece of decor, and a trade skill stand so far.  Will add mines at some point and take a look at some other options which it seems are mostly blacked out at the moment.  I am guessing I will open more as I level up.  Over all it is kind of costly for when your first get it, even more when you consider you need to throw out that 11 gold for a mount and in my opinion that is more important that my housing.

It looks like, for many, the housing feature is going to be a great selling point for the game and does push the social nature of the game.  You can have friends over and I am guessing they can mine your mines as you could theirs but that is all guess work now but that is how it worked in glitch.  I can see some land plots from where my home in the sky is located and even if far away I tried to get some idea of their layout to get an idea for how I would do mine.

For now I have the standard human house because I am a human and it made sense.  It is small, boring and I can not see me getting into too much of the sub game of designing a beautiful home but I sure as hell can see me taking advantage of the little things I can add to it, like the trade skill stand.

Factions:

The game has two faction like all games of this type seem to have and I would compare these two classes a lot closer to star wars than I would warcraft even if warcraft is the direct grandfather to the game.

The factions do not have that horde vs alliance feeling but they sure as hell do have a rebellion vs empire feeling to them and I am not just saying that because it is a sci fi based game instead of a medieval fantasy sort of one.

The exiles seem like the rebellion just looking for a place to live in peace and this is the promised land, so to speak and the dominion seem like the empire taking everything for their own and expecting all to look up to them as their all mighty ruler.

While some can argue which side is the bad guy in warcraft the lines are clear here.  Dominion are the bad guys, at least if you believe that anyone that tries to crush anyone that does not bow down to them as the bad guys.

I will eventually roll a character on the other end of the fence to see what the story is like from their standpoint but at the moment I like being an exile and like the story from their standpoint.

Lore:

I've been reading everything I can in the game and there is a lot of it.  Many lore objects to be found on the ground as you quest each with a story attached to it and then there are the data cubes that you can listen to a story.  As I said in sound before, the voice acting is good here and I like to listen to all the data cubes when I get them.

The lore seems pretty solid and it makes sense because it is all new and all one story tied together at the start.  The real test of lore is how it expands and only time will tell if their writers can keep it so tight.  At the moment I do not see any problems with it except for the standard cliche stuff you would fine in any story of the sort.

The quest writing is basically the same as every other game you have ever done.  These beasts are eating my crops, please kill them.

Living World:

One of the things I have found that I am really getting a kick out of is that the zones change with you.  On quest that has you rescue people from cages does it the right way.  Even if you do not need to open all the cages to complete your quest once you complete your quest all the cages are opened.  Call me weird, but I always hated when I got those "save 10 villagers" quests and when I save them the rest are left trapped there.  Now when you are done they are all released and because this is a dynamic world when I passed the area an hour later guess what?  The cages were still empty.  How awesome is that?  Something I did actually effected the game world and I like that.

That is a good little bit of design there if you ask me having the world adjust based on the things you do.  I have not experienced a lot of it but I do hope that the entire world is like that and not just a few places.  It is a great design and really would help with immersion for those that are so into that.

Issues:

Now for the few issues I have with it.  I am sure the answers are simple for most and I just need to look them up but I could not find a simple answer in the game.

Whispering, I still have not figured out how to do it.  I got a whisper from someone asking if I wanted to join for those of those big 3 player kills and I spent the better part of 5 minutes trying to figure out how to respond to him with no luck what so ever.  He probably thought I was ignoring him but I wasn't.

I like the good old fashion click on the person name but you can not click on a persons name here.  I did find where you can change the drop down menu to whisper but have not figure out how to quick fill the name and sorry but I am not going to type the name completely every time I whisper someone.  If people had easy names like bob I might but when there are some people with names I could not spell, pronounce or remember I really do not want to have to keep looking back to see what there name is and how to spell it.  There has to be a better way, I just have not figured it out on my own yet.

A log out button.  No really.  I have not figured out how to log out and go back to the character selection screen.  If I want to do that I would need to close the game completely and then log in again.  Again, another case of I am sure there is a way, I can't see why there would not be, but I just can not find it.  I have clicked on everything that is clickable on and nothing.  It is there, I just have not found it.  And if it is not there, they need to add it, like yesterday.

There are still a fair deal of bugged quests in the game that I have run across so far.  Hard to believe that after a month they still have not been fixed.  I would guess that they are working on the important fixes first and fixing a level 15 quest really is not on the top of their list but it is a turn off, even more so when you can not figure out it is bugged and you think it is something you are doing wrong.  I spent what seemed like forever trying to figure out what I was doing wrong for a quest titled helping hands but someone in general mentioned it was bugged and has been since release.

Good thing as a new game the community is a lot better as it has not had time to deteriorate yet.  There were a few vet players that made alts just to help people with the quest as a work around for the bug.  Once you complete the quest you can no longer do it so you can no longer help people do it.  I found it amazing that there were multiple people "working" the area to help others and they were taking turns.  It is how I managed to get it done, would have never otherwise.  Good people... in a game like this.  I'll enjoy it while it lasts.  I am sure it will wear off soon, let just hope they fix the bugs by the time it does.

