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I don''t know why, but the more I hear about WoW the less interested I become. It doesn''t really make sense, since I used to be the one trying to get all my friends interested in the game.

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I, for one, am super excited, especially after Stress Testing.

Anyone know whether the Collector''s Edition is something different than the pre-order uber edition (that''s like 79.99)?

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Yet another clarification.

On the PvP servers, we will be enforcing that you can only make characters on the Horde or the Alliance.

On normal servers, you can freely make characters on either side.

-Eno

http://www.worldofwarcraft.com/thread.aspx?fn=wow-general&t=309032#Post3...

Seems like alot of the stuff said during that event is turning out not to be true.

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Quote:
On normal servers, you can freely make characters on either side.

Man, that sucks.

Quote:

worldofwar.de: Are you pleased with the speed of gaining levels and the exp curve?

Chris Sigaty: Currently we think it is fine. There will always be players that will play nonstop and get to level 60 very fast. But we want to give people who are not able to play all day long to take part in the World of Warcraft with only playing a few hours. So they have the feeling they can advance without putting a lot of time into the game. For them a slow advancement could be very frustrating.

Hmmm, I could be level 20 the first few days knowing what I know now from the stress test. Not sure if this will be good or bad.

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"Tenchid wrote:
Yet another clarification.

On the PvP servers, we will be enforcing that you can only make characters on the Horde or the Alliance.

On normal servers, you can freely make characters on either side.

-Eno

I actually think thats great i mean since it''s a PVE server anyway what does it matter if you can make a toon on each side? At least then you can try out the other side without having to switch servers.

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"Tenchid wrote:

I actually think thats great i mean since it''s a PVE server anyway what does it matter if you can make a toon on each side? At least then you can try out the other side without having to switch servers.

Just focus on one character and get him/her high enough to invade the other side to explore.

Speaking of which, can you learn other racial languages?? It would be cool if your dwarve can speak Orcish.

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"a7an wrote:

Just focus on one character and get him/her high enough to invade the other side to explore.

Speaking of which, can you learn other racial languages?? It would be cool if your dwarve can speak Orcish.

Already did that but your not thinking of alot of things =) You can''t explore the other sides cities you can''t do their quests. Not to mention their abilities etc.

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Making it so you can have toons on each side is a bad idea. DAoC did it right and Blizzard should follow in their footsteps.

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"Flux wrote:
Making it so you can have toons on each side is a bad idea. DAoC did it right and Blizzard should follow in their footsteps.

Flux you do realize that is only for the PvE server right? They wont be allowing toons on both sides on the PvP servers so i ask again what does it matter?

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Quote:
Flux you do realize that is only for the PvE server right?

Yep, sure do.

Quote:
They wont be allowing toons on both sides on the PvP servers so i ask again what does it matter?

Scouting for battlegrounds to name one.

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I talked with some co-workers who are in the closed Beta and been there since Alpha.

According to him at higher levels the best way to get xp is to hunt in instanced dugeons and not quests. So although I am still concerned people will burn through the quests way faster than Blizzard can make them (especially with the easy leveling) it seems at higher levels to level you will want to hunt dungeons any way.

In the end though I think the speed of leveling will be a problem and not a bonus. In every game so far that leveling has been easy you end up with people at the max and getting tired of the same stuff rather fast. Perhaps WoW will over come this but is one of my concerns.

Compeling PvP will help people who are interested in that aspect of the game have other things to do but these games tend to in general attract a small PvP crowd. I am wondering though if Battle Net players will change that with this game too.

Should be interesting to see how this all works out.

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Why don''t they utilize instancing in the lower levels. I''m becoming a big fan of instanced zones, especially after the newbie quests in WoW. Nothing worse than spawn camping, waiting for the quest mob to load, or people training stuff into you, or general idiots trying to hog zones, etc. I''m glad to hear there are instanced dungeons later in WoW.

