Showing posts with label mists of pandaria. Show all posts
Showing posts with label mists of pandaria. Show all posts

03/01/2026

The Original Vale of Eternal Blossoms

The original Vale of Eternal Blossoms has, strangely, turned out to be WoW's most short-lived and exclusive zone. Some of us may have been sad when the Cataclysm ravaged Darkshore, but at least people had had a chance to play and explore that area in its original state for a full four years. Not to mention that it was eventually brought back via Classic in 2019.

The eastern half of the Vale of Eternal Blossoms as seen from the north, with Mogu'shan Palace in the foreground to the left and the Shrine of Seven Stars shrouded in mists in the background

Comparatively, the original version of the Vale of Eternal Blossoms was released in September 2012 and only got to hang around for about a year before it was destroyed, with no way to go back. Mists of Pandaria Classic revived it this past summer, but in only a few months time it's scheduled to be destroyed again, which is why I didn't want to miss my chance to have a proper look at it this time around.

Whitepetal Lake in the original Vale of Eternal Blossoms, surrounded by golden trees

I actually played for a few months during Mists of Pandaria's original run, but that was after the Vale had already been ravaged by Garrosh. I actually found that experience a little confusing. I'd heard a lot of complaints about the grindiness of the dailies for the Golden Lotus, but I never actually got to see them for myself. The faction still existed, technically, but they weren't really represented by anyone in particular. The first time I came across the Fallen Protectors encounter in Siege of Orgrimmar, it seemed strange to me that these characters were clearly people we were supposed to know, but I had never come across them even after questing my way through the entire continent of Pandaria (as it was then).

Entering the Vale of Eternal Blossoms through the northern gate, a pandaren farmer is visible in the foreground exclaiming "Just look at this place! It's amazing!"

Seeing this content from the beginning in MoP Classic was actually an interesting experience. The Vale gets opened up apparently not just to outsiders, but many Pandaren get to see it for the first time as well and stream into it to settle there. Though it doesn't remain entirely peaceful for long even then, as Mogu invade from the north the moment you hit the level cap, at which point the Golden Lotus (a group that includes those who would later become the Fallen Protectors) give you dailies to fight off said Mogu as well as other, more minor threats.

Representatives of the Golden Lotus under the Golden Pagoda: Zhi the Harmonious, Che Wildwalker, Rook Stonetoe, Sun Tenderheart, Leven Dawnblade, Anji Autumnlight and Kun Autunmnlight

In fairness, I can see why people didn't love these. Basically, you get sent to the Golden Stair in the north every day to fight some Mogu, and then get a shorter follow-up at another location in the Vale to fight off some sprites or crocolisks or whatever. As far as dailies in Pandaria go, these are not the most inspired. However, for me as someone who appreciates exploring and documenting things, it's still been interesting to see all the different quests and get to know the various NPCs.

Beautiful trees and bushes with red leaves surround the area known as Guo-Lai Halls

The moment the Vale was destroyed, they were basically all killed off and their quests removed from the game. I'm thinking the devs must've still been riding high on the Cataclysm idea of "it's so boring that the world never changes, what if a bad guy blew everything up and it actually showed as blown up in game (and then stayed that way for the next decade)". It didn't really sink in until later that players weren't necessarily huge fans of that. 

Golden trees and grass in Winterbough Glade, populated by peaceful gazelles and vicious storm wolves

Interestingly, the Vale was "kind of" restored in BfA... just so it could be assaulted by Old God forces instead every other week. However, this version of the Vale is a) still quite inaccessible, as you'll only be able to see the bronze dragonflight NPC to switch between versions if your character has done a certain amount of content in BfA (I don't know the details of that, I just know that I could only go there on my human monk) and b) not exactly the same as the original. While its general beauty is mostly restored, the old quests are still gone, and even the environment isn't exactly the same. The two giant stone guardians that were destroyed in the first assault on the Vale remain broken for example, with their broken-off pieces just a bit tidied up.

Two giant Mogu statues in the centre of the Vale of Eternal Blossoms, each one with one hand raised and a spear in the other hand. Their spears are crossed as if to bar the way.
The same two stone giants after the destruction of the Vale. One is just missing his spear arm, the other is cut off at the waist with only the left left standingThe same two giants after the restoration of the Vale: they're still as broken, but there are some new trees at their feet and the rubble has been cleaned up a bit

The so-called Twin Monoliths in their different states: in the original Vale (top), in the destroyed Vale (middle) and the restored Vale (bottom). 

Another interesting detail is that there are some quests that reference the Vale in quest text, such as "The Golden Dream" which is supposed to give you a vision of the Vale while questing in the Valley of the Four Winds. After it's been destroyed, the quest giver is distraught and yells "No... That's not right... It should be beautiful. It should be pristine!". What they were meant to say originally, while the Vale still is pristine... I don't know, because the Classic devs forgot to update those little details, and seemingly all the relevant quests still have the dialogue about the destroyed Vale from the start, months before it's supposed to happen. 

Mistfall Village in the Vale of Eternal Blossoms, nestled among beautiful golden trees

17/08/2024

MoP Remix: A Retrospective

Mists of Pandaria: Remix is wrapping up in a few days, so I wanted to talk about it one more time. I haven't really written about playing it since mid-June, when I think I sounded a bit disenchanted with it after my initially very positive impressions.

I kept chipping away at it at a slow pace, however, and it soon became evident that a lot of the people who had been super intense about it in the first month (such as my very own husband *cough*) had achieved most of their goals and dropped off. This was very noticeable from dungeon and raid finder queues growing in length (one evening I queued for one of the wings of Siege of Orgrimmar as both tank and healer and had to literally wait for an hour to get a pop) and from slightly less rush-rush madness across the board. That's not to say that there were no longer any overpowered characters farming things... but somewhat fewer than I would have expected. Since the power level of the special event-specific cloak is not capped, I would have expected to see more and more powerful characters over time, but the reality seemed to be that - like when you enter a cheat code in a single-player game and get bored after the initial rush of excitement wears off - a lot of people who worked hard to max out their gear in the first couple of weeks quickly got tired of actually using it. I started to see a lot more weak alts around, and even the stronger characters weren't running around one-shotting world bosses anymore.

Nowhere was this change more apparent than in the dungeon and raid finder, which meant that queueing for group content became a wilder experience than ever. You see, with so many runs effectively involving no gameplay other than sprinting after someone who'd ground out insane power levels, roles were pretty meaningless, and it made sense to queue as everything your class could do just to make pops happen, regardless of what spec you were actually intending to play. But as the player population shifted, you'd more often find yourself in runs without anyone as seriously OP, which would then lead to mayhem and confusion.

I remember queueing into a Stormstout Brewery on my druid who only had tank talents, getting put in as a healer, and being aghast when it turned out that people in this low-level group actually needed healing (I wouldn't be surprised if the actual tank hadn't actually been ready to tank either). We very slowly made our way through the first couple of rooms with multiple deaths, until someone mercifully quit the group and was replaced by an OP paladin who then proceeded to carry us through the rest of the run.

On the other hand though, I really loved that one time when I got into heroic Blood in the Snow on a fairly fresh 70 who I thought was pretty squishy, and it turned out that the rogue and priest I got grouped with were even squishier. We wiped on the very first trash pull, and then died a couple more times for good measure before we actually got our act together and started using proper tactics, such as focus targeting, using cooldowns and kiting. That was quite exciting!

I ultimately ended up levelling five characters through Remix - which is fewer than some, but still quite a lot by my own standards. I would've had time to do more, but as I think I stated before, I just don't see the point of having an endless number of characters at the level cap that have no history, no professions and that I don't know how to play. The five that I did level all had distinct reasons for existing.