I do not have an issue with targeting and me needing to face a target, but I am really disliking that I need to face the target so my robots, who are facing it themselves, will attack it and use their special abilities.  I think this is a bug and the reason for that is because when I use a special ability when I am faced away from my target there is no cooldown that kicks in because the special never fires.  When I do something even if I fire it into thin air it counts as doing it.  So apparently these robots are not doing it at all and that is why there is no cooldown.  They should do their abilities even if I am not facing the target as long as they are facing the target.  I do not see why I need to be looking at something my robot is fighting for my robot to use its abilities.  Maybe it just doesn't like doing it unless I can see them because they are show offs?  Either way, I am guessing this is a big with engineers just by the way the spells work, or don't work, as the case may be.

My next issue is travel.  One of the beauties with warcraft is that the game has become so bite sized.  I can pop on for 30 minutes and get something done.  At least where I am now in the leveling process that is just not possible in wildstar.  I will be caught out in the middle of nowhere after 30 minutes with a long run back in my future.  This is a game where when you want to play it you will need to invest some serious time on it.  At least in chunks of 2 hours I would guess.  I have no intention of even logging in unless I know I can dedicate 2 hours to it.  Which means this will be a weekend only game for me for now.  Not saying it is bad, just saying it can be a turn off to the more casual of casual players.

Multi Player Content:

I really can not comment on this as I have not participated in any of it yet but I did participate in a couple of public events.  No dungeons or raids or adventures for me yet.

As far as the public events go they are like the rifts in rift.  An event happened, everyone there participates, when it is over a scoreboard pops up like at the end of a battle ground and that is that.  I do not know if you get anything for participating, did not notice if I did, but I did manage to be number one in damage done in the one full one I was in that lasted 10 minutes.  Woot, epeen extension was my reward I guess.

I am the type of person that needs to be secure in what I am doing with I subject others to me and I am just not ready for that, however I did accidentally go to enter an instance solo and was interested with what I saw.  A pop up that asked me if I wanted to scale to the level intended for the instance.  So I guess when I hit level 50 I can still run a level 15 instance at level 15.  That sounds pretty cool if you ask me.

I saw some video on raids and I can say right now I have absolutely zero intention of raiding.  Oh hell no.  All those colors, all those ground effects, all those flashy lights.  Everything I hate about raiding in warcraft is all that raiding is here.  It looks amazingly awesome, do not get me wrong, but with a combination of me being color blind and all these different color shapes and not knowing which are friendly and which are enemy and maybe not being able to tell the difference through no fault of my own.  No thank you.  As much as I might love to experience it I will not put myself in a position that I will wipe my group because I could not tell the difference between the red ground effect from the boss and the brown color of the floor. 

Kind of sad I am leveling a character on a game I know I will never be able to play fully and it have nothing to do with skill.  Like the battle idea but at some point all those colors will mess me up.  Even more so when they start to over lap each other and I can not tell which is what because I am color blind.

Challenges:

This is another of the little things they added to spice up leveling content I would guess.  It is like a quest that gives you a reward if you meet the challenge requirements.   I've done fairly poorly at most of them so far only managing a gold in four but you can win the best prizes from getting a gold.  Even if you manage to bronze you still get something decent so they are worth trying.

At least somewhat.  A few of the challenges I never really even got a chance to try because the area was a little too full and as such there were not enough mobs to kill or items to collect to even manage a bronze.  I guess that is one pitfall of the challenges.  Another pitfall is you never know when you will get the challenge.  You can go to an area and get it today and not get it tomorrow or not get anything one day but get a challenge the next.  At least it seemed like that to me, but do not take my word as law here, I am just starting and that just seemed to be what I was seeing.

From my limited experience I have found myself ignoring most of the challenges.  When one pops up I take a quick look at the area and see if there are others there.  If it is a kill quest and there are even a few people there I just go about my day and completely ignore the challenge.  So I find myself ignoring most of them.

However, when you get one you can do, it is really fun to do it and see if you can make the timer.  One gold I managed to snag with only 2 seconds left and that was kind of fun.  A nice addition to break of the monotony of leveling.

It is an interesting way to say kill 20 bats when you say kill 10 bats for bronze, 15 for silver and 20 for gold in four minutes.  Still just a quest and the same one we have done a million times but when it is new it is a breath of fresh air.  And the rewards are kind of nice.

Customization:

One of the first videos I recall seeing about the game was about customization and how they said there would be a lot of it.  Upon playing it I can say that they were not kidding.  From the character creation screen where you can adjust so many little things, tiny details that can make your character different from the 100s if not 1000s of other people out there playing the same race and sex as you to what I am looking forward to most when I get it, mount customization.

I've never been much for customization.  I take what is given to me and if I enjoy it that is enough to keep me happy but I am not going to say that I dislike it either or don't appreciate it.  There are costume pieces, there are color schemes there are so many ways to make your armor look original and unique and fitting to you.  While I might not partake in that part of it I do like that if the time comes when I choose to I can and no only customize the colors but the gear itself to look any way I want.

For hosing you knew there would be lots of customization involved with how you decorate it but they went above and beyond to the point you can rotate and size as well and not just choose what you place and where you place it.  I have not played around a lot with housing yet but I do have this nice over sized humongous plant that I happened to loot off of some mob giving a little bit of life to my land.  At the moment the only life is really seems to have.  Oh, and a nice shiny pile of treasure too sitting in my house because it seemed like where I would keep my treasures.

