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03/30/07, 12:43 PM
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#31
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Witch doctors park in gear
Cadfael
Worgen Priest
No WoW Account (EU)
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Originally Posted by Ultramagnetic
I've read numerous times that increasing player storage is very taxing on the hardware side. While it's philosophically simple to say "make a new set of bags for the battlegrounds" it's not nearly that simple on Blizzard's end.
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I'd need very detailed information about the inner design and workings of the server side in order to answer that. I do actually have more than average information of how wow "ticks" since I basically work in the same area and can track funny error symptoms to their cause and am naturally interested in all tech-details I can get my fingers at.
So what I say next is as much speculation as any, but really I doubt that the above paraphrase (I've read that too, once from a blue poster) is really accurate.
The most stress you cause to the system as a whole is when you log in. After the auth servers have acknowledged you, you login to a realm world server. At this point your chars are loaded from the big db backend and displayed in your char screen, already with their items wearing on. Then when you hit login, that char data, with all your belongings is transfered on the relevant world server (there are three per realm, one for eastern continent, one for western continent and one for outlands, plus a couple of instance servers and realmpool shared BG servers).
This process basically repeats whenever you zone across server boundaries, ie zone into an instance or switch continents (difference in game is wheter you see a loading screen or not, if you see one, you switched physical server boundaries). Such a switch really is the most stressing thing that happens to the infrastructure, I believe. It means your char's data (and this includes his stuff he's having on as well as what's in the bank, etc.) moves from one server to another. The old server most likely wipes your data from memory, the new one needs to request it from the db backend, which needs actual, ie "commited" data. That stuff can easily be cached though.
Now that happens all the time and in large numbers, and yes, increasing the amount of "stuff" a player can have does increase the load and this of course gets amplified due to the number of such transfers happening.
Just equipping and switching outfit itself is no big deal. Although all transactions where items move position (more than just from bagslot a into bagslot b) involve a full two-phase commit protocol (this prevents duping btw., they DID learn from D2) which is quite some overhead but seems to work very well. This does not get worse with more items, only with more switching.
But as I said initially, I have never seen blizzard's server code and never will. And I'd need to in order to answer well. So this is most speculation and there really might be something that's causing an exponential increase of processing power required. It's possible. I just find it unlikely or at least you could change the architecture so that it isn't a problem. It really should be a purely linear problem and those generally can be solved if one wants to.
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Once I read a suggestion that battlegrounds have a staging phase where you get your armor and stuff counterstrike-style. I don't think that would have flown either.
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We basically have a staging area now in arenas...
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03/30/07, 12:44 PM
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#32
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Piston Honda
Human Rogue
Bronze Dragonflight (EU)
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Originally Posted by Ultramagnetic
Once I read a suggestion that battlegrounds have a staging phase where you get your armor and stuff counterstrike-style. I don't think that would have flown either.
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Not that lore is really tied into the arenas, but it could easily be made to fit. Something along the lines of "oh you're ready to battle for your side, here take some swanky kit fitting your rank sgt. toomuchcoffeeman". Or something.
Everyone had a carte-blanche of arena gear to choose from. The level of the gear was determined by the rating of your team. No diminishing returns, new season = start with whatever the best gear you had last time around.
Everyone with a more or less equal rating (which are matched anyway) would be able to compete on a more or less equal ground and it would be more down to skill, teamwork, rock-paper-scissors luck and technical aspects like fps, lag etc.
World pvp would be as fucked as ever but that's nothing to worry about really. It's usually just about whoever gets the jump and/or who has the biggest friends list / guild when shit gets campy.
If Bliz would just dare to think a bit outside the box, arena could really be a almost separate game within the game satisfying the most hungry of the pvp'ers, competative or casual.
I do see the downsides and obvious pitfalls of a system like the one made up above, but it would allow Bliz to go haywire on PvE loot without affecting their precious tournaments in the arena.
