Honor-System

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  • WoW Archivist: One night of payback in 2006

    by 
    Scott Andrews
    Scott Andrews
    08.01.2014

    WoW Archivist explores the secrets of World of Warcraft's past. What did the game look like years ago? Who is etched into WoW's history? What secrets does the game still hold? An interesting aspect of the ongoing Ashran faction hub debate is the fear people express that their hubs will be raided by enemy players, since the new hubs are adjacent to a PvP zone. Blizzard pointed out that the hubs will be better defended by NPCs than the Shrines are now -- and the Shrines currently see few serious attacks on live realms, despite their close proximity. On most realms today, little large-scale world PvP occurs, and even fewer faction raids. Faction raids were once a huge part of the game, even on PvE realms. You couldn't kill opposing players on PvE realms if they didn't want to be killed, but you could deny them their questgivers, flightmasters, and other crucial NPCs. And we did that, on both sides, throughout classic WoW. Easy targets like the Crossroads, Astranaar, Grom'gol, and Refuge Pointe were raided almost daily. If your faction was heavily outnumbered, like mine was on Khadgar-US back then, it could be infuriating. We had our small victories at times, as I covered in my first Archivist column. But many days, all we could do was stand by and watch as the Alliance occupied our towns for hours at a time and took away our ability to level effectively. On our first anniversary in 2006, my guild set out for some payback. Today I'd like to share that tale of classic world PvP, from the era when faction raids were serious business.

  • League of Legends adds player-driven 'Honor' system

    by 
    MJ Guthrie
    MJ Guthrie
    10.02.2012

    While reporting poor sportsmanship and offensive behavior during matches in League of Legends is standard, Riot Games has added a new feature to the game by which positive behaviors will be recognized. This new system, dubbed simply "Honor," will give players the tools to tag folks with a permanent thumbs up for making the gaming experience enjoyable. This new system has four categories that players can be rated on. At the end of a match, participants can indicate whether someone was helpful, was friendly, displayed teamwork, or was just an overall honorable opponent. Each player's Honor is recorded in his or her summoner profile and displayed for all to see. In the future, Riot Games might also reward those summoners with the highest honor.

  • WoW Archivist: Patch 2.0.1, Before the Storm

    by 
    Anne Stickney
    Anne Stickney
    10.18.2011

    The WoW Archivist explores the secrets of World of Warcraft's past. What did the game look like years ago? Who is etched into WoW's history? What secrets does the game still hold? Patch 2.0.1 was, according to a large chunk of players, quite possibly one of the best patches to come out of vanilla WoW. It had nothing to do with the introduction of the new talent trees in preparation for The Burning Crusade's looming launch. It had nothing to do with the new, bulky, and rarely used first iteration of the looking for group tool. There were no launch events with this patch, just a heck of a lot of data that needed to be implemented in preparation for the launch of the first expansion. But what had players either cheering fervently or cursing forever had nothing to do with the imminent approach of The Burning Crusade. It had everything to do with PVP and the removal of the honor system as we knew it in vanilla. What's so special about that, you ask? Let's take a journey back in time and look at the good and bad of the old honor system. If you think today's Arena grinds are difficult, well ... you're in for one heck of an eye-opener.

  • WoW Archivist: World of Warcraft patch 1.4

    by 
    Alex Ziebart
    Alex Ziebart
    06.21.2011

    The WoW Archivist explores the secrets of World of Warcraft's past. What did the game look like years ago? Who is etched into WoW's history? What secrets does the game still hold? Onwards we go through the tomes of World of Warcraft history. Today we come to patch 1.4, released May 2005, a short two months after patch 1.3. Patch 1.4 was the sort of patch we would be shocked to see nowadays: it contained no raid zones and no instances. It wasn't bare of content, though. Some highlights from this patch are: The implementation of the earliest iteration of the honor system Sweeping itemization changes in high end 5-man dungeons and raid zones The outdoor area of Andorhal was revamped from, quite literally, the ground up And the most controversial classic WoW change of them all: the succubus model was updated Let's dig in. Just like our patch 1.3 discussion, our first page will be the patch notes (which are always massive) and the second page will be our in-depth look at the highlights.

