Furtive Father Winter!!!

So I’m trying to make friends in the blogging community and I signed up for the Furtive Father Winter, a special little secret Santa of online creativity!

My secret target was a writer named Nightwill whose work tends to cover roleplay and the game experience. I made her a picture featuring her main character, the Tauren emblem, and quotes from her character, taken from her website. I hope she likes it! Looking over the other presents, though, it seems that I was confused about the assignment; everyone else wrote stories and guest blog posts, so I kinda messed up there. I hope my gift is still ok :/

nightwill

For what’s under my own virtual tree – I got an awesome email with a great guest post as my gift. So, without further ado, here is a lovely post from Jojo over at Admiring Azeroth, covering the 12 battlepets of Winter Veil 🙂

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Hey Kaliy! (and your readers).

Hope you’ve had a good festive season so far.

I’m Jojo and I write the blog Admiring Azeroth (admiring-azeroth.blogspot.co.uk). I, like yourself, don’t cover anything too specific in my blog. Rather I try to cover a bit of everything. From looking at your blog I’ve noticed that the main differences between our respective blogs is that you cover PvP, BG’s and Raids (which I don’t do) and I cover more on scenery (i.e. screenshots) and Pet Battles.

My initial idea was to do a twist on the ’12 Days of Christmas’ or something related to Pet Battles. However, I do realise that some people don’t like Pet Battles and/or have no desire to experience them. So, I checked the armory and noticed that you have collected and levelled some pets. In the end I decided to produce a mini-guide to seasonal (i.e. winter) pets that are available in-game and I was able to fit them into 12 points. I’m sure there are other pets available in-game that are wintery but these are the ones I could think of.

1. Snow Cub (Dun Morogh, Pet levels 1-2)

Found throughout Dun Morogh and one of the first and easiest pets available to capture.

2. Snowshoe Hare (Hillsbrad Foothills, Pet levels 6-7)

Found throughout the snowy region of the Hillsbrad Foothills, these hares share a similar design to other hares / rabbits.

3. Alpine Chipmunk (Winterspring, Pet levels 17-18)

These are found in a few select locations within Winterspring as well as within the Stonetalon Mountains and Mount Hyjal. Unfortunately, they are the same/similar model as other chipmunks and squirrels – not white like I’d hoped.

4. Snowy Owl (Winterspring, Pet levels 17-18)

The Snowy Owl is a season dependent pet and only appears during in-game winter. Spawn locations are throughout Winterspring.

5. Crystal Spider (Winterspring, Pet levels 17-18)

These little spiders look so fragile and suit their name well. They spawn within two small regions of Winterspring; Lake Kel’Theril and Frostwhisper Gorge.

6. Everlook Mechanicals (Winterspring, Pet levels 17-18)

Around the Goblin settlement Everlook a number of mechanicals can be found. These
mechanical pets are the Robo-Chick, Rabid Nut Varmint 5000 and the Anodized Robo
cub. These pets have a relatively unique look, with only a few additional mechanical pets
available to capture.

7. Mountain Skunk (Storm Peaks, Pet levels 22-23)

The screenshot shots my mage with my level 25 Mountain Skunk Pongy. He’s a rare and one of the first pets I levelled to 25. I think the skunks look cool but they also have a rather amusing ability, ‘Stench’, which reduces the enemy teams accuracy by emitting a green gas cloud.

8. Arctic Fox Kit (Storm Peaks, Pet levels 22-23)

The Arctic Fox Kit only spawns when it’s snowing and is required for the ‘Northrend Safari’ achievement. The Alpine Foxling (found in Kun-Lai Summit) shares the same model so if you don’t want to hang around waiting for snow and aren’t bothered about the achievement head there.

9. Tundra Penguin (Dragonblight, Pet levels 22-23)

The Tundra Penguin is the only capturable penguin in-game and I think they’re really cute with their chubby bellies and feathered crests. Two other penguins exist in-game; Pengu (whom can be bought once exalted with the Kalu’ak) and Mr Chilly (whom can no longer be gained).

10. Summit Kid (Kun-Lai Summit, Pet levels 23-25)

I love goats and this pet was a must have for me. It’s not as wintery as the other pets but the kids are found at the edge of the mountains in Kun-Lai and I really wanted to include them in my list.

11. Kun-Lai Runt (Kun-Lai Summit, Pet levels 23-25)

These little yetis are found on the snow-capped mountains of north-western Kun-Lai. They look unique, are real beasts and are great for battling.

12. Winter Veil Pets

I couldn’t really talk about winter season pets without acknowledging those gained from taking part in the Winter Veil festival. There are a number of pets so I decided to bundle them into rather than cover them individually. The available pets are the Tiny Snowman, Clockwork Rocket Bot, Winter Reindeer, Father Winters Helper (green), Winters Little Helper (red) and Lumpy. In the screenshot below I am posing as Winters Little Helper (with a little help from a PX-238 Winter Wondervolt machine) and all the pets, except Lumpy, are shown. Unfortunately I don’t have Lumpy Yet but hopefully I’ll get him before the end of the world event!

And there it is, my list of wintery companion / battle pets that you can use to fully
accessorise this winter season! Hope you’ve enjoyed my little ‘gift’ to you and I wish you all
the best with your blog etc in the future!