I am looking forward to playing pimp my ride with my mount and I think that comes soon, might be level 20, but like everything else it will cost so I am not sure if I will play with it right away but it is nice that even if my motor bike is the same as the motor bike nearly everyone has I can still make it my own.

End Note:

I know I missed some stuff I wanted to touch on but this post is already like a novella so I will just end it here.  Over all my review goes as such.  It is a fun game and I like most everything I have run into with it so far.  Not sure what end game would be like but even if end game has nothing to offer you if you like this kind of game and buy it just to level up to max and experience it then it is well worth the price to buy it.  About the subscription, not sure how that will fly, that has to do more with end game than anything else, but from the basic unit cost and even an extra month to level up if it takes you that long, this game it well worth spending the money on.  Heck, I only played for around 20 or so hours over the three day weekend and I would already say that I got my moneys worth.

So while we are waiting on warlords (which as it turns out sounds a hell of a lot like wildstar in every way) if you need a break and want to try something new I suggest wildstar completely.

Monday Random Thoughts

- My druid finished its legendary quest line this week.

- As my first character to finish it that I can say was over geared for it at 558 it was a push over.

- Firstly the tank challenge is a joke compared to all the others.

- Secondly with the gear I had I was able to just blow it up.

- Stand in bad, not worry about interrupts, just taunt so it does kill our little whelp friend.

- I killed it before it even switched phases.

- That makes 6 capes.

- I think, I lost track.

- Could be 7.

- Two hunters, a priest, a rogue, a monk, a mage and a druid.

- Yeap, 7.

- I have 2 characters collecting runestones.

- Both had horrible luck this week.

- An alliance hunter and a horde hunter.

- Which will give me 4 hunters with the cape.

- As a damage dealer I would say the legendary is required.

- And I like to play hunters, if you had not guessed, so I have to get it on all of them.

- One hunter managed to collect a whole 2 runestones this week.

- Oh joy.

- The other was super lucky.

- It got 3 runestones.

- Oh double joy.

- Was kind of a surprise to see the double valor buff pop up while I was in the middle of a LFR.

- Can't say I was not happy to see it, I was.

- I agree with what I heard some people suggest.

- With the long wait they should just make double valor and the gaze buff permanent until warlords is released.

- It would keep me playing.

- Maybe.

- I still play too much but that is because I still feel there is something to do.

- Once I run out of things to do, I will start looking for other things to pass my time.

- Want to gear up my lock some so I can get that achievement and title.

- Figure I will just get to the point I can brute force it.

- Like my bear did with the legendary one.

- Just stand in one spot and pew pew.

- Could not manage it the one time I tried it because I was not well versed in the lock toolbox.

- I figured I would come back when I had more gear.

- So that is still a goal to keep me playing.

- I think I might have given up completely with trying to get the legendary on all classes.

- Just can not bring myself to do them with my warrior or my paladin.

- Or my DK for that matter but I did venture into a few LFRs this weekend.

- I needed 8 more sigils on it.

- Yeah, it has been a while since I played it.

- Only did the two SoO ones and got 3 sigils on 8 bosses.

- Not really going to move along all that fast with drop rates like that one a character I rarely play.

- But I was bored so I figured why not.

- I do not play frost normally but I will not tank the LFR.

- I just have some skills on my bars, one macro, and hit whatever was available while mixing in the small cooldowns like horn and pillar.

- Not exactly the recipe for success.

- I know I could do so much better.

- But I was just tagging along with a friend that did not want to go it alone, I had not put much thought into it.

- With my tanking set on, not really done up at all so no enchants or gems, which was good because they would most likely be wasted anyway as they would be for tanking, and with 2 tank trinkets, I managed to do okay.

- Over 100K on most fights and around 90K when I didn't which if you do LFR is really god mode in some of them.

- Was usually 6th in damage done on the 8 bosses I did.  Sometimes a bit higher, sometimes a bit lower, but 6th seems to be average.

- I guess that is the power of the gear I have even if it is the wrong gear and the lack of ability of everyone in there to make my lack of ability, and lack of DPS trinkets, less noticeable.

- Maybe, just maybe, if I ever decide to tank I might drag my warrior or paladin through there.

- It is not like I can not take the heat, I can even if I do not like it.

- It is not like I don't know how to tank, I have tanked every boss in this expansion at least at the normal level and some on heroic.

- I just do not like tanking the LFR.

- I just can not bring myself to go in as DPS and fake it either on those characters.

- Not only because I would need to get a two hander first but because if I can not do what in my mind is reasonable I won't do it.

- Oddly enough I still think I am not ready to tank them even if I tanked all the bosses they would be be doing on other classes but because I do not think I can take the damage with LFR skilled healers backing me up.

- Can't count on there being a decent healer there.

- And I am sitting over 700K on my warrior and over 600K on my paladin without doing up my gear and I know how to play the classes.

- It amazes me when I see people with 450K life and no idea how to tank queue up as tank.

- I understand the desire to grab the quick queue and all but as a tank you can not just blend in.

- You are front and center, you will get noticed.

- It is not like my faking it on my DK where even if not 6th I could have been 12th and no one would notice I was DPSing in tank gear.

- As a tank you get noticed.

- Had a bear in one run with 523K life.

- I knew we were in trouble as soon as he zoned in.

- He was wearing a 424 weapon too.