  • Day two of BlizzCon 2009: Round-up

    by 
    Allison Robert
    Allison Robert
    08.23.2009

    Well, readers, BlizzCon 2009 is over and done, and our staff is slowly but surely beginning to make its way home in celebrated zombie-like fashion. In the meantime, we've outsourced article production to our household pets, so be gentle with your criticism of Toonces' efforts today (stupid cat can't even spell QQ correctly). Anyway, here's what happened on Day 2 of BlizzCon: SATURDAY'S PANELS: We liveblogged the panels on Breaking Into the Industry, the general World of Warcraft Q&A, WoW Game Systems, the Dungeons and Raids panel (which included information on both Icecrown Citadel and Cataclysm content) and the second WoW Class Discussion panel. NEW FEATURES ANNOUNCED: Blizzard announced a long-awaited feature in the form of cross-server instances, which should dramatically increase the pool of people available to run a 5-man at any given time. We won't have to wait for the expansion; they believe it should be ready to go live in patch 3.3. Another long-awaited feature will make its debut in the form of rated battlegrounds and arena points from wins. A beloved feature of the old honor system -- ranked (and faction-specific) PvP titles! -- will also return. WORLD OF WARCRAFT: WE'RE ALL &$#*%*^ED NOW: Cataclysm continued its storm through the con, and we've got in-depth looks at an array of the announced features. Read on for a look at the Cataclysm narrative, tanks and the removal of +defense, an explanation of the Mastery system and new talent functionality, what we know about the Path of the Titans, the introduction of guild leveling and talents, the known dungeons of Cataclysm, and what we can expect to see in patch 3.3's Icecrown Citadel raid and 5-mans. PATCH 3.2.2: On the subject of Wrath game patches, Matt Rossi takes a look at the most eagerly-anticipated part of patch 3.2.2, the return of Onyxia. LIVE RAID: The top-ranked U.S. guild, Premonition, did a live raid against a series of selected bosses, falling eventually to...Hogger? No one saw that coming. CLASS AND ROLE COMMENTARY: Zach Yonzon and Eddie Carrington respectively have you covered on Warlock and Hunter information from at the Class Q&A panels, Christian Belt's written his column on Cataclysm and Mages, and Matticus examines the information released on stat changes and their likely repercussions for healers. VIDEOS: We have additional video of the new Worgen and Goblin starting areas, the finalists and winner of the costume contest, and the Dance and Soundalike contest. %Gallery-70748%%Gallery-70706%%Gallery-70745%%Gallery-70746%%Gallery-70747%

  • BlizzCon 2009: Rated battlegrounds and the return of PvP titles

    by 
    Allison Robert
    Allison Robert
    08.22.2009

    One of the most widely-cheered announcements during the Game Systems panel was the introduction of rated battlegrounds and the reappearance of old PvP titles from the now-defunct ranking system. It's a question we've seen asked a lot -- plenty of people out there aren't fond of arena but love battlegrounds, and many of them chafed under the inability to get up-to-date PvP gear. It looks like Blizzard will be trying to reward better battleground play without punishing people who have the bad luck to land on an indifferent PuG. Here's what we know so far: Whichever battleground is currently on its holiday weekend will also be a rated battleground for that week. Battleground wins will award both rating and arena points. Battleground losses won't punish you with a ratings loss, but also won't award any points. I would assume that you can continue to accrue honor and a single BG token per loss. Points earned will be capped at a certain number (not yet known) per week to keep rated battlegrounds from feeling too "grindy." Your battleground ratings will, like the current arena system, encompass two ratings: a personal and a match-making rating. Old PvP rankings will make their reappearance as end-of-season titles (e.g., "Scout," "Commander," "Centurion"). No word yet on whether these are permanent or if, like the non-Gladiator arena titles, you have to earn them each season to continue displaying them. "Special epic ground mounts" will be made available to people playing the rated battlegrounds. Rated battleground wins will also contribute to the new guild talent system. BlizzCon 2009 is here! WoW.com has continuing coverage, bringing you the latest in Cataclysm news, live blogs, galleries, and reports right from the convention floor. Check out WoW.com's Guide to BlizzCon for the latest!