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Quote:
Compeling PvP will help people who are interested in that aspect of the game have other things to do but these games tend to in general attract a small PvP crowd. I am wondering though if Battle Net players will change that with this game too.

Would you consider DAoC to have a small crowd?

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I agree with you GG. I think people are going to hit high levels and want to go to battlegrounds all the time. While some people will leave, I think that if the pvp is engrossing it will keep people around a lot longer.

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"TheGameguru wrote:
Quote:
Compeling PvP will help people who are interested in that aspect of the game have other things to do but these games tend to in general attract a small PvP crowd. I am wondering though if Battle Net players will change that with this game too.

Would you consider DAoC to have a small crowd?

Yes and no GG.

DAoC is certainly a successful game no doubt.

On the other hand as total numbers go in the market it seems PvE games do better than PvP games. I like to see WoW break that mold and have a 500K subscription game with meaningful PvP (Lineage excluded). Just have to see if they can do it and with talk of a November release that seems like a big bill to hav meaningful balanced PvP and PvE also.

DAoC was built arround RvR where WoW does not seem to have that. I know they may add it but the majority of WoW certainly seems based arround PvE and not PvP.

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Quote:
Yes and no GG.

DAoC is certainly a successful game no doubt.

On the other hand as total numbers go in the market it seems PvE games do better than PvP games. I like to see WoW break that mold and have a 500K subscription game with meaningful PvP (Lineage excluded). Just have to see if they can do it and with talk of a November release that seems like a big bill to hav meaningful balanced PvP and PvE also.

DAoC was built arround RvR where WoW does not seem to have that. I know they may add it but the majority of WoW certainly seems based arround PvE and not PvP.

WAY to early to speculate on various long term MMOG goals..

you should know better than anyone that WoW will have enough popularity to last the required 2-3 years to begin what I would expect a long and ardious balancing process and molding process.

Comparing EQ to day 1 release and EQ now after several years of balancing and design tweaking wouldnt make much sense.

What is WoW in Nov. and what is WoW in 2 years can be fairly different.

It appears that WoW is going to try and out PVE EQ and out RvR DAoC

We''ll see if ultimately they are successful.

I would not make a blanket statement that the majority of WoW is based around PVE and not PvP. That may be what you see now because they are reserving PvP for the end game but that may not be where they end up.

I''m curious on how many PVE vs PvP servers WoW launches with...

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I am not speclating on long term because as you said these games never resemble what they looked like at launch.

I am talking about release and near term. I think developers always under estimate how fast people get the the end game. So you look at what currently seems to be in the game, compared to how fast people burn through content, and I wonder if they are going to be able to get a meaningful, balanced, PvP/RvR game done before there are people at the top starting to complain.

I think you are right WoW will certainly do fine and not flop. Blizzard has too many fans and the game is a solid PvE game at this point. I also think if WoW draws in a lot of the Diablo Battle Net group if could have a solid base of PvP fans.

As I said before I really hope they pull it off as a compeling PvP game to me adds a lot of longevity. I am just wary when it is added later because of all the ''balancing'' and the like that has generally followed.

As a side I think if I was Mythic I would think WoW may be a decent threat to DAoC as they do have as you said a player base interested in both PvP and PvE.

--edit--

Oh I also agree we will have to wait and see if they can pull it all off. Since this is Blizzard, even if not the Blizzard of old, I will give them the benifit of the doubt.

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Quote:
I think developers always under estimate how fast people get the the end game. So you look at what currently seems to be in the game, compared to how fast people burn through content, and I wonder if they are going to be able to get a meaningful, balanced, PvP/RvR game done before there are people at the top starting to complain.

There is no way to prevent this.

All developers at a decent company working on a MMORPG realize that no matter how much content they start with in the beginning there will always be a 5-10% of their users that will blow through it in less than 30 days.

Its inevitable and there is zero you can do about it.

Exploits aside there were people over level 40 in the stress test and that was around 10 days.

You have to cater to the majority and not the minority. There will be enough content for the general population for Blizzard to add expansion and content.

