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Monday, January 3, 2011

New year, new projects

Happy New Year and prosperity to all.

I bet you thought that I'm moving on as you read the headline. No chance, sorry about that. I though I'd change my blogging a bit: thus far I've been stuck to the text version alone, as I find the pictures in blogs a bit dull to follow myself. However, as I started one new project it might be a good thing to go through that with a dedicated picture folder and some chit chat about the progress.

Because this project is a follow up of a failed one, I'll start with that one. The failed one was my worgen druid, Unnown, who was supposed to be a non-violent, non-killing worgen. However, it's impossible to even become a worgen without completing the worgen starter area questline, so the whole project dried up in a whimper.

As it happens, I took only few screenshots of that try, which I promised to present at one point or another. However, the follow up project, gnome priest Gnomore (EU/Thunderhorn, if you want to check the stats) will be an ongoing project as it was possible to escape Gnomeregan even though he was radioactive and not cleaned... talk about hygiene over there.

I will also keep you bored with the adventures of the Three Stooges, me and my brothers, who will bang heads with the instances of Cataclysm in the holy trinity of warrior tank, rogue dps and priest healer, mostly failing miserably where everyone else succeeds. Hopefully I'll start using the wonderful gift of screenshots with that, too, if it seems more pleasant.

This doesn't mean that anything else will change though. I will be the grumpy one complaining about one or another thing in the game and wondering things that people take for granted. I will also test and try other games, as I'm not 100% pleased with our beloved WoW as you may have seen already...

Anyhow, I hope this year will be as prosperous and happy as the last one was, or even more!

C out
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Friday, December 31, 2010

Three against... What?!

It was the night before New Year's Eve, when the Three Stooges took off again. With some fuzz with the contents of their bags they rummaged through the auction houses, banks, inns and stores of Stormwind, weeping for their trusty Northrend purples which had gone stale with the new, shiny greens of Cataclysm.

With much rage and crying they set their foot in Blackrock Caverns, the place they so fittingly died in the last time they were around.

"Off we go", claimed Laiskajaakko, as he entered the Cavern with Bishopgeorge. Without much ado he launched to the first caster mob, unaware of the fact that his brother had just exited the instance to show Förgelös, the middle one, where the Caverns entrance is.

Score: 1-0 for the instance.

Much rage and laughter commenced, as the three of them proceeded the instance. The first 'boss' with his lovely chains of appreciation caused the second death in the trio, when Bishopgeorge - instead of running straight - decided to run in circles around the feller. In the end, Laiskajaakko had only ten or so hit points left when the big bad boss went down, with all the cooldowns gone and potions chugged.

Score: 2-1 for the instance.

Onwards behind the shoulders of Raz the Insane or whatever his nickname was, and down the tunnel to Corla, that damned priest of the dark forces. The encounter is definitely done to humiliate us who want to have a real challenge in the instance, because it's quite impossible to complete at this level, with the dps available to the gear available. There just isn't enough dps to kill the beast beauty with the standard combination of the holy trinity: tank - dps - healer. I say standard, because none of us is a hybrid, nor do we have any pets to play with, pets which most of the time bring another party member to the foray, really.

Naturally it was a wipe. Twice even, even though we tried to rotate the one standing in the light ("Don't look into the light!").

Score: 8-1 for the instance.

"The heck with it", decided Bishopgeorge, and as the group leader put us into the LFD. Which, amazingly enough, filled the group before we got back from the spirit healer. (Ok, well, almost.)

And the instance was a breeze. The only problem was the fact that Laiskajaakko had never been in the instance before, so every boss was a new experience. There were wipes and deaths, but in the end the final verdict was that the instance was easy but designed so that it would be a real challenge for the three of us at anytime soon.

Score: 20 - 6, for the instance.

After which it was time to recuperate in the gentle care of Stormwind. Over the instance run there was next to no chat, no help, no advice from the two extra members, even though they had been in there several times. Laiskajaakko had to ask for guidance in Corla (ok, so the debuff's wear off, thank you) and that furnace master feller (now I know I have to drag him through the lava, thank you for telling that to me after the first wipe even though I asked). Without the constant chit-chat over the vent among the three of us, the instance experience would have been very, very shallow and dry.

Due to the fact that you have to know where the entrance is, the three decided that it was time for Bishopgeorge and Förgelös to gain their Sea Legs and Sea Horse. They went for the boat, stood on the same pier, but couldn't see each other: the glorious side effect of the phasing system. Upon reaching Vashj'ir the two landlubbers started doing the quests as planned, while Laiskajaakko did some mining and monster bashing, granting the two 'off-phased' brothers some extra experience. Which was nice and everyone was joyous.

