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  • What to do about perpetual losers?

    by 
    David Bowers
    David Bowers
    02.23.2008

    Many Alliance players have this impression that the Horde is constantly united, more cooperative, and generally understands how to play better than the Alliance does. Whether this is true or not is not something I myself can speak for, though I have heard my Horde friends say they have just as many clueless PvP people as the Alliance does. So perhaps both factions can relate to Mendax's complaint that so many people seem to go into the battlegrounds with no idea how to win, and somehow fail to learn how, even in spite of playing a great deal and getting a lot of good gear. Their tendency is just to go in and lose over and over again, repeating the same old proven-to-fail methods for various reasons: possibly because they don't know anything better, possibly because they don't care anymore, and possibly because they've already identified themselves, their faction, or everyone else in their faction as born losers.In any case, Mendax thinks that Blizzard should make the battlegrounds themselves reward you for better play, so that the game mechanics themselves encourage you to play in such a way that you're more likely to actually win. First of all, they could provide more honor for kills near contested objectives (such as flags or towers), and secondly, they could deny all bonus honor if you lose. His first idea quite interesting -- I like the possibility that the reward system of the battlegrounds could somehow teach you to play better in itself, if that's really possible. However, while I can understand his reasoning in removing all bonus honor gain for losing teams, I think this would just make the "losers" stop queueing up altogether. We might be happy to get rid of whiners, complainers and all them, but in the end would the increase the waiting time in between battles be worth it? And in any case, would the "losers" really go away, or would they just look for ways to get around the system?

  • What if WoW had Easy Mode and Hard Mode?

    by 
    David Bowers
    David Bowers
    12.30.2007

    I was just casually wandering about the Internet yesterday, when I stumbled upon one of those random new MMORPG advertisements that you see popping up on a number of the WoW-related websites nowadays. It's for a game called Shaiya, which (like all the others), I'll probably never play, but a quick glance through it's game features revealed an interesting design choice. Without splitting up the playerbase, they've nonetheless created different "modes" to the game, each with its own advantages and disadvantages. There's an "Easy Mode," which lets you advance more quickly, but also limits you a great deal. There's also a "Normal Mode," a "Hard Mode," and even an "Ultimate Mode" for the most hardcore of players. It got me thinking about how such a system might work if transplanted into WoW:Easy Mode: This is basically just a tutorial. Not many experience points are needed to advance from level to level, but you can only reach a maximum of level 30. You cannot create or join a guild, and you get no access to any Talent points. You also are limited to Common and Uncommon items -- you cannot use any Rare, Epic, or Legendary items.Normal Mode: This is where most players will start off. You need an average amount of experience points to advance (something like what we have today). You can create and join guilds normally, and you also get Talent points. In addition, you also get access to Rare items.

  • WoW completely ruins another life

    by 
    Mike Schramm
    Mike Schramm
    07.25.2007

    The Australian media is at it again (why is Australia such a hotbed of this stuff?), with another report on how playing online games can horribly ruin your life. This time, they profile a guy named Mark Nichols, who apparently "played out his days in a virtual world... while his real life crumbled to pieces." Not surprisingly, he blames the game.The best part is when he mentions WoW itself: "Then I heard about a game called World of Warcraft. That's when it all went south." Before he played WoW, he was apparently logging four hours a day in Half-Life, which is enough to make any sensible person reconsider what they're doing. But he was compelled (no choice involved, obviously) to install and play the game anyway. You can imagine the rest-- he loses his job (because, playing on a US server, he'd rather play during the day), loses his girlfriend, gains all kinds of weight, and generally becomes a mess. All because of the game. The last part is great, too: "Games have eaten away at my 20s and I was in stasis for a while," he says. "Hopefully it's not too late." As if the rest of his life will be completely ruined just because he chose to install a game.I can't say much more about this than I've already said, but I will give the mic to the very insightful Rushster over at WorldofWar:"I do hate the term 'real life' when used in the context of 'gaming ruining real life.' WoW is real life. It's a real-life entertainment activity just like knitting, watching TV, going to the movies, gardening etc. I do wish people would stop saying their 'real-life' was falling apart. I'm sure if you watch too much TV or go to the movies for 12 hours a day it can't be good for you either or your relationships."Well said. If you're playing WoW for 12 hours a day-- stop now. Just uninstall the game and walk away. Leave the rest of us to enjoy the game responsibly, and have a good time without the media buying the stupid line that it's the game's fault for ruining this guy's life.