First there was my resto shaman, who ended up being my Remix "main" and who quested her way through all the content with my husband's bear druid. Choosing to be a healer soon turned out to be a disappointment, seeing how healers were pretty useless 99% of the time except to facilitate faster queue pops, but I persevered with my healing spec because I wanted to at least try to familiarise myself with the current resto shaman kit a bit.

I will say that even without upgrading my gear, just by doing all that questing and group content, I eventually reached a level where I felt pretty powerful in the open world even as a healing spec, one-shotting regular mobs and able to kill elites in a few hits. I ended up completing all the Remix-specific achievements, and since there was something pretty zen to the whole thing once I hit a comfortable power level, I even ground out some of the non-Remix-specific Pandaria achievements and rewards, such as getting the mount for 100,000 Timeless Coins or killing every single rare on the Timeless Isle (after the War Within pre-patch merged achievement progress from different characters, it turned out I was only missing a few). I also ground out the dinosaur mount from the Isle of Giants and slowly duo-ed Oondasta to death with a random worgen death knight (I hadn't planned to do it that way, but I saw him start and could tell that he wasn't going to survive on his own, so I joined in and ended up heal-tanking the fight while he just added dps).

My next three alts were primarily the result of me trying to be clever about my goal of grinding out the cosmetics (and failing). While any Remix character could buy all the appearances, drops of armour and weapons were still based on your current class, so my shaman for example could only pick up mail gear and weapons a shaman could actually equip. I thought I would be clever by levelling a class of every armour type and saving myself some Bronze by acquiring gear sets "organically". This only worked in part, however. I did get several world and dungeon sets on each character, but in general Remix didn't really seem to be optimised for organic set acquisition. For example I remember one of the mail sets just wouldn't complete, and the UI said that the only source of the two pieces I was missing was a vendor... that turned out to not exist in Remix, and I guess those pieces weren't added to the special drop tables either, so I had to take a regular character to Pandaria to buy those bits for gold to complete the set.

At least I did have a workaround for that particular problem... my attempts to collect the Throne of Thunder LFR tier set for shamans were a lot less successful, as the boots forever eluded me, no matter how many times I queued for the wing that was supposed to drop them. This was stupid in so far as the armour sets weren't even that expensive, and I honestly had enough Bronze to just buy the set after a mere couple of runs, but I still had it in my head that the "natural" way should be better than buying everything from the vendor. It just wasn't.

Anyway, I still ended up with some useful characters levelled, so it wasn't a complete loss. I already mentioned that I created a protection warrior for example. Warrior is a class I've just never got along with in any incarnation of the game, despite its popularity, so this was actually the first time I reached the current level cap with one. I also had a lot of fun charging and leaping through dungeons, though I don't think that really taught me anything about tanking, considering that "tanking" in Remix basically just meant running ahead and spamming your AoE skills, no mitigation or defensives needed.

For the leather, I ended up levelling another druid. I did already have one from the original Mists of Pandaria that's somewhere in the low 60s and that I just never bothered to level all the way to the cap, but with druids being able to play so many roles and me not being a fan of constant respecs anyway, it didn't seem like such a bad idea to make another one. I mostly played her as a bear since I enjoyed watching my husband's fuzzy bear butt and wanted to see more of that kind of thing. But again, like with the warrior... just running around hitting your spammable AoE isn't really representative of tanking.

Finally, my cloth wearer ended up being a warlock. Like with the warrior, this was the first time I ended up getting this class to the cap, but it was a lot less comfortable. I levelled as destruction and honestly had no idea what I was doing at any point. Fortunately levelling a dps class through group content in Remix required very little in terms of knowledge or skill. While she and her incubus are kind of cute (you can't see it in the screenshot, but she's got green hair under that hood), I can't see myself playing this character much in the future because everything about the modern warlock toolkit just confuses me.

So that's four characters, and as my fifth I eventually ended up creating a dps monk on my old Horde server, Earthen Ring. I had seen Belghast talk about using the event to "seed" characters on different servers in case he wanted to play with friends on those servers later, and this seemed like a clever idea to me at the time. (I had no idea that the pre-patch would effectively make servers obsolete, making the whole project pointless from that perspective.) Still, it wasn't a total loss as I also used the opportunity to check out Pandaria from Horde side, something I had never done before. I didn't do all the quests though, as I found out in Jade Forest that the neutral Pandaren quest hubs seemed to be exactly the same as for Alliance, so it made sense to me to focus on the content that had obvious faction flavour, such as the Landfall campaign and the Isle of Thunder intro. I was rather amused to see the Horde actually express disappointment about their recruitment of the Hozen once they found out that the Alliance had got the much cleverer fish people, and seeing the whole drama around the purge of Dalaran play out from Horde side was certainly interesting. Seeing Lor'themar get mad enough to chuck a park bench into a fountain was definitely... something.

All in all, I really enjoyed Remix, despite some early disappointments and the pressure of FOMO. It really hit me in this J1mmy video about WoW how he notes that MMO expansions are about more than just the lore and the quests, but about being there and having a shared experience with other people. And in that respect, roping off an old expansion and sending players off to play exclusively in that content for three months worked so much better than solo-levelling through Chromie Time and being booted out after completing two zones worth of quests. Sure, some parts of the original content were missing, and it still suffered from the standard WoW problem of it being way too easy to accidentally experience things wildly out of order, but at least it was only things from that expansion. I played in original Mists of Pandaria for a few months (which was still longer than the duration of Remix!) but there were quite a few things I didn't get to see at the time, and it was really nice to both re-experience content I'd only really seen once before and to go and finally see the things I'd missed back then, such as Siege of Orgrimmar. There were a lot of things about the end of MoP that had honestly always been kind of vague to me as I hadn't experienced them for myself and had to piece things together from later references that were rather disjointed. Being able to see the story for myself was quite enlightening.

So I really enjoyed the "time capsule" aspect of the whole thing. As for the special cloak, tinker gems and getting super OP... eh, I honestly think I could've done without those things. I mean, there were parts of it that were fun: the tinker gem that made you immune to fall damage for example definitely encouraged you to try new things, and was quite a source of entertainment whenever people forgot that they hadn't slotted it on their newest alt yet. However, I feel they also shone a spotlight on some of the worst issues of the WoW community and dialled them up to eleven, such as the widespread competitive urge to be the first to no-life it to the top, or people with vastly different power levels and goals being thrown together in group content. I remember when I first got annoyed with some of the extreme rushing in dungeons and raids that would even make you miss out on bosses, I did some searching to see if there were people talking about that topic on reddit or the forums, and some of the (often highly upvoted!) responses I saw to the mere suggestion to have some consideration for your fellow players were bad enough to make one lose faith in humanity as a whole. The saving grace was that the worst of those people also seemed to be the first ones to be done with the mode, leaving things to mellow down somewhat over time, as I already mentioned at the start of this post. Ultimately I think I would've enjoyed Remix no less if it had just been about playing through Pandaria with "normal" characters.

I would also happily take part in another Remix - WoD and Legion would be prime contenders for me as expansions I didn't play at all back in the day. Though I think I'd also enjoy a remixed Burning Crusade, just to spend some time in that content again without the weird constant pressure to keep up that defined much of my experience in its Classic iteration.

08/07/2024

Re-evaluating MoP Content in Remix

All the content people are engaging with in Mists of Pandaria: Remix right now has been in the game for ten years or more, but I reckon with how little reason WoW gives people to go back to old expansions, most players haven't actually seen or thought about any of it in a long time. Or they might never have played through it in the first place if they only picked up WoW for the first time at some point after 2014.

