WoW, What If…

This is a guest post from Wistoovern, the voice behind the Automated Healing Line. Have you ever wondered what the World of Warcraft would look like if things had gone a bit… differently? What if Sargeras was never defeated, or Archimonde was just looking for gardening tips from the Night elves? Well today we bring you a set of patch notes from the future of an else-worlds of WoW. Suspend your reality and enjoy some comedic entertainment!

We have it here folks, the latest notes gripped data-mined from the latest PTR!

– The Orc and Troll races have put aside their differences and are recovering from what was known as “The Tusk Wars”.  The cursed, seeping hole in Garrosh Hellscream’s chest is being tended to by the troll’s best healers as way of apology, but Warchief Vol’jin is still chuckling about it.

– Groundwork for the next full expansion is under weigh.  The land of Azeroth has been under monstrous forces in the last handful of years; the destruction and recrowning of the Lich King, the sapping of arcane energies by the Blue Dragonflight, the aftermath of the Cataclysm, the spread of poisonous gasses from the charred wreck of the Exodar, the extensive damage to the Stonecore and World Pillar, the warped fel forces behind the Dark Portal, the faded potency of the elemental plane with the death of Ragnaros.  Looking back on the success of redesigned instances like Deadmines and Shadowfang Keep, the next expansion will be redesigns of several previous expansions and patches: Rise of the Burning Call of the Secret Cataclysm of the Crusading Lich King (or, which our developers are jovially calling, “Just Take The Old Crap And Repackage It; Those Idiots Will Never Know“).  Get ready to see some old favorites making their way to the surface again!

GENERAL:

– Using /flirt on Jaina Proudmoore no longer Sheeps your character and Teleports you to Ironforge.

– Using /flirt on High Tinker Mekkatorque no longer causes him to hump your character’s leg.

– Using /flirt on Alexstraza no longer causes Krasus to shapeshift and aggro.

– Using /flirt on Chromie now contacts your local police department.  Pervert.

– Due to the popularity of Barber shops, the next patch will also release Tattoo Parlors, allowing any character to get a tattoo.  Simple designs start at 75g, but more complicated patterns and styles can raise the price dramatically.  Some tattoos will increase reputation gains with certain factions, but may lower gains with other factions.  Choose wisely!

– Sorry, no dance studio.  Please try again later.

INSTANCE:

– A new 5-man party instance is being implemented with the next patch.  The newly-crowned Lich King, overwhelmed by the necrotic forces battling in his mind, has sent a new floating citadel into Azeroth.  Combining the forces of the Seven Deadly Sins, these seven new bosses have become a force to contend with.

* Pride – Blood Elf warlock casting deadly mirrors that transfix party members…before a laser impales them!

* Sloth – Orc death knight, still suffering from the effects of the Malaise, finds it a valuable tool to cast on your party; slowing you and sapping your will to live!

* Envy – Undead Alchemist resents you for your life – and resolves to steal it away!

* Lust – Night Elf priest using Mind Control enchants your friends to fight for her!

* Anger – Worgen feral druid with nearly endless rage and speed buffs.  Rawr!

* Gluttony – Dwarf shaman with a Beerkeg Totem inebriates his enemies…and sends them falling off the edge of the citadel!

* Greed – Goblin rogue slowly strips you of your weapons, your armor, and your life!

QUESTS:

– Due to overwhelming demand, the Gnome-slaying quest in Uldum is now a daily.

– The quest “Locate The Leprechaun’s Lucky Charms” can no longer be completed with raid markers.

RACES:

– Worgen Rogues have learned Ventriloquism.  This allows them to throw their sniffling thirty yards to confuse and distract nearby NPC targets.

– Inspired by the “Fastball Special” from Marvel Comics, in light of the outcome of The Tusk Wars, Trolls can now be hurled like spears.

– Undead characters that die and are resurrected by Spirit Healers will be able to go back to where they died, find their old corpse, take limbs off, and graft them onto their new bodies.  Doing so will raise their attack or movement speeds and lower casting times, but the grafted sections can wear no armor, and will increase damage taken in combat.