Long story short, the three rode into the Throne of the Tides and engaged the first boss in there. That Nazga or what her name is. Anyhow, we got our behinds handed to us in a very grand and typical manner, as Bishopgeorge missed the healing que while yawning loudly, wiping first Laiskajaakko (Heals, please, Hello!) then Förgelös (Could we really have some heals here, please?!) in rapid succession. The only excuse was... "hmmmh... aye, that was partly the fault of the player, partly... hmmh..."

So we called it a night.

Förgelös put it nicely, and I have to agree with him on every word. You see, he said: "Despite everything Copra/Laiskajaakko claims and writes in his blog, one has to admit that the developers at Blizzard have really put some effort to the new areas and instances. So much so that you can really see that the polish isn't just skin deep."

Like I said, agreed. And I have never denied that WoW is extremely well done, polished and completed with great care.

It's good to end the blogging year with these warm words and wish all of you readers a very nice New Year.

C out
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Thursday, December 30, 2010

On challenge in WoW

I've mentioned already this week that there seems to be less and less challenge in the game, especially Cataclysm has taken majority of the solo game challenges off. The railroaded themepark questlines are so secure and sure to guide new player through the 1-60 to the great unknown, unchanged Outlands which stands suspended in time out there.

At no particular point there is any considerable challenge presented to the player, not even the 15-50 instances provide any meaningful challenge to the groups at that level due to the fact that the players mostly overgear the content. I've also noticed that there are usually one or two characters in a random group at the 45-55 range (at least) who are either a couple of levels higher or lower than the rest. This in turn means that the ones lower get carried through and the ones higher get to carry the rest.

But.

There are challenges in WoW later on, and a quite huge amount of them, really. Let's list some of them for discussion:

  1. Run only LFD PUGs and not lose your temper at all.
  2. Endure a jerk in a random LFD group.
  3. Gear up after getting into level cap.
  4. Gear up for raiding, even though it is now possible both by doing heroics AND normals.
  5. Find the right strategy guide and accompanying videos to heroics and raid instances.
  6. Learn the instances by heart before committing to them, see 4.
  7. Learn the raids by heart before committing to them, see 4.
  8. Play some minigame while waiting for a random group and beating yourself every time, unless you are blessed with a guild running at the same level and progression.
  9. Do not leave a group in an instance in which no-one understands the basics of crowd control at all. This applies to the instances from Dire Maul onwards, really, only to be forgotten in Outlands.
  10. Level outside the pre-planned storyline.
  11. Level without killing anything.
As you can see, learning to play your class isn't included. Naturally. That is not a challenge, that means only that by going through the quests and questlines you should have learned everything there is to learn. At level cap you should be a master already, even though it takes 10.000 hours to master anything. 

We all know it doesn't take 10 000 hours to level from 1 to 85 anymore, though...

Anything else I forgot to mention as a challenging thing in WoW?

C out

PS. I know a certain German reader who will point out that 'to have fun' would be one, but I doubt I wouldn't be playing the game still if I didn't have at least some kind of fun with it, right?
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Wednesday, December 29, 2010

Not at all!

I admit, the lasts few posts have been the same old me again: complaints and critiques of the game as it appears to me. This post is supposed to be something completely different. Not at all like the previous ones.

First of all, my first contact with the Shattering was in fact a new alt, an Undead Hunter with whom I blasted to level 18 I think. What a joyous ride that was! The quests flow from the beginning in such a way that you are really 'living up' a story of an up and coming hero rather than one of the guys at the cemetery, like it earlier seemed to be. The phasing provides a pull which is otherwise impossible to achieve and you really see the world change from a scene to scene.

After playing the worgen and goblin starter areas and seeing the gnome starter, I can say that the beginning player's starting experience has been streamlined and polished to the extreme. The only pitfall in this is the possibility that the starter areas are lacking the challenge one would expect to see in a world torn by constant war and strife.

But the biggest fun came later on with the Undead: there is this particular quest at the border of Silverpine Forrest and Hillsbrad area, where you get to be the questgiver. And you get to had three quests to three different kinds of characters. No more spoilers, but this quest was the first time in the game where I laughed with tears in my eyes to a scripted event. And the follow ups with the questees later on were a cracker, too, but not the way the original quest would have suggested...

At the high end levelling areas one cannot be but amazed of the quality, continuity and flow of the story itself, and contrary to what Blizzard said about quest hubs (something like "players want to see their minimap blinking with yellow exclamation marks"), they condensed the hubs instead: only few quests usually doable in the same area and at the same time, continuing the story or two simultaneously only to be finalized in a sort of climatic encounter before leaving for the next area. Well, the same worked in the new revamped 1-60 quests, too, but in the end levels it's even more profound.