I've seen quite a few "I forgot how good this was" comments around the internet when people talk about Remix, so I wanted to give my own re-review of some of the content. I did play through most of MoP back when it was the current expansion, and I do have blog posts that talk about my initial impressions from back then to fact-check myself when it comes to what I actually thought of it at the time.

Quests & Story

Looking back at my writings about Pandaria's early questing zones from 2014, I was somewhat more critical of them than I remember, in the sense that after I'd just spent the last two years playing SWTOR almost exclusively, WoW's questing felt a bit clunky and dull in comparison. I did think the zones were beautiful though, and it did occur to me in Remix that I was somewhat reminded of Dragonflight in terms of how much the world is just pleasant to spend time in.

I also liked the pandaren more than I expected, though I was rather put off by the way the factions were portrayed. I saw someone say while talking about Remix that Pandaria showed how to do the faction conflict right, and all I could think was "haha, no". I hated how the introductory quest to the expansion has you machine-gunning down enemies from a helicopter, both for stretching the definition of "steampunk elements" to its limits and for making both factions look like horrible warmongers. No, their behaviour is not portrayed as a good thing in the context of the story, but it's not exactly condemned either? You bring so much suffering onto Pandria and except for Taran Zhu, everyone's just weirdly chill about it. Making me dislike my own faction is not great writing in my opinion.

Speaking of not great writing, I'd forgotten how MoP was also the era of... certain other narrative choices, such as Jaina's "I'm gonna be really mad and kill people" arc. Which, you know, is a valid direction to take her, I just never thought it was well done at all, and it still didn't feel that way upon replaying that storyline in Remix either. Mostly it felt like someone saw how people made fun of Jaina's weepiness in ICC at the end of Wrath and decided to make her do a 180 by making her a "badass" instead, even if it felt forced as hell. And oh, I remember all the grousing about the "A Little Patience" scenario and Varian lecturing a night elf leader who is thousands of years his senior about how to be patient...

Still, after recently spending some time in Cata questing zones and realising just how dire they were, Pandaria was definitely a step up in many ways.

Scenarios

On the subject of scenarios, this is another feature that I saw several people comment on with lines like "gosh, scenarios were so fun; I don't know why Blizzard didn't carry them forward into future expansions". Not me! For me it's really just been a reminder of how clunky and awkward they were and that I don't miss them one bit. Though Blizzard did improve one thing about them in Remix: unlike in original MoP, in Remix, mobs in scenarios actually drop loot.

Dungeons 

I apparently never wrote much about MoP's dungeons, and I didn't have any particularly strong memories associated with any of them. On re-visiting them, they are a pretty varied and fun bunch, even if having the revamped Scarlet Monastery and Scholomance in the mix just because they were redone during that expansion seemed odd, considering that they have nothing to do with the expansion story otherwise. I do have a slight dislike for Mogu'shan Palace, because for some reason it's always that dungeon where I end up with an extremely weak group and everything takes forever to die, a problem I haven't had to the same extent anywhere else.

Raids

My experience with MoP's raids back in 2014 consisted of doing a couple of them in LFR, which went fine at the time. I apparently didn't write about it, but I'm reasonably sure that I must've done at least a couple of wings of Throne of Thunder as well, as it seemed quite familiar upon revisiting it. I never set foot into Siege of Orgrimmar.

Now, you can't really pass any judgement on raid mechanics in Remix, considering that LFR quickly turned into a zerg that has bosses dying in mere seconds, and even when we tried to under-man higher raid difficulties, we weren't too worried about mechanics and basically just wanted to see whether we could burst things down before they could kill us. I do think the first tier of raiding being split into three raids was a good decision back then and also makes that tier more enjoyable in Remix because you get to see a greater variety of environments, in smaller chunks. Comparatively, Throne of Thunder and Siege seem impossibly long with their 12-14 bosses, even when you're just zerging through them. I can't imagine how much of a drag that must've felt like when people were actually raiding those places properly.

Also, it's interesting to see how Blizzard clearly hadn't quite figured out how to handle the RP bits in raids yet back in 2014. Some might complain about things like Lorewalker Cho's endless monologuing between encounters in Mogu'shan Vaults, but I think that actually kind of works in Remix as it provides pacing and gives slower members of the group time to catch up, preventing the resident demon hunter from just rushing to the last boss with no care for anyone else. However, boss fights that are hard-coded to take a certain minium amount of time while some RP plays out, regardless of how fast you kill things, do not seem like great design. I'm looking at you, Galakras. Waiting for Lei Shen to finish humping his pillars is another one that I'm particularly un-fond of.

Isle of Thunder

I didn't write much about the Isle of Thunder back in 2014, other than to mention that I found it kind of disappointing after the way a friend had advertised it to me, and that I hated the chain of solo scenarios required to unlock it. At least I was mentally prepared for the latter this time, though I still wasn't a fan of the mechanic. The Isle itself was... fine, though? It's weird that fighting the forces of the Thunder King is made to be so much more annoying than fighting the enemy faction, but in general, the level of OP-ness in Remix makes it a much more chill place than it was back in the day. Back then, the mob density made it kind of dangerous, but in Remix that's not really a problem. While I haven't spent any Bronze on upgrading my shaman's gear, thousands of threads in her cloak still make it a breeze to waltz into the enemy camp and AoE everything in sight. I also got to see the Trove of the Thunder King scenario through to the end for the first time.

Timeless Isle

The Timeless Isle was somewhat interesting to me in 2014, and I praised it back in the day for encouraging grouping and providing an amazing loot rush for newly minted max-levels (among other things). In Remix, I've admittedly found it a lot less compelling. It's nice to finally have a cloak for easy access to Ordos, but in terms of Remix-specific rewards it doesn't really have much to offer. Similarly, it's convenient to be able to solo all the mobs with ease, but it makes hunting for rares even more of a futile endeavour than it was back in 2014. If a star mob doesn't spawn right in front of you, you'll basically have no chance of ever tagging it, and even then it can fail if someone else manages to one-shot it before you can even get your own instant cast off.

Obvious gameplay differences aside, I've got to admit that Remix has done a pretty good at letting people relive the general "vibe" of late Pandaria, encouraging you to zoom around a beautiful landscape to hunt down rare mobs and grinding endless dailies for rewards. I wonder whether another expansion would have worked quite as well with this framework.

13/06/2024

Remix: FOMO and Culture Clash

There are a variety of things I'd like to be doing in WoW right now: I haven't worked on my hardcore priest in a while for example - in fact, the other day I logged in to find that I'd been kicked from the guild for inactivity. However, Pandaria: Remix keeps pushing my FOMO buttons every time I log in. "67 Days Remaining" it declares right there on the character selection screen, so there's always that feeling that everything else can wait. It's annoying, but that's just one of those things about marketing: simply being aware of how the trick works doesn't automatically make you immune to its power.

One of the criticisms I've seen levelled against Remix is that people think Bronze shouldn't be the currency for everything. I didn't really get that at the beginning, and maybe the devs had a similar line of thinking as I did: that making Bronze the currency for everything would allow collectors to focus on getting mounts and cosmetics, while people who don't care about that kind of stuff could upgrade their gear and be OP instead. I guess the devs didn't anticipate that so many players would feel that they absolutely had to do both.