Just look at EQ.. by week 3 there were allready level 50 necro''s

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Rob Pardo on PvP:

http://rpgvault.ign.com/articles/548/548588p1.html

Quote:

...

What Are Battlegrounds?
Battlegrounds are special zones that are always flagged for PvP. They exist on both the PvP and normal servers, and are considered contested territory. Players on the PvP server will be familiar with contested territory, but for players on the normal servers, they will find it more dangerous because the moment they set foot in these zones, they can be attacked by the opposing side. However, there will be incentives for adventuring in these zones, including team-based goals for PvP.

For example, our first battleground, Alterac Valley, which is near the Alterac Mountains, is set up like any other zone. Inside, you''ll find monsters, quests, a Horde town and an Alliance town. The quests - which are more rewarding because you are in a PvP area - might be what lure you in, but as more players on your side arrive, you might get swept up in an attack on the enemy''s town. If you manage to kill the commander there, their town will get razed, and your side will accumulate team honor points.

Something long-term we want to add to battlegrounds to make them even more fun are siege vehicles. We''ll begin implementing them after World of Warcraft ships, but the intention is to give players catapults and other siege vehicles, and then increase the challenge when it comes to razing the opposing side''s town. Once siege vehicles are in, the mechanism for conquering the other side will be to destroy their buildings and not just to kill their NPCs.

...

Ok, Battlegrounds are what really interest me for PvP. I hope that this is the ""simple"" version they are planning to implement for release. This is cool and all, but I''d like to see more. i.e. the ability on a point/resource/timed basis to hire/build NPC units (other than siege weapons) to use to attack the other town, ala WCIII. There are so many possibilities here. I''m interested to see how this pans out and how fun it will be. It''s just too bad they can''t get the full battlegrounds system in for release.

---
[edit]
hmm.. I just realized that there is no mention of instanced battlegrounds They had discussed this earlier. So, no getting teams together to play some RTSMMORGP.

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In the end though I think the speed of leveling will be a problem and not a bonus. In every game so far that leveling has been easy you end up with people at the max and getting tired of the same stuff rather fast. Perhaps WoW will over come this but is one of my concerns.

Am I actually hearing someone say they want their MMORPG to be a grind?

Quote:
DAoC was built arround RvR where WoW does not seem to have that. I know they may add it but the majority of WoW certainly seems based arround PvE and not PvP.

Actually in that Pardo ""interview"" article, on the page linked, it is made very clear that RVR is at the core of the game design. The PVE servers are not ""the vision.
Quote:
The Three Cornerstones of World of Warcraft
When we first started making World of Warcraft, there were three major components to the game. One, of course, was the adventuring aspect of the game, where you play against AI-controlled monsters and the environment with a group of friends. The second component is what we internally call the ""World is Toy"" aspect: making sure there are plenty of things to do in the world that are fun, but that have nothing to do with character advancement. The third component is player versus player gameplay. All the games that Blizzard has released have always been competitive, and our fans look to us to provide that type of play. So, we felt that had to be a core component of World of Warcraft.

We wanted to design a game where people could have a good time adventuring and at the same time engage in PvP whenever they want

The World Supports PvP
One very important motivation in designing PvP into the World of Warcraft was to make it feel like Warcraft. Warcraft - starting back in the day with Orcs and Humans - was about the war between Horde and Alliance. We have expanded the Alliance and Horde to encompass more races within each side, but it''s still, at its core, a game about the conflict between the two factions.

We designed our world to reflect this tension and to create situations that bring players into conflict with the other side. Our quests encourage you to attack the NPCs of the opposing faction. We also set up our zones with conflicts already ongoing between the two sides, and then ask you to participate in those conflicts. For example, in the Hillsbrad zone, there is both a human town and an undead town, and the undead town has a series of quests that ask you to go to an Alliance village and defeat human peasant NPCs. We feel that is a great way to remind the players that a war is still raging between the Horde and Alliance. It gives both sides reasons to dislike the other players. An undead player in Hillsbrad is made to feel like the humans are his enemies, and vice versa.