What really warmed up my cold heart was the fact that the crafted gear is again worth a thought: even the first BoE gear which is craftable by a blacksmith are worth the while. I replaced WotLK purples with the first three pieces I could do and without a single doubt! I haven't checked the other crafts yet, but I bet that the tailors have the same situation at their hands as soon as they get enough cloth in their hands. I can only hope that this continues to the cap, because it would seem a waste to be subjected to the instance and point gear only.

In saying that Blizzard provided more of the same you would be making an underestimation: they provided even more of the same, but with some very innovative approaches. However, in railroading the play experience the game has taken quite a few steps towards the massive multiplayer solo game, and by doing that the group content will suffer the most in the end: people just do not know how to cope with the group content, blasting away with the ways they have learned while soloing. Then again, one of the nifty little things Blizzard provided the players with are the progressing quest chains: you get both experience and the next quest of the chain on the fly, and these combined with the instance create a very, very interesting concept. The same system has been used in the wilds where you may find a quest while doing another (triggered by random kill or an area like a cavern) which liven up the questing itself, giving you the illusion of free form or sandbox quests.

If we think of Cataclysm from the newcomers point of view, then the overall experience has improved to cater the complete noob in a fantasy game: it provides interaction, specified and achievable quest targets and guides and ushers you onwards with the story and out into the world. The ongoing storylines really push you beyond the earlier level 10 barrier Blizzard reported, as they continue way beyond that limit.

So from the newcomers point of view, Cataclysm made WoW even better.

For the veteran quester who has seen the content up to WotLK the new levelling experience is a refreshing change to the old one, providing new insight into some quest types and using phasing as a real tool in advancing the story. Also the fact that you have to find the instances in real before you can queue to them via the Dungeon Finder is a refreshing thing, and urges people either to go through the quest lines in the area to reach the conclusion in the instance or to explore the area to find the entrance. As I haven't reached the cap yet (only lv83) I cannot say what changes in there, but I expect it will be even more of the same as it was in WotLK, causing me to turn my face on working with my alts.

All in all, Cataclysm turned WoW into a roller coaster which urges you to go by the numbers. It's not a bad thing considering the changing customer base, but it's not exactly what the genre requires to improve as whole. I for one am having the feeling that by streamlining the system Blizzard has gotten rid of the danger and challenge in questing, and for me it is not enough to have that sense of challenge in the heroic instances alone.

So for the next time I would love to see some sense of challenge, possibility to fail even if you do your best and more emphasis on group content. By this I'm not saying that the instance content is bad, quite the opposite: the instances I've been so far are top notch and entertaining, the bosses are different and have various mechanics and all. But the change from WotLK facerolling with AoE damage to the crowd control required style seems to be too abrupt for the majority of the players and the questing and levelling content doesn't help the players to understand this change.

Was that pep enough for a change?

C out
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Tuesday, December 28, 2010

No sandbox

I have been wondering the same thing over and over, especially now as I have tried to start a total pacifist project. How WoW actually guides, ushers and urges us players to do things in certain ways.

The actual social tools are adequate at best, and the game mechanics teach us from the first level on to mind our own business, solo everything we encounter and kill all sorts of creatures to advance. Later on we're taught to steal from inns (look at the Dalaran cooking quests!), that torturing is ok if someone else says it's ok (Kirin Tor quest in Northrend) and so on. Even the Heroics late in WotLK taught us that it's ok to be a jerk as long as the mobs die.

Now the issue I'm having at the moment is the fact that the game requires us to kill, maim and destroy from the beginning. You cannot start a worgen without going through the worgen starter area, which requires you to kill in the second quest. And you cannot skip any quests or you get stuck with the starter Gilneas for good. It's like an island, ending in digital void all around. I have pictures to show that, maybe I'll enter them in here later on.

So I started another 'new' class combo: gnome priest. And guess what?

The first quest is to kill 6 deranged gnomes. You cannot skip that quest, but at least you can get out of Gnomeregan to the Real World by just skipping all the starter quests. But then you are gimped from the beginning: the quests out there start from level 2 or 3, so you are out there with your lv1 toon, fiddling your fingers.

So I've been running around the world and I've been able to get to level 3 by now, with much more played time than you'd require for the normal level 5. And the worst thing? As I haven't been able to do more quests than the few delivery quests, I don't have any money to purchase herbalism which would be both an experience source and money maker.

WoW definitely is no sandbox game to pass your time. Everything you want to do outside the theme park box gets you in deep end of the pond and there is no real light at the end of the tunnel.

Maybe I should transfer some gold from my banker to this toon to get going?

C out
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