  • Old BG Mount haunts Karazhan

    by 
    Michael Gray
    Michael Gray
    07.16.2008

    Akussa sent us this ghost of Battlegrounds-past, which he and some guildies spotted being rode outside Karazhan. (You can see that it's relatively recent in that it's open to the Blood Elf race ... kinda.) The source of interest in the item comes because it only requires level 55, for a "very fast mount." What some may have thought was a bug, a patch change, or even some kind of clever exploit is actually a remnant of times gone by. A veritable gremlin of the wonder-years of a battleground where -- to get the really good stuff -- you competed against every person in your own faction. Back in that day, you'd try and outplay every person in your own faction to earn the top-dog spot. The better you did against your faction-mates, the higher rank you got. Then, in the old Honor system, if you got to Rank 11, you could buy your faction's honor mount pretty simply. When they changed the mount system (making training expensive, and mounts cheap instead of vice versa), if you had the Rank 11 Mount. . .you got grandfathered to have the riding skill. WoW Insider extraordinaire, Daniel Whitcomb, reports still seeing the occasional 59 twink hanging out upon ancient War Wolf. I, on the other hand, ain't seen one in forever.

  • First Impressions: Mabinogi

    by 
    Akela Talamasca
    Akela Talamasca
    03.25.2008

    Mabinogi is an engaging MMO by Nexon, the makers of Maple Story, Audition, and Kart Rider. The name is derived from the Mabinogion, a collection of old Welsh stories. In that sense, it's well-named; Mabinogi is billed as 'your fantasy life', and much of what happens in the game follows a gentle, pastoral atmosphere -- even the combat, to a certain degree. We had the chance to check this out, now that it's in open beta, and here's what we found. Keep in mind that this is not a guide -- we have no insider knowledge to report. This is merely a record of our opinions and experience playing this game for the first few hours. Excelsior!%Gallery-18335%

  • Breakfast Topic: Alterac Valley, day one

    by 
    Elizabeth Harper
    Elizabeth Harper
    01.12.2008

    It hasn't been long since Blizzard announced they were implementing harsher policies on Alterac Valley AFKers, but being as it's the weekend and, I imagine, many people are using their off hours to get in some honor-grinding time, today we're asking whether you think it's helping. The change is already getting mixed reviews on the forums with responses ranging from "I won't play AV anymore for fear of getting banned" to "Thank you, Blizzard! This is everything we wanted!" So what's your opinion -- is this change going to solve the problem of AFKers in AV or just cause new problems? Jump into AV for a while and tell us what you think!

  • The Care and Feeding of Warriors: This is the year that was

    by 
    Matthew Rossi
    Matthew Rossi
    01.04.2008

    The Care and Feeding of Warriors strides forth like a colossus, possibly my favorite X-Man because he's the team tank (I also kind of like Cyclops because he can shoot people with his eyes, which is just cool) to present you, the reader, with an overview of the year in warrioring. No, warrioring isn't a word. Yes, Matthew Rossi knows he can't just make up words whenever he feels like it. Ah, 2007. A roistering, boistering year. What? No, I'm pretty sure boistering is a word. You can't find it in the OED, you say? Look again, I'm sure it's in there.So what can we say about what's gone on the past year for warriors? The big changes (to my admittedly jaundiced eye) were the total overhaul of the honor system, the addition of the Arenas, allowing Thunderclap in defensive stance (a tacit admission that warriors were deficient multi-mob tanks compared to druids and paladins), the nerf to Thunderfury's aggro (okay, not so much important as just kinda sad), and rage normalization.The change to the honor system (taking place in December of 2006) caused a flood of poorly geared warriors, my tauren among them, to flood the BG's looking to improve their gear. I know at the time I was fed up with running instances for marginal upgrades and then losing the rolls on those items (items I'd already collected twice on two previous 70 warriors) over and over again. While the old system forced you to grind for ranks on a ladder week in, week out, the new system simply allowed you to collect honor and marks . While a lot of long time PvPers protested seeing the same gear they'd sweated for suddenly available to more people, in general it was a positive change allowing a lot of players to step through the Dark Portal with better gear than they otherwise would have had. In the time between 2.0.1 and the actually release of The Burning Crusade, I managed to get a whole set of PvP blues and a couple of epics, and I wasn't really running the battlegrounds all that much.Rage normalization, on the other hand, was a giant kick in the teeth. I'm still angry about it a year later. To me, rage normalization was the biggest change of 2007, the earliest screw up in the class balance, and is still felt the most almost a year later.