With Win Trading, Nobody Wins :(

 

I recently tried to join a RBG via Battlemasters. No hate on the site – I love these new communities for PvP. However…sometimes…I am astounded by the kind of things I see.

Random Leader: “What’s your gear/MMR?”

Me: “http://us.battle.net/wow/en/character/dragonmaw/Kaliy/simple – healer priest, veteran of the horde, 15 from vet #2, 7.8k resil – low MMR (1500) however because I’ve been playing with guildies. Great player!”

Random leader: “8k resil? That’s subpar.”

Me: “Wait…what?”

Random leader: “I only take 10k resil players.”

Ok, I suck at math. But I think I am fairly in the clear to say that 10k resil is a SHIT TON OF WINS. I have capped EVERY SINGLE WEEK except for 1 (I had the flu, sue me!). My cap IS ABOVE THE MINIMUM CAP. I GEM PARTIALLY FOR RESIL. If my resilience is “below the norm” there is a severely skewed impression of what the norm is going around.

But, then again, I don’t really blame people for being confused. Actual rating is somewhat of a lost cause right now – when there are 60 pages of people wanting to cheat the system, you HAVE TO admit that something is wrong. Or, ya know, at least ban those 60 pages worth of people. Sadly, neither of those has happened, so we have a system riddled with crazy ratings, permeated with far-too-powerful gear…and one that makes legitimate victories feel worthless.

I really am quite sad to learn about this rampant win culture. As you can see in my self advertisement, I am quite proud of my RBGing. I’ve been doing it as a PUG since the system debuted, and I want to earn “Warbringer of the Horde” this season. The issue is that the win trading has pervaded beyond just the top brackets – as you can see by the skewed view of “geared”, even midranged brackets are being ruined by these exploits. I used to be able to hop in for any team and many people on my server will snatch me up as a RBG healer – healers are rare this expansion. With a wider net, however, we start seeing the influence of cheats.

Let’s have a visual. Here are top top rankings:

wintrade

Here’s an easy way to discern a cheater- look at the number of games they have played. Most of us? We’ve played HUNDREDS of games. These cheating brats have played maybe 10 or 20 games. Can you spot the cheater in the above pic? The sad answer is that MOST OF THEM ARE CHEATERS.

I am gonna stop ranting about cheaters. Oh, I mean, it’s not because I *want* to give it a break. It’s just that there’s no point in being upset; there is no website functionality to report  cheaters at the top brackets, unless you use the in-game reporting system, which relies upon being in a group with them, encountering them in a BG or arena, or being on the same server as them. This is an irritating oversight, as PvP is based on battlegroups (ie, multiple servers linked together). I quite like the many new additions Blizz made to automate customer support, like the new item restoration service and easy, right-click reporting – but they need to extend it to armory profiles and ladder listing functionality for it to be truly useful.

Tons of PvPers have identified people who are clearly cheating or win trading…but have no way to flag them for the mods to investigate. For PvP, in most games you play (especially the smaller ones), a lot of the potential regulation and moderation can be outsourced to the community itself – you aren’t fighting NPCs in PvP, but other players directly, so the impacts of cheating are instantly felt and disliked. The majority of serious PvPers aren’t behind cheating, and the cheaters will quickly rise above the rest as they are ferreted out. Crowdsourcing the moderation for PvP is easy AND it also has a great, “calming” effect on the frustrated honest players. Being able to easily flag people who are obviously cheating feels a heck of a lot better than just having to sit and shrug, accepting it.

GW’s failed Auction House

I just read a great post over at game developer Psychochild’s blog. In it, he addresses various issues plaguing Guild Wars 2’s economy. Guildwar 2’s failed economy is part of why I didn’t stick around there – I love being able to be a crafter and merchant and make money. When I was playing, however, crafting was a straight gold sink and the trading post was a clusterfudge.

 

Here are my impressions on what went wrong with the GW2 trading post:

– Worldwide Trading Post: by not limiting this to smaller markets of individual servers, it becomes very hard for individuals or groups of people to change the market prices. This may seem good, but what it means is that the greater common denominator of clueless sellers wins out, as you can see in the Trading Post, to the point where they had to implement a feature so you couldn’t sell items below their freaking vendor price! Attempting to tweak market prices is simply not possible on a scale this large without the coordination of a LOT of players with a LOT of gold.

– Anywhere access to the Trading Post: This is a huge problem. While it seems great to a questing player to be able to toss up junk on the TP without having to go there in person, what it means is that people are using the TP as a mobile vendor to sell whatever is in their inventory. There is no thought or strategy to the postings, and people don’t care if the items are sold far below market value; they just want them out of their inventory. Items then bypass a basic auction house price floor – without the mobile trading post, people would have to decide if it is worth selling an item to a vendor or on the trading post. Convenience overrules this type of decision. ANet’s later addition of a “minimum price” on the TP didn’t really fix this. It just bumped the price floor up.

– Deceptive/Unwieldly UI: The trading post has a high chunk of hidden costs built into it, which seem designed to actually discourage people from using it to build up a healthy server economy. In addition to the cost you are told about, there is also another chunk of money taken out if you sell the item (I think it’s 15%; it’s been a while since I read ANet forums). These fees also scale really badly, especially at the low end of price ranges. The lack of expiry time on auctions and the hidden additional costs for using the TP combine with an awkward UI to make it a headache to really use beyond casually. It’s hard to make money by buying out and relisting (and thus bumping prices up) due to the heavy listing costs. Sure, you lose money by doing this normally – but when the listing fee costs nearly half as much as the item, it’s not worth it.