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03/30/07, 12:46 PM
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#33
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Don Flamenco
Orc Death Knight
Blackrock
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Oh yes I agree 100% with Xi that retuning old content & items with each expansion (or on a set schedule) is very smart, I never got to kill KZ and would love the chance to fight him, just from a lore POV. It still doesn't solve the problem though that Blizzard simply can't release raid content fast enough - at current schedules, Nihilum and DnT probably will have Illidan beaten in 5-7 months. The next expansion is probably a year away best case, probably much longer.
Blizzard will likely retune BWL/AQ40/Naxx to fit 25 man raiding and level 70 in a few months, when they realize they won't have new content out for ages and people are getting bored.
And I disagree that casual guilds quit the game once they hit farm status on every raiding instance ("finish the game"). My guild used to run MC/BWL with alts, friends, for fun, etc even though nobody needed any drops. It was just as social environment to have fun and was an extremely easy instance where nobody had to yell, focus 100%, pot, etc. We are starting Naxx this week in fact just to go back to that environment and skipping SSC for now.
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03/30/07, 12:49 PM
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#34
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Period Queef.
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An easy solution would be to have a percentage attached to all items. This would be used only when attacking other players in PVP and would degrade the quality of the item in said situation. For example:
Axe of PVE (15%)
155 dps Two-Hand
55 Stamina
45 Strength
If you are attacking another player, this axe becomes:
Axe of PVE (15%)
155*(1-0.15) = 131.8 dps Two Hand
55 Stamina = 46.8 Stamina
45 Strength = 38.3 Strength
This lets you maintain item-based progression in a raiding environment, without overpowering them for PVP.
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03/30/07, 12:49 PM
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#35
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Chief Passenger
Gnome Rogue
Earthen Ring (EU)
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Originally Posted by XI-
Want to talk about what people love? I'm sure the casual raider fucking loves Gruul and SSC. Right? No of course not. How about if they went back to Naxx, got to experience some cool fights, and lore, and aquired REAL MEANINGFUL upgrades. Would people like this? Of course they would.
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Thing is, they can. Naxx loot is an upgrade up to at least level 67/68 or so. It's not clear to me that they should be forced to.
Also, going your way implies a steady and growing disconnect between the raid game gear progression and the levelling gear progression. That leaves the top-end cheated out of half the content of each expansion, because it's only the new raids that have anything useful for them. Or should people be forced to defeat a given set of raid instances in order to be allowed to level up? Maybe I'm just unclear on what you mean by EQ-style linear progression - I never played EQ.
However you slice it, it looks to me like you're only considering the raid game, which is silly because raiding is not the whole game.
One of the reasons I switched main when TBC came out was that my rogue was still in Strat/Scholo blues and consequently I was getting new nifty stuff every few quests. By contrast, taking my T2-ish mage through the levelling process and sharding every last item has palled pretty fast.
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03/30/07, 1:00 PM
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#36
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Piston Honda
Murloc Warrior
Hellscream
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The EQ progression also worked a bit better due to most expansions not having a leveling increase so all that was released was just harder raid zones at the same baseline. Gaining 10 levels in the first expansion isn't insignificant, especially considering in WoW being higher level makes you godly, whereas in EQ being higher level certainly made things easier, but it was a more group oriented game by comparison.
What he means by progression is item progression. Once upon a time in EQ, if you wanted to make any initial headway in Luclin, you needed to have done TOV a bunch for the upgrades, or Kunark > Velious, and now, there are still guilds doing GoD/OoW content in order to do the DoN and DoD raid content...which is basically a pre-requisite for PoR content and onwards. There is group content upgrades in between, a lot of it, but if you did the previous tier of high end content, you typically got a ton of great drops per week which would help with the current content tier.
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03/30/07, 1:04 PM
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#37
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Von Kaiser
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Originally Posted by Andorien
For what it's worth, after completing MC and BWL in WoW 1.0, I tired of raids. I had let my subscription run out before TBC, and I came back because I heard the raid/non-raid gap was closing and there would be other things to do (heroics, arenas).
If the main selling point for TBC was "now you can do AQ40 and Naxxramas!" I would certainly have written off the whole game.