However, even if people are happy to just focus their efforts on one specific path, the system creates quite a chasm between those who care about the gearing and those who don't. My goals have settled on earning as many mounts and cosmetics as I can with a casual time investment, as well as levelling a few alts over the next couple of months. I haven't invested any Bronze into upgrading my gear because that just feels like a waste to me at this point. However, seemingly everyone in my guild is the opposite, and I keep getting dragged along to do normal and heroic raids under strength, content where I'm worse than useless and just end up dying on every boss because I'm too squishy to survive most of the mechanics. Meanwhile all everybody talks about for hours is their gear and how much dps they're doing. I know I shouldn't be complaining about a free ride to some achievements and Bronze, but ultimately it's not really what I want to be spending my evenings on right now.

My shaman dreams of questing on greener pastures instead of inspecting the floors of Siege of Orgrimmar.

And that's all in the benevolent environment of playing with friends. Pugs are just totally dominated by over-powered speed-runners now that care little to nothing about anyone else in the group. I did the second wing of Siege of Orgrimmar in LFR the other day and after the third boss, people just charged ahead without even fighting any of the trash, so that those who were unable to keep up (thanks to +speed on the gear and cloak it literally becomes impossible to keep up with certain characters) got locked out of the last boss room, and the gate didn't re-open after he had died either. After I'd collected my loot, I felt rather bad seeing the half dozen people or so who were still locked outside as they couldn't even enter to pick up their stuff. I can only hope that the Postmaster mailed it to them.

Dungeons are pretty much the same. For example, I made a little bear druid and queued into Scholomance as my first normal dungeon. I pulled the first two trash mobs, but a dps just ran past me, jumped down the stairs and instantly pulled the boss while ignoring all the trash. I pushed myself through the ice wall she spawns, taking massive damage in the process, and only survived because I levelled up when the others killed the boss. The rest of the run was then just more frantic running after the dps who were simply AoEing everything. Basically, Remix dungeons are just like normal retail dungeons now: no gameplay, just speed-running. I said previously that I don't mind getting a bit of a boost from someone stronger than me, but at some point queueing into any of these activities simply doesn't actually involve any actual gameplay anymore, it's just a chore to jog through the exact same hallways over and over again for more threads and Bronze. Not a very tough or time-consuming chore, but still a chore. And that's the situation we're in with the event having been live for less than a month, with two more months left for people to get even more overpowered.

Earlier today, I was in Valley of the Four Winds when the world boss Galleon spawned, so I flew right over. Nobody had attacked him yet, and since I wasn't confident in my survival by myself, I stood around for a few seconds to wait for others to show up. Then the boss just fell over in front of my eyes before I could even blink, never mind getting a hit in. Someone else had literally just landed and one-shot him. I didn't realise we were at "one-shotting at-level world bosses" degrees of power yet.

Ironically, on the rare occasion when you end up in a group that doesn't have anyone OP in it, it doesn't end up feeling good either, just super slow. More than once I've zoned into heroic Mogu'shan Palace (and for some reason it's always Mogu'shan Palace) with damage dealers that couldn't out-dps a healer with zero gear upgrades, and it just made everything take forever. It's not like there were suddenly real stakes or anything, it just meant that I stood there pouring my piddly healer dps into what felt like a damage sponge for five minutes per boss fight.

I just see all this as a reminder that Blizzard has never really managed to square the concept of getting everyone into the content and keeping queues popping with the reality that throwing people with vastly different interests and power levels into groups together - while also providing zero incentive to be social and treat those other people as human beings - can lead to some pretty crappy experiences. I wish their motto in regards to group content wasn't always quantity over quality. I'd rather have five actually enjoyable dungeon runs than fifty LFD hallway jogs.

03/06/2024

Mess of Pandaria

Pandaria: Remix has been out for more than two weeks now and it's been quite a wild ride.

Our initial levelling duo hit level 70 after a little over 19 hours /played. The best personal reference I have for levelling speed is this post from when the husband and I first levelled characters just after the pre-Shadowlands level squish, at which point it took us over 26 hours to get to level 50 (the cap at the time). So our levelling in Remix was indeed sped up, but not by as much as I would've thought, especially considering that I did read all the quest text in BfA, while I'm mostly just skimming it in Pandaria. I'm sure there are people who level much faster than that even in regular retail.

Of course, I figured maybe the real speed levelling was meant to occur with alts, since the cloak with all the stats (including an XP bonus) was meant to be account-wide. This turned out to be somewhat false advertising though, as it doesn't actually work that way. Once you push your first character's cloak past a certain threshold, new alts do start with a bit of a boost, but it's much smaller than your main's numbers and static, so they still have to build up their own cloak from scratch after that. The levelling still goes quite a bit faster the second time around, but still... it was just a little bit disappointing.

The second pair of characters we made was a protection warrior (me) and my husband on a resto shaman. They're level 38 right now, as we're basically just doing a random dungeon every other day or so. Because he had last week off work and (as I mentioned before) always goes all-in on this sort of project, he also levelled a paladin to the cap without me during my work hours.

Happenings in the wider community have been pretty wild. Blizzard nerfed the "froggers" and keeps playing whack-a-mole to nerf new bronze farming spots as they emerge, but it doesn't really seem to matter, because at this point the first no-lifers and professional WoW players have ground out their gear one way or another and once you're at maximum item level, you're meant to be OP. The lofty days of week one when heroic dungeons actually felt kinda hard and LFR bosses would at least get to do one mechanic before dying are long gone. Everything just dies in seconds and every group just zergs to the end.

And that's... alright, I guess? I'm not here for the challenge so I don't mind getting a free carry towards some rewards. But I have been questioning my purpose with this game mode a bit. I don't care about using my bronze to upgrade my gear as it's only really useful in the extreme short term anyway (as is often the case in WoW) and to get all the transmogs and mounts you'd need something like over a million bronze, which is a lot. I honestly don't even feel like I need all of these cosmetics anyway, but since I'm unclear on just what my goals are, the sheer number of things I could miss out on is still daunting somehow.

In the usual way of retail WoW, they make it very easy to get a quick dopamine hit from a reward that only takes minutes to earn, but you're then meant to repeat that process hundreds of times during a specific time window, which is the point where I usually nope out. The rush of quickly levelling an alt can be fun for a while, but again... to what purpose? I have no particular interest in having a stable of alts at the level cap "just because". It'll just mean that I'll have fewer character slots available to level alts through other content later.

The only thing I know for sure is that I'll want to keep completing content with our first levelling duo, in order to polish off most of the questing for our nostalgia tour, and that I'll probably want to level at least a couple of alts for a different gameplay experience. Being a healer quickly started to feel pointless with all the self-healing that characters do in Remix, and on the rare occasion where healing could still be useful it doesn't scale well with the mode's massive stamina numbers, meaning that my biggest heal fills five percent of a tank's health bar at most, which is effectively useless. It's all just a little bit crazy and I suspect not entirely in the way Blizzard intended.

24/05/2024

Pandaria Remix Impressions

Pandamonium Mists of Pandaria Remix launched last week, and it's been an... interesting experience. The husband and I were quite keen on another opportunity to level a pair of characters together in a different context and agreed to create a shaman/druid pair. Even though I knew what I was getting into, I was rather startled by the height difference between us when I first logged in. Also, neither of us could believe that he managed to snag the name "Bearie".

Timerunning characters start out at level ten on the Timeless Isle, where you're given a few introductory quests to explain the most important Remix-specific mechanics to you as well as a bit of lore to justify the whole thing, though I didn't pay too much attention to the latter to be honest. Something something time travel... I'm just treating it as a spiced-up version of Chromie Time.