There might be further problems with the ease of gathering and drop rates for items, however I think limiting TP access would actually go a decent ways towards addressing that. When players actually have to make decisions about inventory, gathering becomes a more specialized job. As is, everyone can just gather as they go and post raw mats up when their inventory gets full. If that was disallowed and you had to plan how to unload your collected mats, many players would drop out of the gathering market, deeming the time:profit ratio not worth it. Supply would go down and prices would naturally rise.

In short, I get the feeling that the whole thing was designed by someone who hates auction house players and wanted to make a system to “prevent” them from playing the market. It’s expensive to use the market as a merchant, the market is far too easy to use to just unthinkingly slap up items and the lack of an expiry date means that the low priced auctions just keep building up – and it’s not worth it financially to buy them out, since you can’t hope to control a global market. The problem is…we need auction house players. These players keep the economy vibrant and help ensure items retain value.

Many people probably intensely dislike reading that, but auction house players can actually be an asset to a healthy economy. Yes, some of them are jerks and drive out others from the market – but without pressure to push prices upwards, we see situations where constant undercuts drive prices down. There needs to be a counterbalance pushing upwards as well and auction house players provide a stable one.

Winter is here…but is the roleplay?

WINTER IS COMING HERE! Holiday season is upon us and pretty much every game out there is cashing in with special events. Aetolia and Achaea have Celesmas. WoW has Winter Veil. Even Team Fortress 2 has a (surprisingly) somewhat-roleplayed Christmas event. But what part do holidays play in the overall game world?

Many games TRY to give a semblance of backstory to the holiday celebrations. For example, WoW does a pretty cool job of translating Halloween into the game world: the Foresaken get a giant wicker man to burn (sadly devoid of bears and bees) and the classic fairy tale archetype of a headless horseman gets a lich-themed twist, as the horseman is a reanimated paladin confused over his own state of life (though I don’t really understand why we never just…show the guy a mirror or something).

Christmas is no exception. WoW slaps some drunken dwarves and dancing gnomes on it and makes it religion-neutral: bam! You got yourself a Winter Veil. It’s one of the least complex of the WoW holidays (check out the backstory for yourself – the Harvest Festival has more going on in the lore department)…but it’s definitely one of the most FUN. Free stuff! Free stuff! More free stuff! I honestly think the popularity of this holiday inspired the  Blingatron.

santa

“Have you been naughty or nice, little girl?” “…I’m a freaking Twilight Cultist, dude. What do you think?”

But how do these holidays fit into the game world itself? Let’s look at the obvious, first. While it’s not as noticeable in WoW, many games don’t use 1:1 calendar systems, and instead have accelerated time scales. An event that matches real-life holidays will have NO correlation to the in-game calendar, and will highlight the biggest “detraction” of holiday-based events: they aren’t based in the game world. Even with attempts to pretty them up, the events are based on real world holidays, and some players find this to kill immersion.

In MUDs I’ve played, this immersion-slaying was as ubiquitous as dragon slaughter (granted, we didn’t have that many dragons; they were rare spawns) and rather vehement arguments sprung up around the holidays (kinda defeating the point of a fun event). Both sides had very valid points, to be honest. For example, for Valentine’s Day, Aetolia holds an events where players pretend to be Cupid, shooting arcane bows at each other to collect “hearts” which they could turn in for prizes. The people playing the event basically ignored most of what their character’s motivation and actions would be, and tended to just run around doing what they needed to in order to win prizes (highway ambushes, kidnapping and breaking into houses all included). The roleplayers, on the other hand, often were stuck as targets (or at least in the crossfire) for the event traffic. Chatter and shouts would often be inane. People couldn’t emote more than a few lines without someone busting in on holiday event business – and the people trying to do the events kept getting frustrated by nonparticipants getting upset at being shot, as if their characters were the ones being hit. But weren’t their characters the targets? For the roleplayers they were – for the people participating in the event, they weren’t…which was the crux of the problem.

Another example from MUDs are holiday giveaways. Certain holidays in the Iron Realms games feature a NPC named Ironbeard who will randomly visit a player and toss a giftbag at them. Inside may be gold, a potion or two, or fabulous prizes. Players soon figured out that being online increased their chances of getting a random visit, and soon nearly every player was logged in 24/7…most of them afk. Guilds would have dozens of members online, but nobody actually around to help out a newbie’s cry for help. People started getting angry at the rampant afk and some people even started attacking others, merely for being idle.

As we can see, beyond just the badly transmogged holidays themselves, reskinned events can trump normal gameplay, on a fundamental level. Many players view holiday events as “OOC” (out of character) activities, because they are based on real life holidays. And, as mentioned, games which do not have a 1:1 time scale have an even more jarring inclusion of external holidays.  Even in WoW, this happens: think of battlegrounds and how drastically they change when Children’s Week rolls around. Players who don’t even PvP are in there trying to get the achievements – the big fans of PvP would be the roleplayers from my example above, irritated at the achievement hunters clogging up their gameplay. Rogues around Thanksgiving also make gripes about holidays and their constant turkeyfication.