This is obviously anecdotal, but then I can't legitimately speak for anyone but myself.
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I'm the opposite. I came back to TBC because I thought bliz was learning from mistakes and the game would be better going forward.
I never saw C'thun die or anything past the spider wing and TBC pretty much nuked all that content. Sure going back with level advantages would take something away of the accomplishment but throwing all those bosses under the bus by making the majority of their loot useless was naive.
Instead it seems they try and put PvP and PvE gear on equal grounds and change stamina values to really push their arena PvP. This over emphasis to try and appease the people who hated the gear disparity was handled poorly.
Take any level minded gamer who's played both sides of WoW and the best content ingame is hands down the raid bosses (patched and bug free) the PvE side offers. The PvP side development is comparatively non existent and all gimmick scenarios from FPS games.
ps. Any arguments that revolve around just because the vanilla WoW loot is mostly dead you cant enjoy the old content are void. This is a progression game and people organize around things that progress their characters. It took a arena ladder system with prizes and loot to make 5v5 main stream popular. Nothing was preventing people from meeting up in STV before TBC.
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03/30/07, 1:13 PM
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#38
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Von Kaiser
Human Warrior
Cenarion Circle
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Originally Posted by ooj
Take any level minded gamer who's played both sides of WoW and the best content ingame is hands down the raid bosses (patched and bug free) the PvE side offers.
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I think you are offering your personal preference up as the objective truth.
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03/30/07, 1:14 PM
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#39
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King Hippo
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The thing is, there are lots of definitions of casual. I play every day with a group of people who hate the very idea of raiding. For them, there's no way of progressing their character past the faction epics at exalted, crafting tradeskill items, or heroic blues.
I really think that Blizzard should start implementing tiered 5mans and heroic equivalents with each added dungeon that they patch in. Witch each dungeon they can add another faction through which to get more gear, etc etc. Increase the relative difficulty as needed and now there's progression for anybody who can make it to 70 or whatever the max level cap is.
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03/30/07, 1:15 PM
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#40
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Chief Passenger
Gnome Rogue
Earthen Ring (EU)
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Thinking more about it - it's in fact a non-discussion.
Any time you raise the level cap and release new abilities/gear you will inevitably obsolete old content. The only discussion seems to be how much of the old content should be obsoleted. Should Blizzard have tuned level 70 quest and world drop gear to T1 level, T2 level or T3 level?
Bearing in mind that this expansion conincided with a switch from 40-man raiding to 25-man, I can see a very strong argument for tuning it to obsolete all prior instances, however much that hurts in terms of "wasted" content.
Let's say they'd tuned level 70 gear to T2 level instead of to T3 (as at present). So once you hit l70, MC and BWL are obsolete. You still need to gear up in AQ40 and Naxx in order to take on Karazhan, Gruul/Magtheridon etc.
It's been enough hell for the existing 40-man groups downsizing - can you imagine the logistical difficulties of starting a new guild at level 70 under the above scenario? First you have to recruit enough for 40-man and then downsize again, then upsize... it'd be double the nightmare.
Even then, when the next expansion comes out and the level cap goes to 80 - by then gear and intrinsic abilities would have to trivialise Naxx. So should groups still be forced through the 40/10/25 treadmill even when they need none of the loot, just for keying purposes?
I can't see it. Resetting is inevitable, it's just a question of how hefty the reset is. And then, quite apart from the above, there's the justifiable feeling of "why should I buy this expansion when I can't play any of the content in it - all it's useful for is the raised level cap so I can do the old instances". Especially in the current circumstances with raid sizes, a full reset just makes most sense.
The comparison to EQ is flawed in another way - as I hear it, EQ expansions were much more frequent and correspond more closely to Blizzard's content patches. And there indeed we *do* see new raid content getting released without obsoleting old content. So it's a series of cycles. Linear progression for a while, then a reboot, then linear progression for a while. Seems much more palatable than making casuals drop further and further behind.