– Dwarves are always drunk.  Always.

CLASSES:

Death Knights:

– Death becomes these undead masters of the blade – but death has its down sides.  When in the lower levels (100 and lower), these fearsome fighters were unparalleled in their skills.  However, as they are corpses and have been around QUITE a long time, high-level Death Knights will no longer be able to go AFK without a new debuff called “Rigor Mortis”.  A fellow party or raid member applying Fish Oil will lubricate them enough to get them going again.  Undead characters  will not have this limitation, as Sylvannas keeps her subjects well-lubed for various reasons.

Druids:

– The Druid transformative abilities are undergoing a radical reevaluation.  The current forms to shapeshift into (Bear, Cat, Moonkin, Tree, Aquatic, Flight, Stag, Snake, Marmot, Jackalope, Monkey, and Weasel) will all have Dire equivalents.  Light help us all.

– Druids in a party with other druids will be able to focus their powers into more powerful forms.  A two-druid party will be able to shapeshift into a two-headed ogre (moonkin-like abilities), a chimaera (cat form-like abilities), or a corehound (bear form-like abilities).  A three-druid party will be able to shapeshift into a Cerebus (bear form-like abilities), a Hydra (cat form-like abilities), or Chimaeron himself (each head a spellcaster, moonkin-like abilities).  A five-druid party – should such a thing come to pass – will all be shifted into cat form and be teleported instantly to the newly created zone, Arus.   There, they will battle King Zarcon, Lotor, and the Robeasts that they generate between them.  Blazing Swords will be provided.

Hunters:

– Deathwing from the old Cataclysm days is no longer tamable as an Exotic Pet.  Those who have him tamed need to release him before the patch or he will raze the city that they currently inhabit upon patching.  Let’s not have that happen again.

– Ranged attack power is being increased by 50%…and then decreased by 50%…and then increased by 50% again…and then decreased by 50% again…and finally increased by 50% again.  Yes, we could have said that ranged attack power would be 93.375% of what it currently is, but you people seem to prefer doing the math.

Mages:

– In honor of the upcoming release of Portal 7, “GLaDOS & GLaDYS Explore Black Mesa”, Mages are undergoing a radical redesign.  While they will still be player-controlled, they will no longer be individual characters anymore.  All mages are being ‘transformed” into Portal guns that will appear in the inventory of party and raid leaders.  The portals that they generate are the end portals of other, pre-set locations.  They will have a specific portal that food and drink will fall out of, along with portals to expose enemies to the open portals in the Elemental planes of Fire, Ice, and Magic (thus representing the mage’s three trees).  As this will lower the worldswide population of Gnomes by 25%, the change is being embraced by all admins, beta testers, and cinematic directors.

Paladins:

– The 41-point Paladin Holy talent, “Holier Than Thou” is being scaled down.  Instead of the Smug buff for 45 seconds, increasing attack speed and power by 50%, the paladin’s single target receives a Shame debuff, which applies attack speed and power penalties of 25% for one minute.

Priests:

– Priest no longer regenerate mana through Spirit.  In order to use any spells that day, all priests must complete at least fifteen daily quests at the chapels in Stormwind or the Undercity.  Daily quests there will charge their mana pool.  In order to regain mana, they will need to complete more quests.  120 quests have been added to the chapels in each area, and they include quests to sit in place and pray for half an hour, change out candles, listen to confessions, and polish pews.

– Discipline Priests, your concerns have been heard.  The days of nerfing your shields are over.  Weakened Soul has been removed from the game and the shield is now an instant cast.  Also, the shields stack to 3.  As of the next release, your shields’ strengths will be doubled to a massive total of 2 damage blocked per shield.  However, in light of the powerful change, the cost of the spell is being increased by 20% to a base cost of roughly 15,000 mana each.