Then you're spat out at the start of the Mists of Pandaria campaign and off you go! If questing is what you actually want to do... because the dungeon finder also unlocks almost immediately, including heroic dungeons, which struck me as kind of absurd, but I figured maybe jumping into those straight away makes more sense if you're on a subsequent character who has some bonus cloak power right from the start.

We did however jump into normal dungeons right away, and did also try some heroics later. Mostly I was reminded of how odd it is that places like the revamped Scholomance and Scarlet Monastery are considered Pandaria dungeons when they have absolutely nothing to do with that continent; they just happened to be redone during the Pandaria expansion. Gameplay was enjoyable as at least initially, enemies actually seemed a bit tougher than in regular retail dungeons, and we actually wiped a few times when we over-pulled. Overall though, incoming damage seemed a bit confusing and random, with my husband's bear sometimes going for long stretches seemingly without taking any damage at all, and then suddenly requiring spam-healing while his health bar bounced up and down like a yo-yo. I don't know if that has something to do with the mode's special gems or is just scaling strangeness... I forget that compared to other MMO devs, Blizzard are actually comparatively inexperienced when it comes to scaling content to groups of all levels, and I read accounts of raids getting wiped by certain mechanics doing way too much damage if they target characters of a specific level, as well as general complaints that characters get significantly weaker as they approach the level cap, which would certainly be on brand for Blizzard's current approach to scaling.

But I'm getting a bit ahead of myself. While we spent a lot of time in random group content (including scenarios and raids, which are actually levelling content in Remix), we also did some questing, which triggered a peculiar kind of nostalgia in me. I only played Pandaria during its original release for less than six months, and while it was better than I'd expected it to be in some ways, I wasn't all that impressed in others. At the time, it basically just reaffirmed to me that retail WoW was a completely different game from the one I originally fell in love with and that I was happy to move on. On the other hand though, the whole reason I picked up MoP to begin with after originally swearing off WoW in Cata was that my husband wanted us to play together (at the time, we had only just become a couple, I was unemployed as a result of my move, and it was something to do together), and revisiting that part of the game rekindled fond memories of the early days of our relationship. I was kind of surprised by how well I still remembered certain quest lines even though I only went through them that one time over a decade ago.

Whenever my husband and I take on a project like this, his passion is like a sprint while mine is more of a marathon, which leads to a certain degree of conflict, as he wants to play 24/7, while I still want to do other things on the side even when I'm having fun with the new project. We probably would've hit level 70 already if he hadn't caught a bug that kept him from wanting to play games for a few days. As it is, our characters are "only" in their 60s... after clearing only about one and a half zones worth of quests, but the group content pays out well in terms of experience gains and power.

When you first start out, levelling doesn't feel that different from "normal" retail in terms of speed and power, but the XP bonus on your special cloak adds up over time, and gear pieces come with more and more gem slots that allow you to equip wacky extra effects, ranging from extra movement abilities to all kinds of passive shields and sources of damage.

And it's... been surprisingly fun! I say surprisingly because I've long given WoW grief for making the levelling process too fast. The reason for that is that I feel - based on how WoW itself trained me to view things back in Vanilla - that levelling should be about more than just making your numbers go up. In the original game the process synergised well with exploring, doing professions, running dungeons... basically doing a little bit of everything. As levelling was sped up, all of that fell by the wayside, but I still wanted to do it, and that conflict between my desire to see more of the world and the game always pushing me onwards long before I felt ready to move on lies at the heart of my frustrations with modern WoW's levelling.

With that in mind, I was kind of positively surprised by Remix's approach to this, which is to simply remove all worries about out-levelling content and get rid of all distractions. The scaling may be a bit wonky in places, but everything is scaled from 10-70 (with the exception of some dungeons and raids not unlocking until you're a bit higher level), so you can level any way you want and still continue to earn rewards from all the content once you hit 70.

The game starts you out with huge bags so you'll never have to worry about pausing to make room (though the sheer amount of gear that is showered upon you does require the occasional bag clearing break - however, you never need to look for a vendor, as you can dissemble everything at any point, anywhere). There is no loot other than quest items, Remix-specific gear and Bronze, the special currency, so you never have to think about what to vendor and what to mail to an alt. The auction house and mail are entirely disabled, in fact. So are professions (with the exception of fishing for some reason, though this also only just yields more Bronze), which was initially a bit disappointing to me as I was hoping to pick flowers and skin things while making my way through the zones - even if the materials were just going to be virtually worthless MoP-era stuff - but it certainly helps to keep you focused. Daily reputation grinds are also removed or drastically reduced - our Order of the Cloud Serpent egg literally hatched the same day we picked it up instead of requiring days and weeks of care, and the farm at Halfhill is entirely inaccessible from what I understand.

It's a strange case of "less is more" for me, where even though I like the traditional approach of having all these different things to do and think about, it's not much fun if the game doesn't really support that way of playing anymore, so I was surprised to actually find myself appreciative of the devs simply taking all that stuff out of Remix. It's like they were going "Look, we're not even gonna pretend that there's any point to levelling professions here or whatever... just focus on the stuff we did put in for you to play around with" and I can actually respect that.

I initially wasn't planning to level more than one character through Remix, but considering how fast our shaman/druid duo has been flying through the levels and that there are almost three months of the event left, I might end up going through it on another character or two. I'm also planning to keep playing my shaman at the level cap though, to revisit more of the content while earning more Bronze to buy transmogs and mounts.

There was a bit of a kerfuffle in week one around an "exploit", as seems to have become the norm with these new event/server launches for Blizzard. Frogs on the Timeless Isle were apparently insanely good for farming Bronze and stats, allowing people to power-level their cloaks to have stats in the thousands within a day. Blizzard quickly hotfixed this of course, which then led to a bit of an outcry from people who were complaining that they could now never "catch up", which was just absurd to me, considering that there is absolutely nothing competitive going on in Remix. Any power gains are only temporary for the duration of the event and won't carry over into regular retail, and PvP is another thing that's entirely disabled, so an overpowered "frog farmer" literally can't hurt you. If anything, having a character like that in your group benefits you... I had to laugh earlier when I queued for an LFR wing and was baffled to see all the bosses die within seconds - the entire thing was done in something like five minutes, most of which was taken up by NPC roleplay conversations. I loaded up Recount to see what was going on and in our 20+ person raid group, one guy had done 70% of the overall damage, another had done about 20%, and everyone else was sitting somewhere between 0 and 1%. Froggers I suppose! I just thought it was incredibly funny and was rather amused to be given such a "boost".

I can understand why Blizzard wanted to stop everyone from getting so insanely OP within less than a week, but I personally saw no harm in letting those who already had it keep their power - but I guess that might've been too much fun, so those cloaks are due to be nerfed now and everyone else will just get some bonus Bronze. Either way, I'm enjoying the mayhem.

13/04/2024

Pandamonium and Wondering about the Future of Classic

Not content to baffle the WoW player base with the release of Plunderstorm, Blizzard surprised with another announcement of a new game mode three days ago: WoW Remix: Mists of Pandaria, coming with patch 10.2.7 later in the spring. This seems to match what was previously called "Timerunning: Pandamonium" on the 2024 roadmap for WoW. That name was already a pretty big hint towards what it was going to be: something similar to Timewalking and something to do with pandas (even if the complete alien-ness of Plunderstorm combined with some additional datamining also led some people to speculate that it could be something else entirely).

The release of the previously linked article confirmed that it is indeed something similar to Timewalking and something to do with pandas, namely "a time-limited event which allows players to re-experience the entirety of the Mists of Pandaria expansion at an accelerated rate from level 10 through 70". There is still a lot we don't know and quite a few details left to be clarified, but we do know that it will require you to create a new character and that there will be a lot of special loot exclusive to this mode/phase.

