Hey Everyone! Look at the new guy!!

Don’t recognize the new name being tossed around the site, do ya?  I hope it doesn’t scare you.  All will be well.  I’m going take a minute to get you acquainted with that sexy bald dwarf you’ll be hearing from more often.

Hopefully, you’ve started to become familiar with some of my guest posts here, here, here, and here. 

Well, Matticus finally decided that he was tired of me sending him post after post after post and actually gave me this little promotion.  Boy, what a mistake that was!  Mwa-ha-ha!  (Just kidding, Matt.)

Why I’m Here

I’m here because I have a profound passion for this game, and I really like to blog about it.  Namely, the community, the escape, and everything the game has to offer.  I try to remain versatile and familiar with all aspects of the game.  I raid, arena, BG, whore myself out for acheivements, and anything else I can do with good people.

I play two 80s right now.  A feral tank and 2nd shaman are in the leveling mix.

My Dwarf Priest, Thespius, is specced Discipline.  I can proudly tout myself as one of the members of Lodur’s elite healing team in Unpossible on the Zul’jin server.  He and I have found an awesome synergy and work really well together when it comes to big green numbers.

My other 80 is a Draenei Shaman I play on the Nazjatar realm.  It’s my casual toon that I play with some RL friends.  My brother plays over there as well.

My Gaming History

I used to always be a console gamer.  NES, SNES, Sega Genesis, Sega CD (yes, I owned it), N64, Playstation, PS2, Xbox, and now Xbox 360.  Some of my favorite games of all time are still Legend of Zelda (all the titles on NES and SNES, but I could never get into the N64 series), NBA Jam (Sega Genesis), and Final Fantasy VII.  I can still play those games for hours on end.

In 2003, some friends roped me into buying Star Wars: Galaxies when it launched that summer.  My first MMO.  For those that remember the game, I did the whole holo-grind, the 32-ish profession grind that lead to unlocking my Jedi.  The most fun I had in game wasn’t necessarily the game itself but the people I was gaming with.  MMO seemed like a fun genre.

My brother tried to get me into WoW just after it launched, but I was so into my Jedi grind in SWG that I couldn’t make the switch.  It wasn’t until the fall of 2006 that I started my warlock, Thespius.  I’ve been hooked ever since.

My History

Without boring you guys TOO much, I’ll just go over the basics. 

I live in Chicago, IL.  I was born and raised in the area.  It’s home and I love it.  My undergraduate degree is in Acting Performance, and I pursued a full-time acting career for the past 6 years.  After a fairly successful run (mix in some odd jobs to make ends meet), I’ve decided the whole “starving artist” archetype wasn’t what I wanted for the rest of my life.  I still perform around the city in my spare time, and I also pursue a small voiceover career on the side.

The goal from here?  I’m in graduate school for Secondary Education in English.  I’m open to the idea of eventually working up to a professorship at a university, but we’ll see.  Other than that, I’m just enjoying life.  I’m excited to see where my love of WoW takes me.

—–

Twitter: @Thespius       Email: elder.thespius@gmail.com

Case study: The Player Who Wanted More and the GM Who Couldn’t Care Less

Have you heard of the grass is greener concept? It’s a basic premise that there is something better elsewhere or on the other side of the fence.

When it comes to Warcraft, there are all sorts of guilds with different aims. You’re going to play alongside players with different goals. These goals aren’t static. People’s ambitions change. Sometimes life deals a curveball and the game has to take a back seat. The end result is the departure of a player.

One case I wanted to discuss is the departure of the player who wants more. I’m not going to delve too deeply on other reasons and there’s no hard feelings between myself and the player who left. I’m very liberal when it comes to stuff like that and I’ve learned long ago to not let people leaving bother me too much.

What it boils down to was that the player was ambitious. He wanted to do more and see what it was like in an a higher echelon guild. The environment in an extremely hardcore guild is obviously different compared to a simple raiding guild. He’s never been in a situation like that before and he told me he wanted to try it out.