  • PvP rank statistics

    by 
    Elizabeth Harper
    Elizabeth Harper
    11.07.2006

    PlayOn has been collecting some interesting data on PvP in World of Warcraft. And while I'm not sure any of the information provides grounds for conclusion, it's certainly interesting to peek at. Both of these charts take into account sample data from 128,477 unique characters across 5 realms (one RP, two PvE, and two PvP) during one week in October. Above is their chart of average PvP rank for each class -- as you see, shaman takes the top spot and priest the lowest, but there's relatively little difference in rank between the two. (Perhaps suggesting that any class can be competitive with effort? Or simply that more shamans, warriors, and mages PvP?)Then we have average PvP rank for time played. Unsuprisingly, those attaining rank 13 are nearing 80 hours a week of playtime (for reference, the Daedalus Project suggests the average MMO player spends 20 hours a week in game), while those at rank 14 are dropping closer to 60 hours (possibly a sign of no further play efforts after reaching the maximum rank).

  • Joystiq Interviews Jeff Kaplan

    by 
    Elizabeth Harper
    Elizabeth Harper
    08.12.2006

    Joystiq managed to get a interview with World of Warcraft's lead designer, Jeff Kaplan, (you may know him as "Tigole" on the forums) - and there's some interesting stuff here. Of course there's a lot of info here, but some of the most interesting talk revolves around the new PvP system. As was posted earlier, the system will consist of arena matches of 2v2, 3v3, or 5v5 which will can be alliance v. horde, alliance v. alliance, or horde v. horde and cross-server. And the honor system as we know it will be gone entirely - to quote Kaplan: It's a competitive-based ladder that uses a rating system similar to the chess ELO rating. One of the key differences is that we require a minimum number of games that you have to play. Unlike in the chess system where if you're on top, you can just sit there, we wanted to ensure that the No. 1 guy can be knocked off his top spot. But, we don't require too many games. We'll require something around ten games. Further, honor points as we know them will be significantly changed. There will be no more honor decay and instead of determining your PVP rank, the honor points you accumulate can be spent to purchase PVP gear. And other tidbits touched on by the interview include... News that there's been some thought about implementing voice chat in the game, though it won't be coming in the Burning Crusade. Dungeons (though whether all dungeons, or simply expansion dungeons) will have a "normal" and "hard" difficulty setting, and loot will be adjusted accordingly. They're currently anticipating new races with every expansion - though there is a finite limit on the number of races in Azeroth. I can't help but be excited about this news.

  • The Puzzle of Battlegrounds Reputation

    by 
    Elizabeth Harper
    Elizabeth Harper
    08.11.2006

    Since my current character-of-choice isn't running in a raiding guild, I've recently turned to PvP as a possible alternative way to acquire new and interesting gear for myself. In my travels through Azeroth's battlegrounds, I've noticed something puzzling about reputation gain in each - some are easier to get than others. Specifically Aterac Valley reputation - which has some simply incredible weapon rewards - seems to come a lot easier than Warsong Gulch or Arathi Basin reputation. So I sat down and decided to do the math and see how it really works out - is AV reputation given out like candy, or am I just imagining things? Read on to find out.

  • To Turtle or Not to Turtle...?

    by 
    Elizabeth Harper
    Elizabeth Harper
    08.09.2006

    We're 45 minutes into an Alterac Valley run and 30 players are sitting in our base playing defense, fighting a pitched battle that doesn't help us win, but slows down the rate at which we're going to loose. We haven't managed to hold a single graveyard throughout the fight, and the Alliance has a line of defense that quickly picks off most players attempting to move north from the Horde spawn point. I manage to sneak up to the next graveyard with a hunter friend while everyone else is busy fighting back in Frostwolf hold - and we manage to tap the flag there. However, before we manage to make the capture, a group of five Alliance comes down hard, and we're sent back to where we started.My friend whispers to me, "They have no idea what causes people to turtle, do they?" And, while I hadn't thought of it in this way before, I'm forced to agree - this sort of fight is probably no fun for either side. By playing such heavy defense, and not allowing a single capture, they push us back towards Frostwolf hold again and again - and when there's nothing else for players to do, many of them regroup back at one of the worst bottleneck points in the game, and the match ended up lasting an nearly an hour and a half. So what's your experience with turtling? And is there, perhaps, something to be said for letting the opposing side take a little, just to prevent them from fighting with their backs against the wall? Or is there some better strategy to avoid or break the opposing team's turtling efforts?