– The shadow priest ability which augmented Shadowform to allow the priest to walk through walls has been removed from the game. This is due to the increasing complaints from Tyrande Whisperwind regarding her private quarters.

Rogues:

– Rogues are now no longer able to bribe nearby guards into overlooking their covert actions – except in Goblin Zones (including those of the Steamwheedle Cartel).  In those areas, the bribe price has doubled.

Shamans:

– Electric Fence, a new Elemental Totem augmentation, sets a Lightning Charge between a shaman’s totems.  Enemies crossing this barrier endure 12,000 Nature Damage each tick.  Destroying any of the totems causes an instant feedback of 50,000 Nature Damage, but the totems are all destroyed and cannot be recalled for 30 seconds.  A glyph involving the electric fence is in development.

Warlocks:

– Demon Multiplication is being removed from the game, as too many players are removing unused demons, replacing them with additional succubi, and equipping the “Pimp” title from the last expansion.

– Draenei are now able to roll Warlocks.  Doing so warps their forms into quasi-Eredar, allowing a stronger Demonic Link to their familiars.

Warriors:

– Who?

ITEMS:

– The various Focusing Lenses available through Jewelcrafting are now effective in PvP.  When used, all cat-form druids will be Mind Controlled into running to the target of the Focusing Lens.

– Glyph of “I’m Taking You With Me” allows falling priests to cast Leap of Faith on nearby non-falling targets.

– Glyph of “Better You Than Me” allows falling priests to use Leap of Faith to exchange their position with a nearby non-falling target.

– Glyph of “Death Blossom” has a chance to lock a rogue into Fan of Knives for 5-10 seconds, allowing AoE damage in addition to their normal attacks.

– The soul of an ancient enemy has been reclaimed and forced into fel servitude.  Glyph of “Summon Hogger” will replace a warlock’s felguard with a familiar fighting face.

– Got old Dalaran Cooking Rewards laying around doing nothing?  A new Cooking Mount is being introduced: an “Ice Cream Truck” for 400 DCRs.  The mount will contain an NPC that sells frozen confections, but the truck will also play music incessantly  – and un-mutable – while summoned.  This mount is in addition to the 200 DCR “Hot Dog Cart” that was announced last patch.  Wearing the Chef’s Hat while using either mount will increase travel speed by 50%.

TRADESKILLS

– Gnomes and Goblins will be allowed to use their fishing skills with seaforium.

– Dwarves and Trolls will be allowed to use their fishing skills with ranged weapons.

– Druids will be allowed to use their fishing skills in aquatic form, by catching fish in their mouths.

– Mining has a rare chance to proc a disease called “Black Lung”.

– To expand on the use of Decahedral Dwarven Dice and Worn Troll Dice, Inscribers can now create “Character Sheets” and “GM Screens”.  Yo Dawg, we heard you like to role play.  So we put some role play in your role play so you can role play while you role play.

Oh the excitement is palpable! FOR THE WARCHIEF, ‘MON!

Would you pay for Premium?

Blizzard’s Mobile Armory which now offers guild chat capabilities? $2.99.

Recently announced cross-realm Dungeon Finder feature? More money.

Additional mounts or non-combat pets? Those range anywhere from $10 to $25.

I’ve seen people upset that all these extra cool features are costing additional money. We’re paying 15 bucks a month already. Shouldn’t we be entitled this stuff? I’m not so sure. I do have a different take on it. Things like the Mobile Armory, the cross-realm Dungeon Finder and stuff, those aren’t exactly essential game play services. Blizzard typically doesn’t charge for content (Exception: Burning Crusade, Wrath of the Lich King, and Cataclysm). If it’s something related to stuff we can do in game, there’s no extra cost to it. We just pay the monthly cost and that’s that. I have a difficult time understanding why some players are annoyed over an optional feature.