- If you plan to tank a SoO LFR at least go get yourself the timeless island weapon.

- Or how about running the first tier or ToT ones and getting a weapon.

- Yes, I understand that SoO drops better gear, but you can not get away with that as a tank.

- If you were kitty with a 424 weapon and doing dreadful damage you might not get noticed.

- But when you are a tank and going down in 2 hits at most every other second and can't hold aggro even with the 500% treat buff people will look at your gear.

- And seeing your suspect weapon combined with your suspect skills will get you called out.

- It was not about the weapon however, he could have done fine.

- My bear was using a weapon from MV that I got when we first started raiding this expansion until recently when I got one in SoO.

- I actually tanked all the way to garrosh with that 489 weapon before I got lucky and got a new one.

- And I tanked ToT a hell of a lot, one just never dropped.

- It is about skill.

- Every time I think about a tank going down like that I get this picture in my head of samual jackson from pulp fiction yelling "Cooldowns mother f*cker, do you use them?"

- We can so use an image that shows that.

- I swear it always goes through my mind.

- Can't judge a book my its cover.

- Here are two short stories that prove that.

- Was running a few runs with a friend that is more grumpy than I, so much so he makes me sound like the happy elf.

- Doing LFR so much will turn anyone sour.

- We get into SoO 1 LFR and there is a tank with 530K life and my friend is healing.

- He sees that and starts complaining about low life total tanks.

- After the first two trash pulls I tell him the tank is fine.

- He said, you are not the one that will have to heal him.

- Being I tank I can tell a lot about a tank by the way they pull, after seeing the first two pulls I was sure this was a skilled tank on an alt.

- My friend bitched and complained over and over until we reached the boss about these low life tanks coming into SoO.

- I agree with him, but this was not this guys case.

- When the run was over I asked him how was that tank to heal.

- He said, I would have never noticed he had only 500K life.

- See, told you, he was a good tank.

- So next we move into SoO 2 and we get this DK tank that is sitting at 960K.

- He says, this should be easy.

- I said, don't count on it.

- I know DKs all too well and 960K life means nothing if they can not hit their 4 button at the right time.

- Well, it is the 4 button for me.

- On trash DK goes down, get up and goes down again, gets up once more and goes down again, gets up again and goes down once more.

- The other tank was a lower life, but not low low, tank and they both bit the dust on the trash.

- We managed to down the pack they pulled without them, which was not an over pull at all.

- I said, we got us two winners here.

- Moral of the story, don't judge a book by its cover.

- Just looking at the life the 500K tank vs the 900K tank you would think the 900K one was better and you would be wrong.

- The 500K tank barely needed healing and the 900K tank was a mana sponge.

- See what someone can do, then make a decision, do not just judge a tank based on their life total.

- Gear is potential, gear does not tell anyone about the skill of the players.

- Ran with a fully, and I mean fully heroic geared player, in a flex, guess they were there for fun.

- Two people in my guild, on alts, beat them.

- Makes you wonder how that person got that gear.

- Then again, luck is a huge factor, who you know is an even bigger one, and there is always the social matter.

- My horde hunter does not even have the legendary cape yet and it is wearing heroic gear.

- Because I managed to get into a run and won a few things, not because my horde hunter has a history on that server, or is well geared already.

-  So I have a character that is not even 560 with a few pieces of heroic gear and 2 hunters well over 570 with none.

- I downloaded wildstar this weekend being I had a three day weekend.

- I figured I would give it a try and see how I liked it when I had some extra play time.

- I plan to make a post about it later so will not dwell much here on it.

- But I will say I like it.

- And I will say I have absolutely zero intention of raiding on it.

- Don't get me wrong, love old school, love attunements, but  I was not there at the start and everyone is ahead of me and I do not have the desire to play "catch up" on a game that I might only play once in a while.

- Looking at it from the outside it seems if I ever did decide to play it, wildstar would need to be my main gain and warcraft would be my weekend game, not the other way around.

- Warcraft has spoiled us with bite sized content.

- Not even questing is bite sized in wildstar.

- More on that later, we will just leave it at, I like the game so far.

- Have a great day.

Thursday, July 3, 2014

Rob Pardo Leaving Blizzard

Rob Pardo, the chief creative officer at blizzard entertainment broke news today that he is leaving blizzard.  You can check out his post here.  This is a very big departure for the company at a time when most people might say they need some help to begin with.  Many people might ask who Rob is, or was as the case may be, at blizzard and that is because his name does not roll off the tongue the way ghostcrawlers did but trust me when I say he is just as if not more important to the development of games, not just warcraft, at blizzard.

We will not know what his future is until he decides to share that information with us and quite honestly I am sure when the time comes, as it seems he is taking the summer off, most people will have forgotten who is was so we might never know unless someone brings it up.  He was not the social butterfly like Greg was, at least not that I ever noticed.

I have this feeling, with absolutely no justification behind it or inside information, that his departure is akin to rats scurrying from a sinking ship.  He had been with the company for 17 years which is a life time in this industry so it is completely believable that he could just be looking for a change.  Also with his resume I am sure finding a new job will not take long and I would not be surprised if he does not have a few offers already sitting in his inbox after this was made public, so do not read anything into the fact he left without having another job, or at least he made it sound that way, like some people on the forums are sure to jump to the conclusion of.  I can already hear the sounds of fan boys yelling he got fired and even if it is possible he did I would not be so sure of that.