However, holidays are a great inclusion to a game world – any developer should strive to include some types of events like these to punctuate normal gameplay. In Avalon, there were no holiday events, and their lack of presence was felt. Players would put on their own activities, and anything an admin/god did was considered a big deal. That burden for excitement should not fall on the players, however. A well planned persistent gameworld should include holidays and/or seasonal events, as these punctuated bursts of activity “outside of the norm” can really spice up play, giving players something to look forwards to and log in for.

So how to reconcile immersion with events? My thoughts:

– Base events off in-game lore. A game which values IC immersion will already have a lot of lore and backstory to find a way to base holidays off something within the game world.

– Base awards on participation. Simply logging in is fine for a “You were here!” recognition, but any sort of random giveaway should have a basis in actual player activity.

– Consider ramifications of event participation. Adding NEW things to do for the event is good. Reskinning existing content (like children’s week battlegrounds) will lead to normal gameplay being invaded by event traffic.

– Make em fun 😛

 

So. My thoughts for now. All that said, I love holiday events. As someone who’s travelled alot and moved to strange places and isn’t the best at making huge groups of new friends, it’s been nice to be able to log in to the games I play and have my own little version of Christmas if I can’t be at home with my family. So, in that regard, I absolutely love that games have special recognition of these special times of the year.

Let’s just make sure it doesn’t involve mobs of PvErs trying to cap all the flags in WSG, ok? Sheeeesh. >_>

A fancy announcement!

So I have come to a conclusion! Since this is *my* blog (cue fanfare), as Princess of this little corner of the Blogosphere, I declare that I can do whatever I want in my posts. My cat, as ambassador, first mate and grand high poobah (and my only reader), firmly supports this decision. Or he wants dinner. Either way, I wanna include youtubes of songs I like in my posts, because I love random music. So, I SHALL. So, nyah.

 

^— Random music!

Node spawn rates and ripple effects

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So big bear butt’s latest post about the recent node spawn rate has…err…spawned a lively discussion about how exactly changes to collection affect the game at large. From my experience in MUDs, changes like these are actually far more wide-reaching than a simple rise in ore costs; they can have (or be a result of) much larger ripple effects in the economy.

Let me share a few examples from MUDs, and then I’ll address these changes in WoW.

– In the very first mud I played, Avalon, the rogue-class equivalent (Thieves) and hunter-class (Rangers) each had the ability to harvest their own poisons for use in combat. Other classes, like warriors, could also use their poisons on their weapons, and other players could sell/distribute these poisons to others, but every single poison use was a direct 1:1 ratio of player harvested to use. I picked one resik, I got to disarm someone once, and then that poison was used up.

Each poison grew in its own environment type and grew at a modest rate. You could have 60 poisons max growing in each node at a time, and it took about 1.5 seconds to harvest a single poison. So, there was a time factor (several minutes for one fight’s worth of poisons) plus a rarity factor (some locations would only have a few poisons available to pick, and locations were limited by the game’s world size. The hardcap on possible growth also put a ceiling on the total amount of poisons possible in the game).

My solution to this was to begin building a vast network of cottages, squirrelled away behind the walls of my guildhall. These private gardens basically gave me infinite poisons for certain environment types. Now the first result was a good one: I was able to spread the wealth and give newbies tons of nice stuff to use in combat. However, as the idea became popular, other players began to do it as well, and we saw a permeation of poisons, to the point of ALL classes eventually using them.

Coupled with this player-based proliferation, the admin also decided to change the environment types of one of the very rare poisons. I was the class liaison at the time and, admittedly, naive. I pushed for this, not having the full view that I have in retrospect. The result was that we suddenly began to see a much larger influx of certain poisons being used, again by all classes.

These small changes reshaped combat, from the player level. The game wasn’t balanced to have heavy-hitters like warriors able to afflict like thieves. Affliction-based users began to get more sloppy, throwing expensive affliction after expensive affliction at their foes. Classes had to go through rebalancing. Thieves and rangers had to be given more buffs to balance out the fact that everyone had access to their affliction potential. In addition to this, the economy was completely tweaked. Poisons dropped in value, while the potion and herb market shot up, as people began to need to chew through TONS more curatives each fight.

In short, huge changes happened because of spawn rate changes. Some, like having more new players able to dive into combat, were great for the game. Some, such as the class unbalances, were severely problematic.

This is what happens when everyone can harvest herbs. :(

This is what happens when everyone can harvest herbs. 😦

– In another MUD I played, Aetolia, there was a similar herb harvesting system. Each room could potentially contain a specific number of herbs, and players had to visit each room, picking a few here and there. Only two classes in the game, Druids and Sentinels (similar to hunters) could pick plants.

As the factions split into various city alignments, it became clear that the “evil” side of the game was facing a much harder struggle to get herbs, as both Druids and Sentinels were members of the “good” faction. Herbalism/Alchemy was turned into a general skill that all players had access to. The only limit? You couldn’t be a blacksmith (had to pick one or the other). And blacksmithing really wasn’t that fun or profitable. Once you had a weapon, you kept it for real life MONTHS, so barely anyone had interest in that profession.

In conjunction with this change, harvesting turned to PERSONAL limits, with each player limited to a certain number of herbs picked per day, instead of the prior overall world limits on plant spawns. The result was expectedly catatrosphic: with no upper ceiling on the total number of plants in the WORLD, every player went out each day and harvested their max. There was no competition for specific plants, no rarity for plant spawns, and so EVERYONE had the same amount of plants available for sale each day.