At school, we have a universal transit program. For an additional 105 bucks a semester, we get a pass that lets us travel anywhere via public transit in the Greater Vancouver area (that’s 26 bucks per month of go anywhere). Many of my friends complain because they drive to school, to work or to shop. They have no use for such a pass. Yet the school makes it mandatory. The only way this deal would’ve worked between the University and the public transit system is all or nothing. Given the option, they’d rather opt out of it. I can’t blame them.

The point I’m trying to get to here is would you rather pay a higher monthly cost for included services or have a lower monthly cost along with optional services? What if the monthly fee went up to 20 bucks instead but came with the ability for you to interface with the armory remotely through your mobile device? Not only that, you’d get to be able to use the cross-realm Dungeon Finder feature. And just for kicks, having the active premium subscription service means whatever new mount of combat pet comes out of the Blizzard Store goes straight to your mail too. I’m not interested in this stuff as much (that’s a lie, I bought a celestial pony and a pandaren monk). I’d even consider the cross-realm Dungeon finder just to have a chance to play with potential off-server recruits who were of the same faction to see how they’d fair (fare?) in a 5 man environment at least.

I like the opportunity to pick and choose what additional premium features I want access to. If it costs extra, that’s okay because then I can see what I’m willing to pay. Otherwise, the other alternative option is a higher price with no say in customizable features.

15 bucks a month for WoW. I had to pay 18 bucks to watch Thor last weekend. Great movie, but remind me not to watch stuff in 3D again.

Uh, anyway, anyone need heals?

How EPGP works

This is a guest post by Valen who has graciously offered to clarify the EPGP loot system and the process behind the usage.

Hello! I am Valen, Guild Leader of Temerity, an efficiency-focused progression guild on the Windrunner server. I also happen to be helping maintain EPGP while its author, Disht of EU-Sunstrider, takes a well-deserved break. My hope is to provide an introduction to EPGP and demonstrate why many people believe it to be a superior loot system.

What is EPGP?

The EPGP loot system, nicknamed “dkp reloaded,” is a mature, established loot system that has been in active use by many guilds for a number of years. Sometimes known for being somewhat “mathy,” EPGP tries to provide a fair, transparent, configurable, deterministic, and reasonable loot distribution system. EPGP is somewhat more complicated than most loot systems, but thanks to addons that simplify calculations and management, both the master looter and all members of a guild will find EPGP to be a fluid and effective loot system.

The word “fair” is somewhat ambiguous when it comes to handling loot, and is highly subjective. Can loot systems be fair to every member of a guild, and to the guild itself? Probably not, but when people think about fair loot systems, often words like “unbiased” are used, with sentiments of objective, even distribution. EPGP provides such features.

Many familiar loot systems, such as DKP and its variants, use a single point pool, whereas EPGP uses two. Those two kinds of points in EPGP are in the name — EP and GP. EP, which stands for Effort Points, encapsulates the contributions of a raider to the raid (primarily attendance). GP, which stands for Gear Points, encapsulates the loot a raider has received from the raid.

How does it work?

Dividing a raider’s EP by their GP determines a raider’s Priority. When a piece of loot drops, the player who is interested in it with the highest Priority gets the loot along with the Gear Points the loot is valued at — there is no randomness or rolling in EPGP. This therefore increases the player’s GP, which lowers their priority once the division takes place, putting them below many other players (depending, of course, on the other players’ EP and GP values).

Left unchecked, EP, which grows as raids are attended, and GP, which grows as loot is received, would increase unbounded since neither are reduced inherently in the loot process. Instead of spending points, both simply accumulate. To prevent infinite growth, EPGP uses the concept of decay — at the start of every raid, or every raid week, or any other interval, everyone’s EP and GP are reduced by a fixed percentage. This results in EP climbing quickly at first, but then eventually sloping off towards a natural cap. GP, on the other hand, tends towards zero as it accumulates only when loot is rewarded rather than every raid.

The above is intentionally vague and lacking in specific numbers. This is one of the areas where EPGP is configurable to meet a given guild’s needs, but also where it tends to intimidate users.

  • How much EP does a raider get?
  • What earns EP?
  • How much GP does a piece of loot cost?

