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.

Podcast Appearances

Here’s a quick summary of my recent podcast appearances.

Lodur and I were featured on WoW Relief (Part 1 and part 2)

I spoke with Tristan from the Elitists. There was a part in here where my mom randomly barges into the room and asks if I want blueberry juice and begins making all these weird noises. Sigh mom. I think Tristan cut the part out (for which I’m grateful).

I appeared on Episode 112 of the WoW Insider show. Mike put me on the spot with this one. “We didn’t talk about healing the last time you were on so go ahead Matt, talk about healing!” Had to really think on my feet about that one.

Upcoming appearances

Will be sitting with the Twisted Nether crew for a round table discussion. It’ll be done live with a chatroom and all that. That will be this Friday on the 23rd.

What I Want Raiders to Know

This post was inspired by a post I saw on Chris Brogan’s blog. I figured it’d encompass most important raiding aspects nicely.

Do your raiders believe they know all that? I listened in on a pickup group the other day for an Onyxia 25 and it was utterly amazing how lost some people appeared to look. All sense of discipline was lost. It was as if they had just turned 80 and started raiding again. These are bonafide raiders. I suppose to be fair they were on alts of a different class or role.

Once again, let’s get back to the basics.

Raid leaders

  • Know the gimmicks of the fight
  • Be quick and effective when explaining (Don’t drone on)
  • Marking kill and CC targets
  • Delegating someone to handle healing and tanking assignments or doing it themselves
  • Knowing what the “weakest link” is during an encounter and how to resolve it

Tanks

  • Every possible method they have to generate large amounts of threat
  • Opportunistic times for their own survival cooldowns
  • Ideal tanking position on bosses
  • Spotting loose mobs and grabbing a hold of them

DPS

  • Recognizing when their threat is too high and way to slow it up
  • The best times to use their damage cooldowns
  • Avoiding the dangerous crap on the ground
  • How to survive as long as possible in the event they are unable to escape
  • Maintaining CC on targets when necessary
  • How to buff mid combat on players who are brought back alive

Healers

  • Knowing how to move and heal
  • When to use defensive cooldowns
  • Managing their mana
  • Knowing when tank healers are unable to heal and going in without asking
  • Knowing where the tank is and keeping up with them

What other basics would you expect your raiders to know?

Social Study: The Wrath Effect Part 1

betweentbc-and-wotlk

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.

Here’s a dangerous statement: Wrath of the Lich King (Wrath) made World of Warcraft/Crack/Crass(WoW) too easy.

It’s one you’ve heard before, of course. But have you thought about the impact that had on players?

WoW’s player base is numerous enough to man a small empire complete with its own inter-tribal competitions, family feuds and military factions. So to bandy such a statement about – even to whisper it – is enough to have it echo around the becrooked spires and bounce between yon bloodied hillsides and have warcries ululated in its wake. Yet many people have said something akin to that statement since Wrath hit our beloved World. Surely there must be some truth to it? Surely, too, players must have been affected by such a shift in play – but how?

One of Blizzard’s biggest goals with Wrath was to make raid content more accessible to players who wanted to raid in The Burning Crusade (TBC) but didn’t have the time to invest or guild to support them. Wrath meant the TBC days of needing to be in a large, battle-honed raiding guild whose Z raiding team were armed to the dyed and pointed teeth, were gone. WotLK was one giant step towards not only ensuring that everyone saw at least some of the insides of raids but felt the sense of achievement as they progressed through them at whatever pace. This was likely a result of a continuous background hum, developing into an angry buzz, from would-be raiders during TBC’s raid progression lifespan. The longer TBC went on the more spectacular the content was; The Battle for Mount Hyjal and Sunwell Plateau were things of beauty, but would-be raiders had increasingly slim chances of seeing such places.

The level of the bar was certainly changed in Wrath. I think there is enough evidence to say that some players felt the unstated rules of WoW had been re-written overnight using pictures sketched with crayons. Other players felt that the rules were crystal clear for the first time. They were now understandable and applicable to them, not just to the few players on their realm who had reputations of being armed to the dyed and pointed teeth. The idea that Wrath’s content was generally accessible to all quickly took root in the WoW community’s shared consciousness.

This idea didn’t automatically mean that all players knew how to approach the now accessible content or what sort of challenge they faced at the beginning of Wrath. I saw a lot of players encounter the new raids; all armed with a new spec, new stats and uncertain expectations. Many players were perhaps unused to being in this position. Perhaps they didn’t understand their spec yet, perhaps the new stats hadn’t sunk in. Perhaps they weren’t used to thinking about raiding and the very idea of conquering them was a seductive yet terrifying high. What I believe Wrath did mean was a sudden internal crisis of confidence throughout the WoW community: the content bar may have been lowered but the pride and competition bars were raised.

Less experienced players could suddenly take part in the same fights as the legendary players of their realm. They may even have felt pressured to do so because players was scoffing at how easy the content was. They might wonder what was wrong with them as a player if they couldn’t do it or couldn’t get to grips with the changes to game mechanics: changed mechanics yes, but apparently such easy mechanics that Dalaran was dead quiet two weeks into Wrath because half the realm had run out of things to do and had retreated behind an army of previously abandoned alts.

Take Heroics as an example: they are considerably easier in Wrath than they were in TBC. The fact that you had to grind reputation in order to get into Heroics in TBC meant they could be a reward in themselves. Many of them had some challenge to them – I for one never finished Durnholde Heroic. Not only was there was a sense of achievement on completing some of them but it was acceptable for a group to be torn apart by wild dogs, because there usually were groups of wild dogs so battle hardened that groups needed to fight them individually and hope for the best. Wrath’s batch of Heroics are quite the opposite: easy and quick, many experienced players find no thrill or challenge in them. A melee player who doesn’t know to get out of poison nova in Heroic GunDrak will probably die and be given short shift for it. Likewise I’ve often seen tanks who kite Xevozz incorrectly in Violet Hold be met with "omg dont u no to kite nub".

Firstly I’d like to know where this monster called "nub" which they want kited resides, and secondly I’d really wish players would remember that not everyone has done all the content and learnt all the tactics already. A quick check to make sure everyone knows a dungeon or is comfortable to ask and answer questions in a friendly manner will go a long way to building trust in a group. It may only take 20 minutes to run the Heroic but a helped player will know what to do for next time, and will feel secure in their ability to give it a go.

My guess is that the experienced raiders have and had their own pressures when Wrath appeared. They had honed their skills and proudly won their rewards – taken down so many difficult challenges during TBC – and now the content is, to their standards, laughable. This may have had a variety of effects on them, including making both them and their past achievements feel depleted. Even achieving completion of the new content and getting the grips with the new mechanics seems trivial. Their reason for raiding was diminished – content was already bested, loot was sometimes not worth farming. The level of teamwork required in TBC raids? Not needed in large chunks of Wrath. Just bring brute force. Naxxramas now floats lonely as a cloud over yon hills, full of drops no experienced raider needs and many didn’t need at the start of Wrath, as a reminder of how abandoned some raiders feel. Players drop out before we get to Archavon every time I run VoA. The unspoken question in these players’ heads is likely "is there any point in this content still existing when no-one needs the loot?"

…and that’s it for this week. Next week we’ll continue in this vein by looking at the extent of Wrath’s effects as a deep rooted problem affecting players’ attitudes and interactions. What do you think so far? How easy is WoW these days, and how do you feel about it? How did you feel about it when Wrath first arrived? Do you think WoW needs to be easier, more difficult or just be given a chance to stabilise? Did *you* finish Durnholde Heroic in TBC?