There’s nothing wrong with that. In fact, I encourage everyone to try apping with or raiding with a top server guild at least once just to see what it’s like in that sort of setting. I believe everyone should experience it at least once.

What’s unfortunate is the way he did it:

  • Left in the middle of the raiding week – As a GM, given the choice between having a player take off midweek or depart at the end of the week after multiple attempts on hard mode, I’d rather they leave at the end of the week. It’s advantageous for both parties. That player still remains an asset to the guild until such time that another player can fill in and they don’t waste their lockout until the time is up.
  • Took an item – I suppose I shouldn’t be too upset about this one. I might have done the same thing if I were in their position. It’s incredibly bad form to take an item knowing that you’re planning on leaving if there’s another person in the guild who can also use it. But, we did award it to him because it was felt he deserved it after an increase in performance.
  • No advance notice – My only desire is he spoke to me first before leaving. Instead he opted to leave before consulting with any of the leadership about his attentions. I would’ve been happy for him to go and get the experience. In my view, there’s two things that can happen: Player leaves and raids with a higher end guild, discovers he enjoys the pressure and is able to sustain the high level of performance required or comes back after having his confidence shattered and realizing that high level of guild isn’t what he’s looking for.

How should a GM react in this case?

So this is where a bit of introspection comes into play.

Reactions are going to vary based on situation and individual. Why wasn’t I as upset as my officers? They were rightly pissed. I felt indifferent. He expressed interest in some gear which we awarded to him and took off with virtually no warning. I should have been super angry. Chairs should have been thrown against the wall. Headsets should have been smashed. Don’t get me wrong, I care about my players. I’m just not sure if any player warrants begging or groveling to return. Other GMs on my server would have pitched an absolute fit if a player deserted their ranks. I suppose I am just as mortal as others for not recognizing the signs and the symptoms.

I didn’t feel any shock nor did I feel anger.

But why?

The guild still has a some amount of depth. It may not be the most ideal, since I had to ask a Resto Druid to come in as Balance instead. It’s funny because on previous attempts on Heroic Icehowl, we were only 1 for 4 on dodging his tramples. It was disappointing. The other night we didn’t have any Hunters for de-enrage duty and we were able to pull off a 100% success rate on dodging the oversized Yeti Icehowl when he was trying to take us out. He was killed with 1 tank, 4 DPS and 3 healers down. Thankfully he enraged right after he crashed into a wall allowing everyone to pour a large amount of damage resulting in a kill.

As a sidenote, we were able to wax Heroic Jaraxxus after 9 or so attempts as well. Faction Champions was down after another grinder of 6+ wipes and reached Heroic twins.

I suspect my lack of emotion could be attributed to my inherent belief that everyone is expendable and replaceable (which is true to an extent). I do care about my players, but as a GM I also keep many people at arms length. Again, I wish I could explain why. It just feels like another day.

“Hey Matt, this player left today.”
“Alright, put the word out for that class. I’ll be in my ready room reviewing logs.”

On a side note, I’m looking for some additional ranged DPS and backup healers for our raids if there’s any free agents out there looking.

Two fantastic posts by new team additions Mimetir and Thespius earlier today. I’m putting the final touches on a post that addresses the idea and problem that Wrath is too easy and follow it up with a solution. Look for it as early as tomorrow.

Have a good weekend

Counterpoint: Wrath Saved WoW Raiding

young-frankenstein

This is a guest post by Thespius, a raiding Priest and blogger of Healer By Nature.

With all of the talk going around that Wrath of the Lich King made things significantly easier and therefore "killed the game", I wanted to bring another perspective into the mix.  I believe that Wrath SAVED WoW.  Yes, that’s right, I said it.  I’m happier playing WoW now that the game has changed.