The latter question is the easiest to answer; by default, every piece of loot has a fixed cost across all guilds and servers, based on the slot it is used in and the item’s level (aka, ilvl). Deep inside the game, there are formulas used to determine how much of a each stat such as Haste Rating or Intelligence a piece of gear has; this formula is based on the ilvl and slot, so, for instance, an ilvl 359 two handed sword has more strength than an ilvl 359 one handed sword or ilvl 359 ring. EPGP uses this formulation to derive a price for each piece of loot, normalizing around a chest piece with an arbitrary cost of 1,000 GP. Weapons cost more than 1,000 GP since they have a bigger impact than a new chest, whereas rings, carrying smaller item budget, cost less.

EP is more fluid; typically guilds award EP based on attendance, both who is present at the beginning of raid and who is present throughout its duration. Even players on the bench receive EP and thereby loot opportunities when next they are in raid.

EPGP in action

Each guild decides themselves how much EP to award and what to award for, so rather than a complicated explanation, I will use a concrete example and explain how my guild uses it.

Fifteen minutes before raid starts, a decay of 7% occurs. Then an on-time bonus of 1,250 EP is awarded to each member in the raid. Every fifteen minutes thereafter until the end of raid, 300 EP is awarded to anyone in the raid and on standby. Finally, at the end of raid, another 1,250 EP bonus is awarded. The net result is a typical, 3.5 hour night of raiding results in 7,000 EP.Some guilds opt to also award EP when bosses die (with different amounts of EP depending on the farm status of the boss) but we choose to not award the kills themselves.

The values chosen are largely arbitrary; we settled on a 7% decay as it is a decent rate to prevent hoarding as well as to encourage taking loot (since GP will decay at a decent rate). We chose 7,000 EP per raid because it has the mathematical property that, a player with perfect attendance across an infinite number of raids, would cap out at 100,000 EP — the point where a 7% decay equals the EP awarded for the evening (7% of 100,000 is 7,000, of course).

We also choose to award a small, fixed weekly amount of EP for consumables — specifically, raw herbs and fish. This was a new experiment for us as early Cataclysm consumables were extremely expensive until supply grew and guild perks kicked in, this helped us supply flasks and feasts — a significant competitive advantage.

The EPGP system itself is managed via the EPGP addon. Earlier I mentioned that EPGP is transparent; this means, thanks to the addon, any player can see any other player’s standing and priority from within the game. In fact, this addon keeps all EPGP state in-game rather than on an external website. Therefore, it is never a surprise when someone receives loot as any player can, at any time, see other players’ EP, GP, and Priority. Likewise, the addon places the GP cost to every item in its tooltip, so you know the exact price an item would cost by simply mousing over it.

In addition to the EPGP addon itself, there is a third party addon named EPGP Lootmaster. This addon handles the loot process itself, providing very simple push-button distribution and vastly reducing the time it takes to handle the many drops off of the typical 25 man heroic boss. I highly recommend using both addons together for a tremendously smooth and simplified loot process.

Hopefully this has provided a relatively math-free explanation of EPGP. I’ve personally used it for over four years, and while certainly imperfect, it is an excellent combination of transparency, fairness, and efficiency that is suitable for guilds at all levels of progression. Once the initial setup is done, there is very little maintenance and the distribution of loot itself is very quick — important attributes for efficient raiding!

Further resources

EPGP’s website, mailing list, and bug forum
The addon itself
The Lootmaster Addon

Guest Post: Is that it for the story of Warcraft?

This is a guest post by former WoW blogger Honorshammer on the state of the game and his theories on why the player base has decreased. Interesting read and another take on yet the state of the game.

Blizzard’s recent conference call for investors had the blogosphere churning about the announcement that WoW lost about 5% of its player base and it back to pre-Cataclysm levels. Everyone is giving their opinion to explain why this is happening. Unsurprisingly, most everyone is taking something they don’t like about the game (too hard/too easy/too hardcore/too casual) and pointing at that and saying “see, i was right all along. People are leaving because of x.” I’m moderately guilty of this myself to some degree, and I will acknowledge that up front.