Within a month, plants bottomed out at one gold each (the lowest possible price, about the equivalent of one copper in WoW), whereas before they had cost dozens of gold. They pretty much never recovered from plummet, and harvesting plants became basically a profession where you were paid for your time/you did it for the convenience.

Some of us keep it big pimpin' no matter what, though.

Some of us keep it big pimpin’ no matter what, though.

The moral of these examples is that what may seem like small changes can have potentially large ripple effects. WoW is obviously a bit different (we don’t consume multiple stacks of plants each fight!), but there are some similarities here. At its very core, the gathering side of an economy has a chunk of its value based in TIME. How much money are you getting for your efforts? Consider, also, that the rewards for all those freaking dailies had gone up in Mists, so there’s a fairly direct comparison for gatherers in the amount of money they could snag with a basic time investment.

At the start of MoP, the value side of the gathering economy became very low due to the high node spawn rates. On larger servers, this might not have been as noticable, as there are ALWAYS players who will gather, even if they are getting only pennies for their efforts. Players may have only seen a relatively low cost for crafted goods, since mats were cheap. However, on smaller population servers, this contingent of die-hard gatherers is smaller, so the result has actually been a weird one: prices got stupid. And not just stupid high or stupid low, but stupid all over the place. The initial influx from the high amount of nodes drove the prices down super low…and those low prices discouraged many people from gathering. Materials became harder to get, so prices would shoot back up…and then the market would get flooded again, and prices would plummet.

Imma get ALL THE ORES

Imma get ALL THE ORES

Crafters, however, would be purchasing mats at a fairly regular rate, and (the smart ones, at least) would base their prices off how much they were spending and/or the market value of the commodities. Crafted items also, on the whole, take longer to sell…or rather, they sell at a smoother rate – raw mats are purchased in bulk, crafters turn them into a bunch of items, and the items are bought as needed. The end result of this is that the cost for raw materials was fluctuating wildly from day to day, but the market for crafted items wanted to stay stable. Players themselves were a big factor in this, as crafters had prices they wanted to sell at, and buyers had ideas of how much things were worth (and neither of these may actually be the market value!). We ended up seeing tons of items selling at less than cost. For example, some alchemists were only profiting based on spec procs.

Was the nerf needed? Maybe. I view it as an attempt by Blizzard to rectify the too-high gathering rates from early in the expansion. They wanted to avoid the huge price inflations that we saw at the start of Cata, but they went too far in the other direction. This could potentially normalize it and make gathering attractive again…except there is the tricky aspect of us players ourselves. The market had already settled down (albeit into a slightly lower level than many would like). We have all picked up an internal “cost” calculation. This change was ABSOLUTELY needed several weeks ago. Now? It might very well throw a big wrench into things and require the market to readjust, again. Then again, it might be a very useful one that encourages more gatherers to get back out there grabbing items, which can ripple profit upwards along the crafting chain. Or it could just make things even less profitable to craft. I, personally, am going to be keeping my eye on things for a bit before I craft/post large amounts of items created from herbs/ore, unless I see a huge profit from it.

I want recruitment for my Winter Veil present!

I’ve just joined the Blog Azeroth (http://www.blogazeroth.com/) community, and have decided to jump on the shared topic train. Now, Winter Veil isn’t a big holiday for me, as I’m fairly well-off goldwise, with my far-too-many crafting alts pulling in several thousand each per day. I’ve actually spent silly amounts lately buying things like Brawler Guild invites and Vial of the Sands for pals.

However, there *IS* something I want Father Winter to bring me: fresh blood. As ruthless as that sounds, it’s not REALLY that violent. Well…it kinda is. See, I want more people to HELP ME KILL THINGS. My guild was formed at the end of Cata, and we’ve been slowly recruiting in new members, but we still have to struggle to build a full raid team some nights – and our eventual goal is 25 man raiding, so we have a ways to go to get there!

Now, while I’d love for a nice box o’ guildies to just appear in my mail, it seems that the more reasonable answer is for our recruiting to keep on keeping on. Thinking about this, I’ve pinpointed some tips from my MUDding days that carry over well to general game recruitment.

Now, from MUDs, one key thing I have noticed is that there are three main types of potential new members: 1) newbies, 2) hoppers and 3) atmospherists.

Newbies is pretty self-explanatory. These members are people who are generally new to the game itself. They are looking for their first guild and home. Some guilds don’t even want to bother with this sort of player, but if you have ANY sort of casual community, these members can turn out to be amazing diamonds in the rough. They may be new to WoW, but super experienced old hands from EverQuest, or they might be someone who’s always done solo-play and wants to give raiding a try. One of our highest DPS is technically a “newbie” in that he’s NEVER raided before…but he’s supremely competent and driven to gear himself up, and it’s clear that as a player, he’s very good. Back in MUDs, the userbase was far more limited, so us Guildmasters would actually actively hunt down people like these and poach them for our guilds, as they can end up being some of your strongest members down the line. In MMOs, obviously the playerbase is much larger and it’s harder to pinpoint who’s new or potentially looking, but you’d be surprised at the number of players you can recruit just from being social in random groups. I’ve snagged at least half a dozen awesome members (who became solid raiders/RBGers or just great pals) just by questing with random people, chatting about guilds during dungeon runs, or noticing people I keep ending up in battleground queues with. Now, with all that said, I’d advise AGAINST bringing in newer players if you are a hardcore guild with little casual/non-raid activity, as this type of environment won’t be fun for newer/non level-capped players and they will feel lonely.