I will whole-heartedly agree that the difficulty level has dropped in the end-game content.  I was never around for Vanilla WoW, but my share of SSC/TK content and the little I saw of Black Temple was daunting.  My favorite fight to date?  Leotheras the Blind.  Getting 25 people to move away from his whirlwinds and not DPS until the tank reacquired aggro was one of the toughest things to do.  Having to force healers to DPS their own doppelgangers down was priceless.  A tank that wasn’t a druid, warrior, or paladin?  SO much fun.

By comparison: Toughest boss in Naxxramas? Heigan the Unclean.

(Pause for laughter)

I know, right?  Personally, I still don’t see the hard part about avoiding the lava waves, or helping to cleanse diseases. 

When I look back to the BC days, if I wanted to try to get a newly-minted 70 friend into raids with me, we had to run him through Karazhan, Gruul’s Lair, and Magtheridon’s Lair.  CONSTANTLY.  If I needed to take a break from WoW for a bit for work, school or family, I might as well /gquit.  I saw tons of people take holidays back in Karazhan.  When they saw the work needed to get up to SSC/TK levels, they ended up quitting altogether.  The condensing of difficulty into smaller bite-sized pieces makes the process of "catching up" a lot less daunting, thereby reassuring players that it’s OKAY if life gets in the way at times.

With "gearing up" a breeze, guilds can actually afford the "selectiveness" with which to form their raid team.  Elite raiding guilds in BC ideally had one requirement: gear.  If you had the right gear to enter SSC, you were good to go.  We were all compartmentalized by our gear.  It was as if we all came with little tags on us that said "put me here."  On my server, those with the correct gear were in short supply.  In those situations, you have to disqualify other pre-requisites such as team-oriented, ability to adapt, or the skill to actually play your class.  Few guilds back then (in my experience) rarely looked at your actual personality.  They looked at your contribution to the overall DPS, instead of your contribution to the actual raiding core.  "No amount of gear can upgrade a poor personality," I always like to say.

Now, if a friend, family member or co-worker just hit 80 and you want to bring them along in your 10man ToC team, it doesn’t take too long to get them up to speed.  Vault of Archavon, Onyxia, Heroic Dailies, Triumph Emblems are all viable (and quick) ways to get your selected raider up to speed.  Instead of dealing with geared raiders that don’t listen or cooperate, now you can get people you trust geared quickly to join you.  Thus, you make your team THAT much better than you would’ve been able to back in BC. 

The 10man vs. 25man debate comes into question as well.  I’ve heard the argument that making content accessible to 10mans has made the content too easy, since it’s supposed to be accomplished by less people.  This is true.  10 people would have a hard time clearing content only designed for 25.  Follow my logic:

  • In BC, getting a bonafide 25man raid together was tough. Coordinating 10mans in WotLK is much easier.
  • More guilds get the chance to see, experience and progress the 10man content.
  • 10man content is not drastically different than 25man.\
  • If you need to look for someone to fill in for an absent raider in your 25man, you’ve now got a bigger pool of available people who know the fights.
  • From this bigger pool, you can be more selective (like how I brought it all together?) of who you bring along. 

This transition into WotLK made it that much easier for you to form your raid team, even from your own realm.

And last, but not least, WotLK has made it more interesting for off-raid nights.  The guild I raid with runs 3 nights each week.  We primarily do 25mans but will do 10man content on occasion for hard mode experience.  On the off-nights, we can do other 10man content, "The Daily", even slightly lower content for Conquest Emblems.  Maybe a raider needs that vendor ring to replace his/her ilevel 200 one.  Instead of waiting for the next full raid night, you can be proactive in getting your other raiders up to par.

Overall, I believe WotLK has helped WoW’s raiding base.  Utilizing hard modes and bosses like Algalon, it provides a tough challenge for the hardcore raiders.  For the casuals or the "hardcore casuals" (as I like to call myself), it affords us the experience and ability to sub in or even start our own group of like-minded individuals who pay their $15/month just like everyone else.  Getting ready to raid is no longer an arduous process.  Less time focused on gearing, and more time focused on actual raiding.