But I think the player base is too diverse for there to be one factor that has flipped a switch and led to the decline. There are likely a myriad of factors, and in this post I want to touch on one I don’t see getting much play in this discussion, the possibility that the story of WoW has simply been played out.

I was introduced to the Warcraft universe through Blizzard’s excellent Real Time Strategy games like Warcraft III: Riegn of Chaos and Warcraft III: The Frozen Throne. It was my enjoyment of those games that gave rise to my initial interest in World of Warcraft.

In those games Blizzard’s developers introduced some incredible characters. Jania Proudmoore, Kael’thalas Sunrider, Lady Vashj, Sylvanas, Illidan, and of course, the big guy himself, Arthas became fan favorites.

During Vanilla, WoW was still fresh and there was the sheer joy of exploring a new world. We met Jania in Dustwallow Marsh, and Sylvanas in the Undercity. The other major lore characters were still on the horizon, calling us to become powerful enough for their notice.

From the very beginning in Burning Crusade, we were taunted by Illidian’s “You are not PREPARED!” The developer’s made it very clear were on the path to fight him. First though, we fought Kael’Thalas in Tempest Keep (and Magister’s Terrace), and Lady Vashj met her end in Serpent Shrine Caverns. Finally, in what was originally the last raid of Burning Crusade, we got our payoff and fought Illidan himself. Part of my motivation for the guild hopping of my BC days was my desire to see these character’s story arcs to their conclusion. It was like I had started a book in Warcraft III, and now I wanted to finish it. Not doing so would have been like listening to a song that didn’t resolve.

Wrath made no bones about its primary nemesis. This was it. The path was laid out to the Frozen Throne. We would face Arthas himself. From the moment you got off the boat in either Howling Fjord or Borean Tundrea, Arthas was there, taunting you, urging you on to a final confrontation with him. For this player, Arthas was the penultimate antagonist. Ever since we witnessed the amazing cut scene of Arthas running King Terenas through with Frostmourne, we wanted a piece of him. My anger was ignited when in his blind passion for vengeance he took up Frostmourne killing my beloved Muradin in the processes. Through the levels and expansions, one thing had remained, the quest to confront Arthas.

By the end of Wrath, my avatar stood over Arthas’ lifeless body. The character who adorned the cover of box for Warcraft III: Reign of Chaos (Human edition), Warcraft III: The Frozen Throne, and World of Warcraft: Wrath of the Lich King was dead. His arc ended. And with his arc ended, the developers had finished the arc of every major villain from the Warcraft III games. The story was told.

What would propel us into Cataclysm would have to be new villains. World of Warcraft was now going to have to have to stand on its own story, and not simply finish the story begun in Warcraft III. I believe for a portion of the player base, World of Warcraft did a poor job of communicating its ongoing story. Our characters needed more motivation than we have been given. We need more than ‘he’s got duh perps, yo” to raid week after week in search of the next villain. We never got the connection to Deathwing that we had felt with Illidan, or Arthas. Arthas called to you from two expansions away. Deathwing whispers can barely be heard the very expansion we will confront him. Too much of the story was obfuscated outside of the game in comics, wikis, and novels. Our characters set out to defeat Deathwing more out of duty than raw passion.

So once the new zones have been seen, and the new dungeons run through a couple of times, we, as players, came back to the question of our motivation. Before, the answer had been to stay on the course to Illidan, or to Kael’thalas, or Arthas. Now the answer now was to prepare for Deathwing. For whatever reason, some players found that answer left them unmoved.

I can only speak for myself. I am still actively playing World of Warcraft, and I have no plans to quit, though I am playing far more casually than I did previously. Before killing Arthas, leaving would have felt like leaving something unfinished, like putting down a good book only halfway through. But now, the book feels read, and leaving a natural progression when the next good book is published.