Someday, this troll will be a Gladiator. You never know...

Someday, this troll will be a Gladiator. You never know…

Next we have hoppers. In MUDs, many times class skills are actually gated behind guild membership, so a large chunk of guild membership is based around who wants to play what class. You get a lot of new blood in your guild based around your class itself. I actually got a decent chunk of people interested in my guilds often just because I made the class LOOK AWESOME, either by going on a PvP rampage or pulling off a huge big steal (when I was a theif). In MMOs, this is obviously not the same, but there are similarities. Instead of class, think about what your guild is. Are you a social guild? PvP? If you raid, is there something that makes you stand out, like late night or weekend hours?

In my guild’s case, I realized last week that we offer a really unique opportunity for those who haven’t raided before: we DO NOT require past raid experience and we use a rotation system every hour/boss kill, to ensure that EVERYONE who shows up gets to participate. At the end of the night, the top performers stay in for final attempts against whichever boss we’re on, to ensure progression. We also run a SECOND raid with more strict requirements, over in Heart of Fear. The end result is that we are casual and newbie-friendly but also making decent progression, which is an awesome little niche! Thing is, we weren’t really playing that up until last week, when I went “Duh!” and started promoting that aspect…and we’ve gotten several new people already from that change in recruitment. Find out what type of “spin” you can put on your guild advertisement to highlight what makes you special – it will help you stand out AND ensure that new members know exactly what they are getting into…which means they will be a better fit when they join. Remember, there are a ton of generic “raiding” guilds – find what makes yours special and you’ll get people interested in trying out your flavor of it.

ALL BEARS ALL THE TIME is a perfectly legitimate guild niche.

ALL BEARS ALL THE TIME is a perfectly legitimate guild niche.

Now, atmospherists. This is a term I use to refer to people who like to focus on the social or roleplay aspects of the game. They aren’t too pick about what the guild’s focus is, but instead are looking for a good atmosphere. Lively activity is the big draw for them. A great way to get members like this – and make no mistake, these members are super important to have, as they bolster your ranks and make gametime more fun for everyone! – is to just DO STUFF. Not only do stuff, but be vocal about what you are doing. For a roleplay guild, share logs, be that on a guild website or realm forums. In MUDs, I’d post logs ALL THE TIME of guild events, and it made our numbers swell; people saw that we had active roleplay and community and they flocked to the guild. Yes, you might get some trolls or bitter people posting in reply out of jealousy or irritation (especially if you post a bunch), but you’ll get a ton of great members, which more than outweighs the negative remarks.

Another great (and easy) way to highlight what your guild is up to is to include a photo gallery and/or news feed on your guild’s site. Set permissions to allow any visitor to see this stuff, and people can browse through and check out old events (and silly hijinks!) with the click of a button.

All events are better with leper gnomes, amirite?

All events are better with leper gnomes, amirite?

You can also advertise your guild’s atmosphere just by bumping your own recruitment thread with descriptions of what you’ve been up to as a guild. “Bump” is a horridly boring reply (and technically against forum rules), but you are absolutely able to update your recruitment threads with information about what your guild’s been up to. You can also encourage other members to reply in the thread, either about their experiences or to engage in banter (all of which serve to help keep your thread updated and visible).

Holding realm events is another awesome way to meet new people for your guild. Host some old content runs, a world PvP event, or a fun contest like a transmog fashion show or a pet battle tournament. In MUDs, I’d hold quiz nights or roleplay talent shows, while in WoW you can consider something like a big Gurubashi arena brawl. All of these things get your name out there and invite others to experience what it’s like to hang out with your members!

So! Those are some ideas to boost recruitment, while also ensuring that you are getting the right TYPE of people for what your guild is. Writing this has actually helped me flesh out some ideas that were floating in the back of my mind, so I’m off to work on some more recruitment things…and here’s hoping Father Winter brings me a ton of great new members!

Edit: here is my guild’s link!

http://sosbrigade.bestmmosite.com/

http://us.battle.net/wow/en/guild/dragonmaw/S_O_S_Brigade/

When a team becomes a family…

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Listen my readers and you shall hear: the story of a derptastic healer…

So, on Saturday, we ran Heart of Fear. I was sick with the flu for the first guild run through there, and the second week, we basically one-shot the Vizier, so my only real practice against this guy has been in LFR. And I knew I needed practice – I was dead on our Vizier kill, because of attenuation, so I went back to LFR to practice dodging the rings. If you haven’t fought this guy, basically he spews out rings that do around 100k damage each time they hit you. There’s a sweet spot you can run in to avoid being hit, and I made sure to focus just on finding that spot during my LFR runs.

Cut to our raid, where I immediately crashed into them. We wipe. We try again, and again I die to them. We end up wiping again because of lack of heals, so I’m feeling pretty much to blame for these wipes. We try another time and I fail again – for some reason, it’s just not working for me tonight, despite all the practice in LFR. At this point, I’m beyond tired (I was up before 3am to drive someone to the airport, and it’s 11pm now), I’m a little bit tipsy (I had two drinks with dinner), and I’ve got PMS making me a bit irrationally angry at myself. So I try to apologize in mumble, and offer to step out so we don’t lose progression time….and end up crying. It wasn’t intentional and it just happened, and that made me even MORE ashamed of myself – not only was I failing on the mechanic, now I was crying about it!