Social Study: The Wrath Effect Part 2

HoggerAndGramm

This is a guest post by Mimetir, an oversized owl of a raid leader on The Venture Co (EU). You can find her twitter feed.

We broke off looking at the Wrath Effect last time for a chance to let the ringing die from our ears and to gather our thoughts. Thank you to the many of you who shared your opinions – and latterly, posts – both here and over at Larisa’s and Tobold’s blogs last week – all very interesting reads. Last week we left off pondering whether some of the content was worthy of existence in the World.

Of course there is a point in the content existing. For everyone who drops out of an Archavon kill there is someone else who’d like to be there, experiencing the content, maybe even for the first time. That may seem difficult to believe, though. WoW’s accessibility has created an illusion which some players subscribe to: an illusion that almost everyone is a hardened and seasoned player now. It masks the fact that everyone plays differently, for different reasons and has differing amounts of experience. I believe that the WoW community has become less tightly knit over the past few months and there is a gulf growing between player groups of different experience levels. This week I’d like to look at the effect that WoW has upon players.

I think it’s important to remember that the game isn’t as easy as we might believe. Hard modes have been introduced to provide serious raiders with more challenge and incentive to keep playing, though as many people pointed out last week those Hard modes are not necessarily engaging to all. Meanwhile, PUGs – love them or hate them – have enjoyed a renaissance in Wrath, to the extent that many players PUG any and all raids. Some of them can be difficult to PUG. Think of Onyxia 25. The tactics mostly remain the same to the classic encounter but have been tweaked enough to keep some more experienced players on their toes for now, and the encounter can be a monster to come to anew. Now factor in a group of 25 people who mostly don’t know each other. So why, for the love of epics, is there always someone in the group who says "lol this is easy no tactics goooooooooooog"?

I think that the very fact that people are happy to PUG these raids is having an effect on guilds. Many guilds have a high turnover of players; perhaps some guilds find that raiders have less incentive to be loyal or reason to show up. Some smaller guilds which have existed for a while and are fairly stable may be having the time of their lives – they can access the content. Sure, they may need to collaborate with a similar guild to get raids going, but hey – they meet new friends. Life is good. Newer small guilds meanwhile may be having a problem getting a foothold on the server. Established guilds already have working relationships with other guilds set up and some players don’t feel the need to join any guild, let alone one treading water.

Players don’t feel the need to join any guild. A curious thought mentioned in the comments by several folks commenting on last week’s article. It got me thinking – is that why the high profile of the top guilds on my characters’ realms seems to have dropped off? I remember back in the day when the guilds were strong and the players proud, trade chat would be full of people who knew each other – chatting, sharing an in joke, rejoicing when a black sheep returned to WoW. There were tight community microcosms of different player types, and trade chat and guilds were windows through which to glimpse them. I don’t see so much of it these days. It seems that many of those players are either subdued, rarely on their mains, or have checked out of trade chat and WoW. It feels like the windows have been closed and boarded up, not so much as a breeze passing between different types of players on a realm.

Perhaps the question in many players’ minds is "how best to find a sense of worth in this content?" For many players that’s no hard question to answer. There is a plethora of content of which raid instances are a small part. A player might sneak off for some rare monster hunting or seasonal fun – or focus on mastering the cooking achievements. Easy or not, Wrath has a lot more choice that a player could immerse himself into than WoW ever has previously. I wonder how much of that content is really passed over by the average player. We’ve spent a lot of time talking about raids and their effect but WoW is an entity of many parts – something for everyone, perhaps.

Yet there is a darker answer to the question above. Sometimes the answer seems to be to cultivate a mindset of being in constant competition. If the competition against the content isn’t enough then it becomes a contest with all other players; especially strangers, whom are often met with the increase in PUGs, high turnover guilds or guild collaboration runs. DPS meters are used to measure this competition – they are always spammed, usually repeatedly, by the people at the first or second spot on the meter. I’ve often seen such players go on to publicly pick on players at the bottom of the DPS meter, sometimes carrying on for the rest of a lengthy raid.