But that is the question I would want to ask because I made a post a few weeks ago about management at blizzard and it was their fault, completely, for the failure to release warlords sooner.  I still stand firmly behind that belief.  Do you think this change can breath new life into the game?

Shaking up the management system will surely have an effect on what we as players can expect in the future and when we can expect it.  As many people have said, myself included, it was time for some new blood in the top spots at blizzard and Rob stepping down allows someone else to get into one of those top of the top spots.

It would be a long time before we see any trickle down effect from changes at the top of the management pyramid because what is going on will continue to move forward, but come the future we might see some new and interesting changes because of it.

Some speculation you can be sure to see in the near future in threads about this will be if he felt pushed out because of the advanced negative publicity of warlords and the perceived,  even if wrongly so, extremely late release of it and game sweeping changes that keep creating more and more negativity in the camp of blizzards flagship game.  I wonder that a little myself.  Was all this weighing on him, it is part of why he left, only he knows and only he can tell us, but it is an interesting question because I know in his place I might have started to look elsewhere myself with how badly we, the players and community, have been responding to what he and so many worked so hard for.  This industry and the passionate players in it can be brutal on the people that they think are hurting it, right or wrong.

Is it a case of fleeing a sinking ship or is it a case of just moving on after 17 years in one place?  What do you think?

I wish Rob the best of luck and hope he enjoys his summer.  Maybe I'll see him again in another game.

A Flexible Concern

A commenter yesterday made reference to something that has me thinking about the bad side of flexible raiding the other day and it got me to considering about some concerns I have about flexible raiding next expansion.  In case you did not know flexible difficultly will become normal mode and normal will become heroic mode and use he same flexible technology.  The current heroic model will become mythic and be held to a strict 20 man format.

Over all this is a great change, even more so when we will be able to run the new normal and the new heroic cross server.  This is a huge boundary breaker on something that kept some people playing with friends that were on other servers or people they met in pugs or LFR that they had become friendly with.  While there are still faction boundaries there will be no server ones, at least in these raid difficulties.

When flexible raiding was added it was hailed as a huge success by most if not all people, myself included.  It was a breath of fresh air that the game really needed.  It opened to doors with an easier difficulty, something to fill the gap between LFR and old normal which was needed.  While everyone likes to say that raiding has gotten easier they seem to forget that they have gotten better with experience and it is not really that raiding has gotten easier.  Old normal is probably equal in terms of difficulty to the original hard modes if not actually harder.  That is why flexible difficulty was needed, to fill the gap of what normal was really intended to be as normal had progressed to become harder.  So flexible is the new normal and come next expansion it is labeled as such.

This is all well and good.  We have a new normal that is what normal should have been and the old normal is heroic, which is what is should have been, then we have a step up for mythic, which should be a real challenge and being it is only built for one size and one size only it can be designed tighter which should be great news for those old heroic raiders as it can really become more of the challenge of which they seek.  But that is all about difficulty levels and as I said it is all well and good but what about the flexibility, which does that mean for the future and why am I concerned about it.

One of the simple and easiest keys to labeling someone a raider was someone that was willing to commit to a schedule to raid.  One of my fears is that it will be harder to get actual raiders to raid at the new normal and new heroic level when they do not feel as if they need to commit to a schedule because the raids a "flexible".

I saw it stating to happen just a few months after 5.4 started and the new shine on the new style of raiding had started to lose its luster.  People saying, if you don't need me I will sit out.  Soon it got to the point that those better players, the ones you needed to help the newer players get through it easier and gear them up while they get a little experience so hopefully they could move up a level and become better raiders, were all choosing the sit and all you were left with was a group of people that were really not raiders.  Maybe they would some day become a raider, but they were not there yet, and suddenly the fun of flex because it was easier and quick was lost because when left with a bunch of non raiders and no one to help them along it was no longer doable and most importantly, it is no longer easy.

Then of course you have the "I have everything I need" attitude that I see popping up all the time and not just in guild but on my server, in open raid, on the forums, you name it.  It is understandable.  If you need nothing your desire to do the content is reduced.  So with a flexible format you just will not go, because you are not needed to fill the group.  But when you are one person short you had to go even if you needed nothing because you needed that 10th or 25th person.  You felt as if you were part of a team, a needed part of it.  You would raid even if there was nothing you needed so others could get through it faster so they can get what they need so then you, as a group, could move further along.  You made a commitment to raid and you raided, but now with flexibility I fear that a commitment to raid really does not mean much any more.  It is no longer I will be there it is I will be there and if we are doing something I need loot from I will raid but if I do not need loot from it I will sit out and it should not hurt the team because it is flexible anyway.

The ability of people to come and go as they please is nice.  It is cool to be able to run when start time comes and not care that one person showed up late.  Just grab another warm body and go in.  Then when that person comes you just add him without having to kick the person you dragged along as a fill in.  So it is not all bad, there are many goods to flexible raiding, but it does scare me because I fear for what it will do to the player base.

There will no longer be a situation where people feel they need to show up every week.  Without that feeling of being needed the connection to the group can dwindle.  Opening the doors to allow people to come and go as they please means they will do just that and the guild no longer becomes the "team" you play with, it becomes the people you run with to get something for yourself.