I'll just....drooooop...grouuuuup....

I’ll just….drooooop…grouuuuup….

And here is where I realized that my raid team is amazing. Instead of them getting weird, or angry at me, or letting me step out, my leader Haru did a quick mental rundown of what we had at our disposal, and decided that they’d be tossing hands of protection on me during attunement…and if I died, I’d just take a brez and wait until the next phase. I felt horrible, at first, hearing that decision – I didn’t want them to carry me! – but the entire raid was having nothing to do with it. “We are going to have you here, downing this boss with us, whether you agree or not!”

And, so we pulled. And I got that hand on attunement. And a brez when I still died…but, you know what? We hit phase 3 and got another attunement and I DODGED THE FUCKING RINGS. We all made it to the end and killed that damn Vizier…and I realized that I really love my guild. They wanted me to be there, even if I was being dumb that night, and forced me to stay and experience it with them.

That feeling? It’s better than downing any boss. It’s one of the best moments I’ve had in WoW – thanks, you guys, for being patient and flexible and helping me realize that it’s not just about the stats, but also about the experience. 🙂

UPDATE: A week later on the next down of the Vizier… I took the LEAST DAMAGE in the entire team from the rings. YAYYYYYY!

PvP Resources!

Here is a compilation of some useful sites and addons for those learning about PvP. While addons are not necessary to be the best (the tournaments for the very elite even prohibit addons!), they can be great training wheels for teaching yourself to pinpoint targets, deal with CC and learn awareness of objectives. As with anything, practice will help you improve, and reading up on the topic will also help you learn the more intricate details of PvP!

Where are all the enemies...

She bravely ran away away…

Websites:
The following websites offer useful information about PvP combat, gearing, strategies and so on.

http://www.arenajunkies.com/ – Great overall PvP resource. While this site does have a paid member option, you can still get a ton of info as a free user. Macro libraries, spec and gearing discussions, active forums with lots of combat strategies and discussion.

http://elitistjerks.com/forums.php – This site is more focused on PvE, but it is still a very high quality resource, especially for information about min/maxxing, spec/gemming, rotations, and theorycrafting.

http://wow.joystiq.com/category/blood-sport/ – WoWInsider’s PvP sections offer great information, especially for those new to PvP. This site has a more casual focus, although the older articles (http://wow.joystiq.com/bloggers/c-christian-moore/) have some good breakdowns of more advanced tactics.

Add-ons:
The following add-ons are super helpful for PvP!

http://www.curse.com/addons/wow/healers-have-to-die – “Healers have to die!” is an excellent BG addon, especially for DPS. The addon will identify who healers are and clearly mark them in your UI for easy burning/CC.

http://www.curse.com/addons/wow/battlegroundtargets – “Battleground Targets” helps you pick out enemies, find weaker targets, pinpoint healers and see how many teammates are focusing a target. Very vital for DPS to have!

http://www.curse.com/addons/wow/losecontrol – “Lose Control” is a great, lightweight addon for CC. Blizzard copied this addon in 5.1 with the CC splash text, but lose control is much smaller and has a clear graphical display over your character cycling down how long a CC on you will last. Far less obtrusive than the default UI and it’s easy to see, at a glance, how long you’ll be stuck.

http://www.curse.com/addons/wow/gladius – “Gladius” is the number one arena addon. It replaces the default arena UI and includes a lot of customizable display options to show things like trinket use, CC duration and alerts for drinking and rezzes being cast. You can also setup the frames to have actions cast with various mouse button clicks (eg bind right click to a spell).

http://www.deadlybossmods.com/ – “Deadly Boss Mods” is something people might think of right off the bat for PvE and raiding, but there is also a great module inbuilt for battleground PvP! With this addon, you can see who is holding each flag for maps like Warsong Gulch and Twin Peaks, and you will see countdown timers for how long a node will take to cap or how long until a match is won.

All was quiet on the Hordish front...

All was quiet on the Hordish front…

Community:
If you are fanatic about PvP and want more ways to group with people, check out these options:

http://www.openraid.us – This site uses the battletag system to let people group up cross-realm. There is a realtime chat (like IRC) for pugging groups, as well as scheduled events you can sign up for, as well as forums. There are also public mumble servers available for free use.

http://battlemasters.org/ – Similar to openraid, Battlemasters is run by a highly-ranked PvPer, Eldacar, and provides players with a chat tool/IRC to quickly form groups across realms using battletags. There are also blog posts discussing PvP, forums and a free vent/mumble servers available for use.

http://solidice.com/oqueue/ – oQueue is an innovative merging of community and addon. The addon links you up to a large network of other users and allows you to queue, in game, for cross-realm BG groups and RBG matchups. Be sure to watch the tutorials on the website or join the facebook group if you have any trouble figuring out how it works.

Please feel free to reply here with your own suggestions for addons and websites, and I will add them in to the original post!!!

Happy murdering!