Most of the reactions I've seen to this have been positive, and I've got to admit I'm kind of excited myself. Blizzard's still doing its usual thing of trying to bank on FOMO, talking about how fast levelling will be and spending a lot of time promoting rewards that I don't really care about, but I'm still looking forward to this event for a number of reasons:

  • I always say that retail WoW has this huge world and wealth of old content that is severely underused, so them actually making an event focused on re-using an older expansion will always be a good thing in my book.
  • I only played for a few months in late Mists of Pandaria, when quite a few bits of content had already come and gone, making the post-launch questing experience a bit disjointed. I have some tentative hopes that this event will give me a chance to get a more cohesive picture of the expansion (though some early clarifications are already tempering my enthusiasm in that area - e.g. we still won't get to see the Vale of Eternal Blossoms how it was before it as destroyed, and the legendary cloak quest line - which, from my understanding, was Wrathion's in-game debut for non-rogue players - will not be reinstated).
  • It's an event focused on levelling and doing content of all kinds, which sounds like a great opportunity for my husband and me to roll up another levelling duo and have some quality play time together.

While it's officially an experimental, limited-time event, it's also not hard to see how the reception of this "Remix" could have a big impact on the game going forward. Some ideas that I've seen thrown around are:

  • Maybe there'll always be an event revisiting an older expansion during the content gap before a new expansion in the future.
  • Maybe this will be a template for how to improve Chromie Time.
  • Maybe the option to replay an old expansion like this will simply become a permanent feature if enough people like it.

I would happily take any of these to be honest, and based on the positive reception I've seen so far, I think this event will absolutely be a success. For as much as certain parts of the player base and dev team have pushed for retail to focus on endgame at all times, there are still a lot of players who enjoy levelling in some form or another and/or who have nostalgia for older content that isn't currently being catered to in Classic.

Speaking of Classic though, I find it very curious that Blizzard would choose to have a nostalgia-filled event focused on the Mists of Pandaria expansion at a point in time when Classic Mists of Pandaria is presumably less than a year away. Yes, you read that correctly. We didn't just get a launch date for Classic Cataclysm the other day, but also a timeline that sees the expansion already hitting its last patch in January 2025. And here I thought they were going fast by making us go through each Classic expansion in less than two years, never mind less than a single year!

Most people seem to have read that as "haha, they just want to get to Classic MoP quickly", but I'm honestly not so sure anymore. I know that the Classic and retail player bases are not the same, but based on my own anecdotal experience at least, they're also not as totally separate as social media would sometimes have us believe, with many players happy to dip into both every now and then, even if there is one version they prefer. With that in mind, having a retail event that focuses on levelling through Mists of Pandaria, just to follow it up with the launch of Classic Mists of Pandaria six months later seems positively insane. No, it wouldn't be exactly the same, but way too similar to not feel repetitive to anyone who took part in the former.

This morning I was also hit by just how much the Classic player base has shrunk again throughout Wrath of the Lich King Classic, as a guildie pointed me towards forum threads about upcoming realm consolidations for both Europe and the US. I was struck by the fact that Nethergarde Keep, the server to which I was "forced" to migrate during Classic Burning Crusade and which at the time had about three times the population of Hydraxian Waterlords, is now also on the chopping block for being too small.

It looks like "regular" Classic will be down to about a dozen servers worldwide come Cataclysm, and almost all of them single-faction. I was shocked to see that even the PvE servers are not immune to this madness, as even the Wrath version of good old Pyrewood Village is 97% Alliance now. I thought things were already bad two years ago, but they are so much worse now. "Progressive" Classic is a mess with a declining player base, going into a controversial expansion that is unlikely to reverse that trend.

Before the official announcement of Cata Classic, many of us were wondering how far the Classic train could realistically go, as Wrath of the Lich King seemed like a natural end point. Once the continuation into Cata was confirmed, I saw a lot of comments along the lines of "well, then Classic MoP is a given" or that they could definitely keep going until Legion at least. However, after seeing those Wrath Classic population numbers and the timing of this "WoW Remix", I'm not so sure anymore. There is nostalgia for the (comparatively) more recent expansions, yes, but maybe Blizzard have decided to try and cater to that in retail instead of investing more money into rebuilding old expansions exactly as they were for a continually shrinking player base.

To be clear, I'm not implying that Classic as a whole is failing. While it was ultimately a disappointment to me personally, Season of Discovery still seems to be doing well. The "problem" is that it actually seems to be doing better than "regular" Classic by quite a margin, so I wouldn't be surprised if Blizzard decided to stop adding more old expansions to the Classic train and pivoted towards more seasonal servers or maybe even re-starting the Classic cycle from Vanilla again, while trying to pull players with nostalgia for the later expansions into retail instead, with dedicated time slots where those expansions are highlighted for replay.

04/01/2023

Connected Realms Are Confusing

Server connections as introduced during Mists of Pandaria were one of Blizzard's more clever technical innovations, as they basically allowed them to merge servers without generating any bad press or complaints from people who were at risk of losing their unique character names. Connected realms continue to exist as separate entities on the server selection screen and for naming purposes, but otherwise they are server merges in anything but name: Players on realms that are connected will see each other in the world, use the same auction house, join the same guilds and so on and so forth.

It's also a feature that is utterly opaque from a player perspective if you don't already know about it and have looked into it in depth. In game there are zero indicators whether your realm is connected to another, not on the server selection screen nor anywhere else. At best you could hazard a guess based on the server suffixes that you see pop up in general chat, but that's unlikely to give you the full picture.

To give an example, most of my currently played retail characters are on the Azjol-Nerub server. As it was starting to fill up with alts, I began to worry that I might run up against the old ten-characters-per-server limit and found myself wondering whether there were any connected realms that I could use for additional alt storage. So I googled my way to this support article, which informed me that Azjol-Nerub is connected to the servers Molten Core and Quel'Thalas.

Wanting to see this in action for myself, I created a new mage on Quel'Thalas and asked my husband to invite her to our little guild. And it worked! Of course, this is when I found out that Blizzard apparently removed the cap on how many characters you can have on a single server some time ago, so if you want to reach your account-wide character limit on a single realm, you can - meaning that my worrying about creating alts on Quel'Thalas was entirely unnecessary anyway.

Which brings us nicely to another point: While the realm connection system in retail is weirdly opaque, it doesn't really matter to most players, because so much content is cross-server nowadays that it doesn't make much of a difference what server you're actually on and what it's connected to, with the exception of some edge cases like high-end raiding. But in terms of chatting, questing, dungeons... you can do all of those things with people from any server within your region, whether your realms are officially connected/merged or not.

When Classic Burning Crusade came out and Blizzard announced that they were going to connect era realms with each other to make sure they maintained a healthy population, I thought that sounded like a good idea. As much as people had balked against having any retail technology in Classic early on, by then this seemed like a sensible application. And in some ways it has been!

However, the problem is that in Classic (era), which server you're on does still matter, because aside from connected realms being effectively merged into a single server (cluster), nothing else is cross-realm. So if you log into Classic era in Europe (which is where I play), the realm selection screen presents you with a list of 38 servers with no indication of what's what. They're not even separated by language anymore, aside from the Russians! So you have no good indication of where would be a good place for you to play, and it's basically a roll of the dice whether you'll end up somewhere where people will speak your language and/or whether it's a server that's connected to an active cluster at all.