  • Breakfast Topic: Favorite Battleground

    by 
    Elizabeth Harper
    Elizabeth Harper
    08.07.2006

    With all the recent news and speculation about coming PvP changes - both in patch 1.12 and the expansion - it seems only fitting to have a breakfast topic discussing everyone's favorite source of honor - battlegrounds! So which of the available battlegrounds is your favorite place to slaughter the opposing faction? Of late, I rarely venture outside of Alterac Valley - which, with the rate at which AB and WSG groups loose on my realm, seems to be the best source of honor. I remember, vaguely, a time in which I used to enjoy Warsong Gulch and Arathi Basin matches, but this must have been long ago - all of my recent experience with them have been nothing but quick and harsh losses - with the players of my own faction spending the entire match yelling back and forth and disagreeing about what best to do. (Trust me, such battleground runs are not entertaining.)

  • Additional Honor System Modifications Coming

    by 
    Elizabeth Harper
    Elizabeth Harper
    08.05.2006

    We already know that the honor system's curve is getting adjusted in patch 1.12, but apparently that's not the only change planned. On Friday, CM Nethaera let us know that there will also be some reduction in honor decay. The exact patch note reads: Honorable Kills now diminish at a rate 10% per kill rather than 25% per kill. The phrasing of the post lead to some confusion, so she later clarified - in patch 1.12 you're going to be able to kill the same player more before you stop receiving honor. If it seems like a minor tweak, well, Nethaera admits that it's only a temporary measure, and that there are bigger changes coming.

  • Gear-brackets in Battlegrounds?

    by 
    Elizabeth Harper
    Elizabeth Harper
    08.04.2006

    Battlegrounds are already divided up by level - but even with equal levels, gear can dominate, especially at level 60, where you get a mix of players who have just started traversing 5-man dungeons and players in guilds who are farming Naxxramas. This post in the general forums proposes a radical solution to this problem - give everyone a standardized set of gear when they enter a battleground, and leave the rest to player ability. However, far more interesting than the original idea is the fact that it received a CM response, with Drysc chiming in that they wouldn't want to eliminate the hard work players put into acquire the best gear, but were working on a "player matching system" which might help nudge players into appropriate battlegrounds. No further details on how such a system might work, though Drysc does let us know that it won't be coming before the expansion.

  • MMOs and the Secondary Market

    by 
    Elizabeth Harper
    Elizabeth Harper
    08.01.2006

    The Escapist has a good article discussing the secondary market of various MMOs. It doesn't focus on World of Warcraft, but gives an interesting broader picture on the practice of buying and selling currency in virtual worlds. The question of whether players can remain competitive at this point without the aid of additional financial is a curious one. In Azeroth, additional gold, BOE items, or power-leveling can certainly be of help, but are they necessary to keep up with the rest of the players? For PvP, I'm tempted to answer "yes" - as the bar to reach the upper ranks of the honor system is so high as to make it neigh impossible for many players to reach - unless they do nothing but take short breaks for sleeping and eating between play sessions for weeks on end.

  • More on PvP in Patch 1.12

    by 
    Elizabeth Harper
    Elizabeth Harper
    07.31.2006

    We've gone over some of the PvP changes that will show up in patch 1.12 - both cross-realm battlegrounds and the new world PvP objectives. However, this is not the only change coming. When patch 1.12 goes live, the honor curve will be softened, somewhat, allowing a larger number of players into the upper ranks. There are no specific details on the numbers here, of course, and it's unlikely we'll understand the full impact of such a change until after it's been up and running on the live realms for a while. [Fan art by Guillaume Bonnet]

  • The PvP Grind

    by 
    Elizabeth Harper
    Elizabeth Harper
    05.31.2006

    I've been playing World of Warcraft for over a year now, and have only recently attempted PvP.  I've had a lot of fun with it, but certainly haven't spent enough time grinding for honor to burn out on the experience.  This article from Not Addicted looks at what it takes to make rank 14 in the PvP grind and is a clear explanation of why I don't intend to try going that far.  Anyone out there with personal different experiences on the grind to rank 14?