Game Fame

I was reading this thread on the WoW forums and it reminded me of an article I wrote for IRE a few months back. Rehashing it and adding a bit…

Anyone who’s played an MMO has a sense of the vast scale of the internet. Millions of players game online, with dozens of identical servers hosting similar iterations of the same world. Standing out in this vast community is nearly impossible – sure, there are a few famous players well known among the crowd of their particular game, but for the most part, the game world is a persistent place, rather untouched by those who live in it.

But that idea is shattered by MUDs. By their very design, MUDs are much smaller realms, and part of what makes them so appealing is the level of impact individual characters can have on the game world. In IRE games, for example, players lead houses, guilds and cities, with the process to learn class skills based entirely on interaction with other residents of the game. This makes for a very rich, player-driven system – people within the game, rather than game  mechanics, lay out the foundations for progression and this creates an intricate system of politics and interpersonal interactions.

To advance in your city or guild, you earn favors from the organization’s leaders and high ranking residents. Essentially every organization has set tasks you can complete, with additional perks and rewards often given for members who demonstrate that they are valuable and hard working. This setup makes for a vibrant, interactive world that draws people in – you aren’t just grinding away to get to some abstract level or earn x amount of coin; instead, you are also working to prove yourself to your organization’s leadership.

The concept unfolds in engaging ways: if you are a promising novice, it is quickly noticed. If you demonstrate aptitude for combat, you often find that you are recruited to assist with city- or guild-based conflicts. And the recognition extends both ways – those in power are known throughout the land. Guild or city leaders become household names, and their characters often find themselves in the spotlights of the land’s activity.

Beyond this, events are sometimes held where the land itself is changed….due to the result of player actions. For example, in Aetolia, a giant sea monster threatened the entire world. Not only was his emergence a result of a magical ritual cast by the Magi guild, his eventual defeat came about through the efforts of many players. In game lore, posts, scrolls and stories documented the roles various characters played in his defeat and many players have found that their characters are now part of the game’s canon mythology and ongoing story as a result of their participation in this event.

In short, to become known in a MUD is not only possible, it’s a rite of passage. The communities are smaller and more tight-knit, and players thrive on interactions. Individuals can make an impact on the world in impressive ways you rarely see in today’s MMO, be that for their leadership style, their roleplay of a certain race, or their frightening ability for combat. Fame is not only possible, it is, arguably, one of the reasons why we play our characters!

One oddly particular quirk of WoW players is looking back at “vanilla” (ie, the original) WoW with rose-tinted glasses, claiming it was better. I’m not going to get into that (very LONG) debate here, but I will bring up the idea of a server community. Vanilla WoW didn’t have the immense resources that we have today. There weren’t sites you could just google to find out about an elusive quest or the best DPS rotation. Upcoming content wasn’t datamined months before it became live. The developers themselves didn’t communicate with the players like they do now – changes were magical new things handed down by the Blizzardy gods. Sidestepping the idea of dev-player relations (which I’ll probably explore in another post), the end result is that things were just a heck of a lot more mystical and hand-wavingly mysterious….and that meant you had to rely on your fellow players a lot more to learn things and get stuff done.

Nowadays in WoW, we have automated battlegrounds and dungeons, and cross-server zone functionality, where zones will merge across servers if their current population is low. But back in vanilla, it was just you and your server, and you had to get out there and talk to people to form up groups. I absolutely agree that this antiquated system made people stand out. Every person I remember from my early WoW days was someone random I met via questing or grouping up to tackle content or even through PvPing.

But is that equivalent to the type of fame you can achieve in a MUD? I can login to a handful of MUDs right now and people I’ve never met – people who didn’t even start playing until after I quit – will send me whispers along the lines of, “Ooh, it’s you!” Granted, that sort of notoriety goes both ways (sometimes I get “*groan* It’s YOU.”), but the very fact that you can leave a legacy like that is a heady one. There is something about fame that is alluring. We are drawn to leave our mark.

In a way, I think MMOs will always have a bit of a standoffish feel to their immersion for me, until they find a way to incorporate this feeling: instead of just playing a game, I want to help shape what happens. WoW skimmed the surface of this type of gameplay with the gates of AQ event, where each server worked together to complete gruelling requirements and eventually unlock a new raid. However, the end result was the same, no matter what happened. The gates opened and, sure, a few people got special titles out of it, but it wasn’t really something the players themselves shaped. Imagine, instead, if the event had been open ended – players could choose how they respond to the crazy bug stuff. Propose a treaty, declare a war, hold a ritual, etc, all could have spun off in different directions.

Obviously the logistics of that won’t work in a huge game like WoW. There are just too many players and servers to allow for open-ended and evolving events. The closest we get is roleplay storylines on roleplay servers. However, games like the new MUD Lithmeria make me think that maybe some awesome-crazy-awesome integration of player-based direction could find its way into MMOs. In Lithmeria, for example, hardcoded mechanics exist to let players do things like found their own religions or complete unique, one-time quests. Clear mechanics for player contributions combined with random response generation keeps the process feeling organic, while not requiring constant admin oversight. It’s a rather elegant idea, and I’d love to see something like this translated to MMOs. Let the players do the creative work, with mechanics in place to both facilitate this process and channel it along certain avenues (such as city elections).

In any case, I’ve been rambling, so I’ll stop now.

So, how do you view it? Does your server have any standouts? Is your character renowned/hated/revered/loved? If you could be famous for anything in your game of choice, what would it be?