Fortunately the era community has done a lot of work trying to compile information on this and is sharing it at every opportunity to guide people. According to the Classic era Discord the European realms are grouped as follows:

  • Firemaw, Ashbringer, Bloodfang, Dragonfang, Earthshaker, Gandling, Golemagg, Mograine, Noggenfogger, Skullflame - this is known as the main English PvP cluster as it's the most populated, thanks to Blizzard offering free transfers to Firemaw from other realms for a long time
  • Pyrewood Village, Mirage Raceway, Nethergarde Keep - this is the main English PvE cluster, where I play - same deal with the free transfers to Pyrewood Village from other PvE servers
  • Gehennas, Dreadmist, Flamelash, Judgement, Razorgore, Shazzrah, Stonespine, Ten Storms - this is a second English PvP cluster that wasn't connected to the first one for some reason and we don't really know of any major activity happening there
  • Venoxis, Dragon's Call, Heartstriker - German PvP - there's at least one Alliance guild raiding there still based on Warcraft Logs, but that's about all I know
  • Lucifron, Patchwerk, Transcendence - second German PvP (whyyy is this separate)
  • Everlook, Lakeshire - German PvE - similar to Venoxis we know there's at least a tiny amount of activity there but not much
  • Sulfuron, Amnennar, Finkle - French PvP (no idea whether anything's happening here)
  • Auberdine (French PvE), Celebras (German RP), Hydraxian Waterlords (English RP), Mandokir (Spanish PvP), Razorfen (German RP), Zandalar Tribe (English RP-PvP) - due to serving different niches these servers were not connected to anything and basically had to be abandoned due to lack of population

So you have both a PvP and a PvE cluster with a healthy population, but they only contain 13 of the 38 servers, meaning a player rolling up on a server at random (since they all show as having low population on the realm selection screen) basically has a two in three chance of accidentally ending up on a realm that is either close to or completely abandoned.

Only the green lines actually lead to a healthy cluster.

Needless to say, this sucks and has not helped the perception of era being dead. I often see players campaign for full merging/connecting of all PvE/PvP servers and I have to admit at times I was a bit confused by why this was such a big concern. Yeah, I was sad that my old home Hydraxian Waterlords was left out in the cold, but that's just one server, right? Well, wrong! Actually it's two thirds of all servers that are being "left out" like that, and I agree that's very bad.

If I could get Blizzard to do one thing for Classic era, it would be to either to merge/connect (nearly) everything (I'd be fine leaving a smaller cluster for people who really like that empty world feeling or whatever... but not this many) OR to make the realm selection screen more transparent so that people understand what they're signing up for. Considering the realm selection screen is the same on retail and they haven't bothered to make things more transparent there in nearly a decade of connected realms being around, I'm not sure I'd hold out hope for that one... but more connections or merges for era should definitely be doable.

16/08/2014

World of Warcraft Cinematic Reactions Over Time

Vanilla WoW



Cinematic message: This is Azeroth, a world full of varied locations and fantastic races who get into badass-looking fights with each other.

My Reaction: This looks amazing, can I be a shape-shifting elf lady too?

Burning Crusade



Cinematic message: Here are some new races you can play. Don't worry though, the old ones are still badass too. Watch a mage sheep a guy and a warlock incinerate murlocs. Hilarious! Also, something about entering the realm of a guy who says that we're not prepared for him.

My Reaction: I have no idea who that demon guy is, but still: looking great! Bring on those new races!

Wrath of the Lich King



Cinematic message: Watch this guy who looks like Sauron raise a skeletal dragon from the ice in a faraway frozen land. He also has a zombie army. The narration implies that he was once a good guy and that there's something like dramatic irony at work.

My Reaction: Well, I'm not sure what this has to do with me, but I guess someone's got to fight that zombie army.

Cataclysm



Cinematic message: Watch a giant, angry dragon wreck the world.

My Reaction: Oi, I was still using that! Quick, let's get him while he's still in Stormwind!

(I wish.)

Mists of Pandaria



Cinematic message: An orc and a human fight each other in a foreign jungle, which seems quite foolish considering that they are shipwrecked with nothing but the clothes on their body. A panda appears and kicks their butts in a humorous fashion.

My Reaction: So, are pandas the bad guys? And will this usher in a new age of peace between the Horde and Alliance as they unite to fight a common foe?

Warlords of Draenor



Cinematic message: Some orc in the past is about to do something very unwise by drinking green goo. But then things don't go as expected and the orcs beat up the big demon and the clearly evil guys.

My Reaction: Go orcs, I guess? Whose side are we on anyway?

The bottom line is, for an MMO trailer to inspire me, it has to make me feel like I want to be part of the pictured world. I can kind of understand why Blizzard moved away from the "look at random characters engage in cool fight scenes" style of the first two trailers, as it probably would have been hard to keep making them that way without things getting repetitive and boring after a while. But especially the trailers for the last two expansions have felt increasingly directionless to me. Why should I be invested in this as a player? This isn't advertising for a movie, where I'll be happy to watch someone else's story play out for two hours. I need to know what this expansion means for me.

Sure, some lore fans will go nuts over seeing Grom again, and seeing him refuse the demon blood and survive. But I reckon that for a lot of people, this is just going to be a bunch of orcs doing stuff that doesn't really relate to anything.

05/04/2014

Account-Wide

(Hm, apparently this has been sitting in my drafts folder for over a month but I never posted it... might as well.)

One of the big changes to the game in Mists of Pandaria is that a lot of things that used to be bound to a specific character are now bound to the account/player instead. Now, as a general rule I have to admit that I'm not a big fan of this. I always feel for Bhagpuss when he's trying to explain to people why it matters that characters are their own - well, characters, and not just different puppets for the player to mess around with, even if you're not a roleplayer. I've always felt the same way really and never thought of that attitude as very peculiar... but apparently there are a lot of MMO players out there to whom these things don't matter. Still, to me it feels kind of wrong that a pet that I buy on one character should suddenly be available to any of my characters - without any kind of explanation anyway. However, I think WoW gave up on in-game explanations for convenience features a long time ago, probably around the time they introduced the dungeon finder. Anyway, with that out of the way...

Achievements

Now this is the one thing I don't mind becoming account-bound, because achievements have always been aimed at the player anyway. They don't really exist from an in-game point of view and are thus irrelevant to individual characters. When The Old Republic added an achievement system last year, they made it account-wide right away, and it's been working very well in my opionion. Once you're on your tenth alt in that game though, you won't see many achievements pop up anymore as you level, simply because you've already done it all - though there are still codex entries to collect on a per character basis (which are similar to achievements, but separate).

From that point of view, I like WoW's current idea of having both account-wide achievements (for the more difficult ones) and character-bound ones (for the easier ones). It combines the benefits of not feeling annoyed when you get a tough achievement while on an alt ("Why couldn't I have got that on my main?!") while maintaining a steady stream of flashy dings throughout the levelling process, even as you explore Mulgore for the fifteenth time.

The only problem I have with it is that the implementation in the achievement panel is wonky. For an example of what I mean, take the World Explorer achievement. That's labelled as account-wide, fair enough. The associated sub-achievements however are not, yet they still light up as already done even on a new character. Only if you dig deeper and check the sub-requirements for those achievements, they will show up as incomplete, and if you complete them, you'll get an achievement pop-up as if you'd never done it before. This is confusing and makes it hard to keep track of character-based achievements that are related to an account-bound meta. I kind of feel that they should have been able to find a better way to do that.