These spamming players may be dealing with their own lack of confidence in the game – and perhaps what they feel is their reduced display of skill – by boastfully declaring themselves better than others. I find myself wondering where the fun of a game is for the player on either side of the DPS meter in that situation: there isn’t any for the bullied person at the bottom and – well, is there any fun had by the person at the top?

This is just one way the inter-tribal competition has seeped into player interaction. I often heard stories in Wrath’s early days of players badgering others in the street to tell them that their gear was rubbish – no provocation or reason behind it.

Another favourite seems to be to bluntly tell another player that they are a bad player based on half a Heroic without knowing anything about them as a player or a person. Occasionally dialogue will occur – accusations of rudeness perhaps – and an argument ensues. The conversation leaves both parties insulted and a bit less … human. This extends to real life, too; an older player I know was approached by a stranger and a heated discussion followed. Upon finding out that she was an older player the stranger said they hoped she would drop dead.

Players sometimes forget that behind that other character they are denouncing is another person whose pride in their independence, character and achievements may be diminished both in and out of game: everyone gets something different out of it. Yes, WoW is just a game, yet many people escape to it to have fun and are proud of their achievements in it. They don’t stop thinking and feeling, don’t stop being people, while playing a game – regardless of whether they are a casual or hardcore, or anywhere in between.

I think that this forgetfulness is a trope which has remained throughout Wrath and now players of many ilks find themselves less satisfied with both the content and the social experience because the lack of connection between game and player is projected into the community.

I’m not painting every player in the community with this dye; there are so many shades of grey that it would take a thesis to examine them all. Many players do still find the game fun. Groups of players still exist in solid groups, guilds, tribes; whatever you want to call them. Like-minded folk still find each other. It just seems more of a struggle to do so when you have to clamber through the mud of a bloodied battlefield.

What do you think? Remember that this is about the game as a whole – including all types of content.

How often are players eyeing each other up over a broken bottle neck? Do you find yourself with new friends or impatient while playing: is the foam at your mouth the only remnants of your Vanilla/TBC war paint? Have you come to the content anew –what do you think of the community you’ve found? How has the performance of your raiders, however experienced, changed? Has the mood changed in WoW at all?

Twitter WoW Developer Chat Feedback

I was honestly not impressed.

For those unaware, the developers were staging a livechat on Twitter where users would submit questions and the staff would pick and answer them. Many of the questions answered lacked any real punch. Answers to most of these could’ve been found on most major WoW news outlets or blogs, or even on the official World of Warcraft site.

The questions I found most interesting:

Q: With T10, are we going to see tokens like in Ulduar? or like CC? CC style had every class and spec rolling on same thing.

A: With T10 we’re going to see a hybrid. The tier 10 items (the ones with item levels you’d find in the 10-player raid) will be purchased with Emblems of Frost.
The tier 10.5 items (the ones with item levels you’d find in the 25-player raid) will be obtained by getting a token (one that is specific to 3 or 4 classes, much like the Ulduar tokens) and using it to upgrade the tier 10 item that was purchased with emblems of frost.

Q: Any plans for a gated system in IIC like in Coliseum that prevents us from doing hardmodes from day 1?

A: We do have a system that unlocks bosses similar to how we handled TOC and Sunwell. We are restricting hard modes to raid leaders that have defeated Arthas in regular mode.

I can see why Blizzard wanted to inject a bit of light humor into the dev chat with questions like these:

Q: When do hunters get to tame druids?

A: Right after druids get a hunter form.

Q: Can locks have a summonable flying mount now please?

A: Now? As in right this second? No.

But at the same time, I know they’re on the clock too. It’s a limited interview. I guess I was hoping we’d hear more new information that wasn’t already known.

All the same, I am happy that they’ve started to expand to Twitter and made a conscious effort to try and address some questions. Lots of serious fluff answers in there though which made me a bit sad as there were some genuinely good questions asked. I hope they’ve learned from this experience and make the next dev chat better all-around.