The way we handle languages also supports this division between Horde and Alliance. The two sides can''t communicate with each other. That''s actually not a hard and fast rule; they just speak different languages. There is the ability for any particular race to learn a language of the opposing side, but again, since you can''t really communicate with people from the other side, there is already a barrier there between you and them. You already have friends that you speak with versus enemies with whom you cannot.

The Goal of PvP in World of Warcraft
We really wanted to make our PvP system unique, and we wanted to create a way for everyone to participate in PvP combat if they wanted to. Many MMORPGs out there now segregate their adventuring groups from their PvP groups. Some games are ""PvP-centric"" while other games are focused only on adventuring. Even in those particular games, you''ll see that the designers have created special rules servers where people can enjoy PvP even though that wasn''t what the game was designed for. We really wanted to bridge the gap. We wanted to design a game where people could have a good time adventuring and at the same time engage in PvP whenever they want, and be rewarded for doing so. That was the overarching goal.


The PVP/RVR was one of the 3 basic principles of the design of WoW.
Quote:
On the other hand as total numbers go in the market it seems PvE games do better than PvP games. I like to see WoW break that mold and have a 500K subscription game with meaningful PvP (Lineage excluded).

A good source for numbers is http://pw1.netcom.com/~sirbruce/Subscriptions.html
The First chart is probably the one most will be interested in, MMOGs with 150,000+ subscribers.
Quote:
Just have to see if they can do it and with talk of a November release that seems like a big bill to hav meaningful balanced PvP and PvE also.

As mentioned, the PvP was an integral part of the game design, one of the cornerstones. As such, and as it is actually GvG(group vs. group), then there is no way to compare class A to class B to determine balance, and I think it will be a very subjective matter.

Anyway, that interview/dev diary was a good read. Definitely recommended for anyone with RvR concerns regarding WoW.

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Um, what?!?

Lineage with over 3 million subscribers?

Didn''t think there were THAT many people in Asia playing that game.

That''s crazy.

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Just to clarify....

Quote:
Lineage with over 3 million subscribers?

Not necessarily subscribers, but subscriptions. It''s subtle, and definitely not the difference between EQ''s 6 digit number and Lineage''s 7 digit one, but it''s one that can easily get forgotten.

An even bigger surprise, to me, was the fact that Final Fantasy XI edges out EQ, and that Lineage 2 even puts the best western efforts to shame.

The shapes of the curves is also interesting. The early games, UO and EQ, have relatively smooth, flat curves. The later games like DAoC, CoH, SWG are quite spiky. Of course, Lineage is an early game, yet has the spike.

Still, they''re just numbers, and anyone could make them say just about anything, but they are interesting to hem and haw about.

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Yes I want a MMORPG to be ""grind"" as many call it and I have always had that sort of approach.

RPG to me is not about getting to some mystical max level then having the game start. That to me is a flawed idea. I play these games to watch my character grow and explore. I try not to focus on the expereince bar and just go out and have fun. Sure there are times I want to get the next level to get a cool spell or something but I am not in a rush to get to the top.

As for the PvP we all played a ton of these games and the jaded gamer in me is wary of a game that claims to have PvP as a cornerstone, is rumored to be releasing this year, and is just now introducing the battlegrounds. Toss in the fact talents are not all done and all the balancing (at group level) that will be required.

As I said this is Blizzard so I will give them the benifit of the doubt that they can pull this off but if SOE was feeding us this same line would you all be so quick to dismiss my concern?

I am guessing you would not and it is also the same reason why I am willing to give Blizzard the benifit of doubt in the first place, track record (although Blizzard has 0 MMORPG expereince it is Blizzard and they seem to produce quality products).

I excluded Lineage from my original post above when stating numbers because it was a huge success in Asia as we know but did not appeal to the European and North America market much at all.

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...the hell?

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That was pretty cool.

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