For the mythic raiders this will not be a problem. There will still be the "team" mentality because you need to show up every week to keep your raid spot, you need to run even if you do not need anything from that boss, you need to continue to do what it is raiders do.  But pre mythic, it is all come and go as you please.  At least with a group with designs on mythic quickly you can use the "if you do not show for heroic you can not come on the mythic run" as motivation, but what if you are a casual guild, one that rarely does heroics (mythic)?  Where is your ability to bait people to run, so they show up ever week, so they develop that sense of team play?

As odd as it might sound I could not get a flex going in my guild if I tried.  Sure there might be a few people who would come on alts, or help with their main so others can gear up, but otherwise, it just will not happen.  People have reached the phase where they do not want to do flex any more.  At least in guild, so in guild runs are almost completely out of the question, unless we do a flex 4, then people will come along for a chance at weapons.  But again, it is for selfish reasons, not team reasons.

Why is that?  Because flex does not matter.  When you can come and go as you please, pick up a group 24/7 and cross server, the idea that this is a group event for a guild really starts to lose something for many it seems.

I am seeing it all over already and when the new expansion comes and us normal mode raiders in a causal guild that just dabble in heroics here and there become the heroic mode raiders that can not dabble in mythic because we do not have 20 people capable of doing it will have absolutely nothing to do.

Because of the flexible format moving forward from new heroic to mythic will become an issue.  Even more so when people start saying, I don't need anything from there, when you are ready to do mythic I will raid, instead of helping the team by running each week so you could build up and train 20 solid raiders so you can attempt mythic.

See, that is my concern.

How will we end up recruiting more people to move into mythic if all the capable players will just rather sit out because they do not need anything from there.  Or they just do not feel like raiding that night.  Or what ever their reason might be.  All in the name of "flexibility" and the feeling that because the raid will scale they are not needed if they want to take the day off.  They do not understand, even more so at lower levels of raiding, better players are needed to get things down and so we can either weed out the lesser players to teach them.  When people needed to raid to keep their raiding spot they would show and they would raid but when they feel you can clear the content without them because it is flexible it takes away from the team effort.

Moving to mythic next expansion I expect to find myself in the same situation I do now when I try to get a fill in for a normal.  Some 517 item level player that stands in bad every chance they get (not kidding, we recruited a new guy like that and he swears up and down he is a raider) will want to come and I will say, do some LFR or maybe flex with the guild so we can get you some gear first and you can get some experience.  And he replies, nah, I'll wait until you have the space in normal, not worth getting 540 gear when I can wait and get 553 gear.  Guy does not grasp the idea that I am not going to let him have hand out if he is not willing to show he will try on his own, and that means, get the damn 540 gear first and learn to play a little better.

There will be people, some good and some bad, that will refuse to run new heroic in an effort to move into mythic because of the flexible ability that the new heroic mode will afford us because they are not needed but when there is a space in a limit spot raid, they will want it.

And that is what I think it comes down too.

Don't know how your raid leaders are going to handle it but I do know how this one is going to handle it, if I am still leading raids next expansion that is.  If you do not show up for heroic, if you do not raid in heroic, if you will not come along and help the team in heroic, if you do not develop with the team, be part of the team, learn to work as a team, then you are not invited to the mythic because, guess why, you are not a team player.  You can be a back up.  Just like you are making yourself a back up for heroic. 

The last thing I want to see is what I saw this expansion when 5.4 came out and seeing people say, nah, don't want to raid flex, I'll be on for normal tomorrow.  No, you are either a team player or you are a bench player.  Simple a that.  Flexible raids blurs the line and allows people to be selfish.  Selfish people are not good for group play.

In theory flexible sounds awesome, but I am worried it will destroy guilds like mine.  Casual guilds do not have a chance if you let people come and go as they please.  My guild might have never been great or even good, but we managed to get things down in a timely manner because we had people showing up each week, helping even if they needed nothing, and it moved us as high as #3 on the server at one point while raiding only one or two nights a week because we worked as a team, the same team, week in and week out.  We didn't just have people coming and going whenever they wanted to.

Yeah, this is my concern with new flexible heroics.  Moving from heroics to mythic because of the flexible nature of heroic might be really hard for the casual guild that was used to being a 10 man.

Do you think it will be harder to grow with people feeling less connected to their raid group, less needed, thanks to flexibility?

Wednesday, July 2, 2014

How Much Would You Sacrifice for Guild?

Every single player that has ever raided or PvPed or did anything that is based on a schedule in game has sacrificed for their guild.  Sure it might not seem like it when you are home on a tuesday night anyway so what is the big deal to log in to raid, you were going to be there anyway.  But do not let it fool you, at some point, even if you only raid when you really had nothing to do otherwise, you are still sacrificing something for the betterment of your guild.  Your time.

Have you ever been tired and did not feel like playing but because it was raid night you played anyway?  Ever not been feeling well but still stepped it up for your arena team?  Ever wanted to watch something on TV but figured you would just watch it later so you could make a guild event?

Think back, I am sure if you are a good team player there are times you have sacrificed for your guild.  Where would you draw the line however?