Retuning I could buy - if they brought out versions of AQ40 and Naxx tuned for level 70s in average blues, so they could experience the content and the lore, while the hardcore just ignore that and move straight on to the new instances. The retuned top level instances could serve as the starter instances for the next expansion. It'd save some design time and a *lot* of artists' time. Would be just as much time for the tuners and itemisers, of course. But a strict linear "you must do this in order to gear up for that in order to gear up for the other" just leads to the majority of the player base being marginalised.
Maybe it worked for EQ - but as I said above the expansions see to have been smaller, and EQ *certainly* never had the depth of casual raiders that WoW does. I guess the lesson to Xi is "there's more suck out there than you think, and they're all paying customers".
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03/30/07, 1:17 PM
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#41
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Witch doctors park in gear
Cadfael
Worgen Priest
No WoW Account (EU)
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Originally Posted by jakez0r
The thing is, there are lots of definitions of casual. I play every day with a group of people who hate the very idea of raiding. For them, there's no way of progressing their character past the faction epics at exalted, crafting tradeskill items, or heroic blues.
I really think that Blizzard should start implementing tiered 5mans and heroic equivalents with each added dungeon that they patch in. Witch each dungeon they can add another faction through which to get more gear, etc etc. Increase the relative difficulty as needed and now there's progression for anybody who can make it to 70 or whatever the max level cap is.
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You know, ever since TBC beta, there's a third difficulty setting for instances in the game. The game data file calls it "epic" difficulty, after "heroic". Switching to it by use of the lua code does nothing but they could bring even another "tier" of 5 man instances...
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03/30/07, 1:21 PM
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#42
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Piston Honda
Murloc Warrior
Hellscream
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Well in EQ raiding was really the only game. You hit max level and you raided, everything went to that. They try to cater to people here who don't want to raid which never made sense to me, its basically saying I see all this content and I just don't want to have something to do.
EQ expansions are released every 6 months I think, but basically they have 1 expansion per year which focuses more on grouping content, mild raid game content, and mostly things like more AA, more spells which makes it easier for the non bleeding edge raiders to take on past content, and then 1 expansion which is basically the elephant of the year. Usually has a level increase, fair bit of leveling content for the level increase, and a significant raiding progression path which will take most of the year to get through.
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03/30/07, 1:25 PM
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#43
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Von Kaiser
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Originally Posted by Andorien
I think you are offering your personal preference up as the objective truth.
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In my experience most of the players from a wide range that prefer the type of PvP WoW has to offer had very little instance experience and hardly any end game raid exposure. I think even the raid dev's realized this and was part of the move to 25 player raid cap to lessen the organizing blocks 40 player raiding had. They should be confident that the more people see of the encounters they design the more will keep on playing.
Personally I started at retail with PvP and BG ambitions and I can attest the difference in content and quality is pretty significant. It might be my own experience and opinion but its one that I've run into allot. There's a significant crowd that started WoW for Warcraft style BG's and instead got sucked into raiding.
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03/30/07, 1:28 PM
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#44
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Does Not Play Well With Others.
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Originally Posted by songster
Stuff
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AQ and Naxx should be easily conquerable by a group of reasonably geared and skilled level 70 players. The gear would not have to mudflate immensely to make this possible as you'd have 10 more levels of stats, and resist checks vs mobs. In addition this would allow players to "zerg" said old world instances if they so chose to do so.
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03/30/07, 1:31 PM
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#45
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Chief Passenger
Gnome Rogue
Earthen Ring (EU)
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Originally Posted by Nakilos
Well in EQ raiding was really the only game. You hit max level and you raided, everything went to that. They try to cater to people here who don't want to raid which never made sense to me, its basically saying I see all this content and I just don't want to have something to do.
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A multiplayer world doesn't imply multiplayer PvE encounters. Single-user games are a much larger market than raiding-only MMORPG. WoW bridges the join. This is not news :-)
"I see all this content but it's not really my type of gameplay" makes perfect sense to me. And it makes a lot of money for Blizzard.
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