Mounts

Probably my least favourite new account-wide thing. It offers some convenience, sure - when my Worgen druid hit twenty, I could just pull out a random mount and use that instead of going to buy her a new one. (Well, strictly speaking I could have stuck with Running Wild on a Worgen, but I don't like that ability very much.) Not to mention that all my alts capable of riding have access to my Traveler's Tundra Mammoth now, meaning that they can pull out a vendor whenever and wherever they feel like it.

On the flip side though, that special connection between a character and his or her unique mounts is gone. When I looked at my new account-wide mount panel after having logged through a couple of alts for the first time, I was most surprised to find a Headless Horseman's Mount in there. I don't even remember when I got it, I'm guessing that one of my alts must have been lucky when I already didn't care that much anymore... but now I don't even know who it "belonged" to. And sure, I could ride my Amani War Bear on any of my characters now - but it'd feel wrong as they aren't the ones I earned it on. I just don't quite see the point other than bragging rights. Finding and earning the right mount for a new character used to be a rite of passage... but when you already have access to everything you've ever owned in the game, that journey is one that you can't really re-take.

Also, it feels like parts of the game haven't really been streamlined to take this new feature into account. For example if you do the Vashj'ir intro now, you still get a seahorse mount as a quest reward that you can't use and the only thing you can do with it is throw it away. (Delete a mount! The blasphemy!) I would've thought that the game should be able to recognise if you already have a certain mount and shouldn't clutter up your bags with pointless duplicates.

Pets

Like with mounts, I feel that there used to be a connection between characters and their pets, though I personally didn't perceive this as strongly as the link with mounts, as I've never been much of a pet collector. Still, this link is obviously gone now. However, I'm willing to be more forgiving with this one as I can see it being almost a necessity to make the new pet battle feature work - else you'd constantly find yourself running into rare pets on the wrong character. The fact that you can box some pets up and re-sell them also makes it an awesome way of transferring money between servers. Again, the only thing that bugs me is that some details feel unnecessarily clunky - such as that some pets are BoP until you learn them, at which point you can cage them and they become BoE. It's quite annoying when you already have three or more of a particular pet and instead of being able to sell it right away, you have to cage one of your existing pets and then learn the new one. Just seems... unnecessary.

Titles


This one I have slightly mixed feelings about. I can see the point of people enjoying the ability to carry the bragging rights onto all their alts, though personally I (once again) wouldn't much fancy using a title on a character that didn't actually earn it. Sure, I was majorly miffed when I only got "The Undying" on my alt and not my main back in the day, but pretending that it didn't happen and wearing the title on my main doesn't "un-do" what happened. I also noticed that some titles, while account-wide, have retained a level restriction, which just strikes me as really random. If I'm going to run around wearing "Hand of A'dal" on a character that didn't earn it anyway, why does it still matter what level that character is? Either way, I don't feel like there is much of a loss to me from being able to wear a different title - they never felt quite as special to me as mounts for example.

One reason I do like the new account-wide titles is that it takes WoW quite a while to give you any titles as you level up, and this way you can pick something from your existing collection while levelling. I don't mind using something silly like "the Love Fool" or "Jenkins" on a lowbie for example, as I don't have a particular attachment to these titles and it does give my character a little more definition.

13/03/2014

Casual Endgame?

When I first logged back into WoW back in December, I was surprised by how many people on my Battle.net friends list were still playing. I guess that's one of the things that keeps bringing many people back to WoW time after time: always having friends to play with. I actually got several offers to join groups for endgame PvE or PvP, but politely declined as I had no interest in getting back into that aspect of WoW. I just wanted to have some fun exploring the new content on a casual basis with my pet tank. But hey, WoW is supposed to be the perfect game for that kind of thing, isn't it?

While we were levelling, this play style worked very well. We actually played quite a lot then, simply because we were having fun. Ever since we hit max level however, I feel that our engagement has been declining. Right now I basically log on to tend to my crops, serve some noodles, do a bit of archaeology and log off again.

I really loved the Tillers by the way. I loved to see the progression of the story and unlocking more parts of the farm. Once that was done, I worked on becoming best friends with all the individual Tillers. Once that was done, I maxed out all my cooking ways and did the various extra quests that popped up along the way (the whole noodle cart thing, cooking one of each max-level food etc.). But now that that's all said and done I can feel my interest waning. I continue planting crops every day to fulfill work orders, but it doesn't feel nearly as satisfying.

Dailies

I have quite a few factions left that need reputation, but I'm just not really a dailies person. That's not to say that I never do them, but even just a couple of days in a row tend to make me feel burnt out. I just don't do this whole "highly controlled drip-feed of content" thing very well. When I'm new to a faction and my interest is high, I'd happily binge play and do loads of stuff for them, but of course the game won't let me do that.

Timeless Isle

The Timeless Isle is a funny thing. I've noticed that once I'm actually there and doing stuff, I tend to have decent amounts of fun, but for some reason I really struggle to motivate myself into going there in the first place. I blame the stupid flight path that insists on going all over Jade Forest before actually turning towards the Isle...

Pet Battles

I haven't really said anything about pet battles aside from a brief mention when I first discovered the feature and that it looked pretty fun. I actually picked out my favourite pets after that and made an effort to level them, but around pet level twelve or thirteen my interest just fizzled out again as it started to feel pretty dull and grindy to continually swap pets in and out just to fight dozens of parrots. Switching zones for variety in opponents didn't really help either. I don't know... I don't think it's you, pet battles; it's me.

Dungeons

We did each Pandaria dungeon at least once, including the heroics (I think there might be one or two we haven't done on heroic left; not sure right now) but there doesn't seem to be much reason to do them beyond seeing the story once, as the gear drops become useless quickly and valor rains from the sky anyway.

Scenarios

There are actually quite a few scenarios left that we haven't done yet, but I haven't been too impressed by the whole feature anyway. I think my interest in queuing for them took a nosedive after the randomiser gave us one too many that seemed to be part of a bigger story somewhere that we didn't know anything about, leaving me with the feeling that I shouldn't queue up again until I've explored every nook and cranny of Pandaria and can be sure that I know the context. (This is an interesting contrast to the dungeons by the way, where I had no problem "jumping ahead" in the story.)

Gearing Up

Ah, that old staple of MMO entertainment: if you've got nothing else to do, improve your character's gear! I recalled that working reasonably well even on a casual basis in WoW as it was before I left it, as you'd get justice and valor points for running dungeons and could then use those to buy gear that was only slightly worse than current raid drops.

How times have changed!

Bizarrely, valor is pretty much raining from the skies these days, as you get some even just for doing daily quests, but finding things to actually spend it on seems to be the tricky part now. I don't find myself saving up to buy valor gear, I find myself frantically searching for vendors because I'm about to hit the cap again and don't know what to spend my money on! I thought it was highly hilarious when I flew to a place where valor and justice point vendors were highlighted on the in-game map, just to find that the NPC labelled as "Valor Quartermaster" won't accept any currency but justice points. Instead, bits and pieces of valor gear are hidden away on various reputation vendors across Pandaria, if you can find them and if you have the right reputation level, but if you want anything close to a full set of "good" gear, it seems that the only way to get one is to run Looking For Raid.

Now, since the last time my pet tank and I went in there wasn't too bad, we decided to give it another go. And it still wasn't too bad, but frankly, as a "casual" form of endgame I think it kind of sucks. The problem is that if you factor in queue times, time to actually kill all the trash and bosses and the occasional wipe, just clearing one raid still takes several hours... so basically as long as a "proper" raid, only without any of the fun bits like socialising or facing challenging content. After spending a weekend in various LFR runs, we were utterly exhausted and once again feeling burnt out.

I think the end of my nostalgic revisiting of the World of Warcraft may be drawing near...