Even something as seemingly simple as a guild treasurer sacrifices a lot for their guild.  Even if they are the type of person that likes to play the auction house and they enjoy doing so, when they are doing it for the guild cycling things out of the guild bank they are not doing it for themselves.  Every minute they spend making money for the guild is a minute they are not making money for themselves.  Do you ever give your guild treasurer the thanks he/she deserves for keeping the bank clean and keeping the gold flowing in?  Well, you should, because they are sacrificing their time and using their skills for you and everyone else in your guild.

I've often said here, more so it seems at the beginning of each expansion, I sacrifice for my guild.  I tank or I heal when I would rather be there on my hunter with fluffy at my side but if I am needed to tank, I tank.  I make sure to have a tank geared as best as I can for an alt just so if I am needed I can help the guild.  Do I enjoy playing it, sure, but that does not mean I am not sacrificing for the betterment of the guild when I would rather be there on my hunter.

I am not a huge PvP fan, I think I have said that before, but I have ran with players in guild because they needed a partner.  I spun it in my own mind as I can use this as a chance to get better at it and while that might hold true it is more a case of doing it to keep a guild member happy, and more importantly, in the guild and happy.  This is a case a little further down the line of how much one might sacrifice of themselves by doing something that they are not really completely into doing.

My guild has always been a helpful guild and we think nothing of it.  Someone new comes in and needs help and there is always someone that is willing to step up and help them with their class and spec.  To help them with the gems and enchants if they can not afford them on their own, often at their own cost using their own materials.  I've even seen guild members go to the auction house and buy stuff for people just so they would be ready and not ask for a single thing in return.  Most might just think of it as people being helpful but it is sacrificing a little for the guild even if it does not seem that way.

Recently being things have been a little blah with recruiting myself and a few others have been pugging some heroics so we can get more experience figuring that with some additional heroic experience it will make recruiting easier.  It would definitely be easier to recruit when the core team is further along, and while we are still missing tanks, it is not going to happen in guild at the moment.  Not to mention pugging make us stronger so we can carry newer people through the content on normal to gear them up so they can catch up that much easier. 

This is not sacrifice you might say because you are getting something out of it in terms of further progression, but have you ever pugged heroics?  Hit and miss usually, but even when you grab a hit where you walk in and one shot bosses you still need to deal with the gay remarks, racist remarks, and over all poor behavior that peoples mothers should have taught them better than to talk about in mixed company.  It might not be something you feel is insulting to you or that you are sacrificing of yourself subjecting yourself to that, but to sit there and have to read this or listen to this is a great self sacrifice to me but I do it for the betterment of the guild.

When SoO first came out and in the weeks and months that followed I reached my limit for self sacrifice.  We started running two flex runs a week, the 25 man, the main 10 man two nights a week and another 10 man weekend run that sometimes went two nights as well.  When the third 10 man popped up that meant I was raiding 7 nights a week on most weeks when really all I wanted to do was two nights for the main 10 man and maybe a flex night for alts.  But the guild needed me, if I was not on to lead the group, or not on to fill in because we needed a tank or a healer or another damage dealer, the run did not happen and then guild morale would fall.  So I had not choice, I could not take a night off, like it or not, I had to be on and I had to be willing to run the group if the person I had put in charge of it were not there.

It started to make me burnt out.  Even if we only raided 2 hours a night that was a lot more raiding for me, I had never run with a schedule like that before.  It was not the 2 hours a night that got me, but the 7 days a week that did.  Sure I might pop on and play at least a little every day, but there is a difference between that and having enough raid ready characters for that many groups and to lead them and their variously skilled players and getting all my characters ready for it because I never knew which one I would need.

Sometimes you just have to say enough is enough.  I was, still am, completely burnt out.  In some strange sort of way on the inside I was glad when things started to fall apart and we decided to scrap the 25.  I was glad when the majority of players that were raiding said they did not really feel like doing the flex runs any longer.  I was somewhat glad when the second and occasional third 10 man fell apart.  I could go back to raiding one or two nights a week.  A nice and easy casual schedule.

That was what I call my height of sacrificing self for the guild.  I gave all my time, even if I did not want to, to help the guild expand but in the end it took too much of my own time from me.  I could no longer play the game.  Every free second in the game was about raiding, getting ready for it, helping people get ready for it, working with new recruits, balancing teams and who would run what night.

I play a lot, but I do not play that much.  I could not do it and I reached the point where as much as I wanted to do it, it was sacrificing too much.  Too much of my time, too much of myself.

I know it is a hard question to answer because many people do not even notice all the things they do for their guild.  I never think anything of helping someone with knowledge, or gems or enchants, at my own expense, but that is all sacrifice.  For me however, the ultimate sacrifice, the one that became too much for me, was the sacrifice of my time to where I never had any time to play for myself any longer.  I learn something new each expansion and this expansion taught me my limits on how much of myself I could give.

How much would you sacrifice for your guild?

Tuesday, July 1, 2014

Plus or Minus: Cross Faction Auction House

As it seems from a recent post by a blue in response to a question asked concerning the auction house, it was suggested that next expansion the auction house will be a singular one.   This would mean all auction houses would be tied together for your server sort of like the goblin ones have always been so you can trade between factions.

The question is if this will end up being a good move or a bad move and I would guess your opinion on that might come from where you stand.  I can certainly see why some people would not be too thrilled with the change but in the same breath I can see why others would be ecstatic.

As the blue mentioned, one of the reasons they are doing this is for servers that have a major faction imbalance and as having a few characters on servers like that where I am on the wrong end of the imbalance I can surely see how that would be a huge plus.

On one of my servers I was recently looking for some trillium bars so I could move along with the legendary quest line.  They were 300 gold each on my auction house which just so happened to be the 20% faction on an 80/20 server.  There was no way in hell I was about to sped 12,000 gold to move along with my legendary quest line on this alt.  So instead I did the smart thing, something anyone would a brain would have done.  I bought the ore for spirits that I was not using for anything else and asked in trade for someone to smelt them for me and threw them a tip of 400 gold for doing so.

So, with that said, once the auction houses are merged I can say with absolute certainty that the price of 300 gold for a trillium bar is going to go down, a lot.  And that is part of the reason they are doing this change.  I hope I do not need to replace my meta gem on that character until this change comes about because when raw gems are 2K each on that server buying five to replace your meta is a huge undertaking.  Being on the short end of an imbalanced server can really hurt, even more when you only have a solo character on it and can not find an active guild to help you.

As you can see, from a buyers standpoint I think this change is fantastic.  It gives the people on the short end more reasonable prices and what is there not to like about that.

But what about the goblins that were selling those trillium bars for 300, meta gems for 2000, and glyphs for over 500?  Guess they will not be the fat cats any longer, they will actually have to play the game once again and not just run the market.  Competition is coming and I can see a lot of these goblins being very upset with that.

So it is not going to be good news for all.  The profiteers taking advantage of having little or no competition are in for a rude awakening.  I am not really sure, outside of that, what other reasons people might consider this a bad move for.  Well, except for one, one really small and odd reason that you know someone out there will complain about, any maybe it is with good reason.

Immersion.  A single word we hear a lot of lately mostly when talking about the flying topic and the lack of it in warlords but it fits here to some extent too.  Horde and alliance are enemies, they are at odds, they are fighting each other as well as a common enemy.  Even with that common enemy they are not exactly working together as a team so why would they help each other by allowing trade between factions?

In war would you offer ore to build weapons to your mortal enemy even if you had a common enemy at the moment.  You might be willing to put the bloodshed aside and both attack the same enemy instead of each other but as soon as that enemy is defeated or if you meet somewhere on the field of battle were it is just you versus them you would be drawing on each other and you do not really want the blade your enemy is holding to have been made with the ore you supplied him so he could make it.

From an immersion factor a shared auction house does not fit.  It does not even come close to fitting.  It is immersion breaking to sell your enemy materials so they can make weapons of war to use again you.  The goblin auction houses made sense.  They were few and far between, never had much on them, and were run by a neutral race with a motive of profit and profit only.  But for all auction houses to work like that really is immersion breaking.  It just does not fit the game.

For this elf however I will gladly accept this immersion breaking factor for purely selfish reasons that I do not wish to spend outrageous amounts of gold for simple things I need because I am on the short end of the balance stick.

So having just talked about an against, immersion, that many people might not think about lets talk about a for that many people might not think about.  Third party web sites that sell items and gold.

A shared auction house could greatly limit the desire of people to use such sites.  I know when I was looking at those 300 gold trillium bars it popped into my mind that maybe I would just be better buying them from some web site than waste 12K gold on the 40 I needed.  A quick look online and I could get everything I need for 20 dollars and when you are talking 20 dollars in real life vs 12,000 gold in game there is no contest, 20 dollars in real life wins.

I could, while at work, surf the net, find a place to buy it and place the order in an amount of time that would have earned me 20 dollars, as I am at work getting paid while doing this, and get what I needed or I could spend countless hours in game earning the gold on an alt I rarely play to begin with.

Sure, I went the in game route using a smarter way to do it, but that is because I am an experienced and knowledgeable player to some extent, but for many people they would have spent the 20 dollar in real life instead of the 12,000 gold in game without even blinking an eye.  It is pricing like this that fuels the out of game web sites and there are many people that use them because of this exact reason.

With the joined auction houses there would no longer, or less likely at least, be outrageous prices like that and as such there would be less reason for someone to look outside of the game for cheaper and more reasonable options to get what they need.

The reason there is a market for gold sellers and item sellers is because of sky high prices in game.  Having a shared auction house will help combat those sky high prices and as such will help combat people who go outside of the game to buy things.  For that, I think this is a good move.

From where I stand, this is not huge news.  I am not a goblin, I do not work the auction house trying to make money, so it does not effect me there.  On my main server I have more gold than I can ever spend, so it will not effect me there.  But on some alt servers, like the one with 2K meta gems, this will be a nice little change and I appreciate it for that reason, but even if it never happened it would mean nothing to me.  If I need something I will find a way to get it because that is what I refer to as playing the game and it is why I am here right?

Do you think the cross faction auction house will be a plus or a minus?

Over all I would have to say it is a plus for the game.  Decreasing gold and item buying outside of the game while making prices more reasonable across the board.  To me that greatly out weights the loss of immersion that comes from selling your enemy materials and the fact that it would give the goblins more competition.   If anything, shouldn't the goblins having more competition make their game better because the auction house mini game is their game and this will just step up the competition meaning it becomes more challenging?  Hey, what do I know, I am not a goblin, I'm an elf.

What do you think about it?