Showing posts with label swtor. Show all posts
Showing posts with label swtor. Show all posts

09/12/2025

No Guild Housing for Me, I Guess

Housing has arrived in modern WoW, something Blizzard Watch referred to as "the biggest week for Warcraft since 2004". My feeds are filled with screenshots of some admittedly pretty creative houses. Yet strangely... I feel nothing. Except maybe some slight jealousy that people are so clearly excited for something that simply seems to do nothing for me.

The thing that had me the most intrigued about WoW's version of housing was the promise of guild neighbourhoods and endeavours, as the things I read about those things reignited fond memories of tending to our guild stronghold in Neverwinter for me. That not all of these features are part of the early access is fair enough, but unfortunately I also learned that a guild neighbourhood will require ten continuously active players to be maintained, or else it will be closed down.

It's not entirely clear to me how "active" will be defined in this context, as Blizzard has understandably been cagey about restrictions that could generate any negative press, but it's clear that it won't work like creating a guild, where you just need ten people to sign the charter at the beginning and then everyone but one person can leave and the guild still remains.

Our little guild only has seven active members right now, and while we could probably coax a few friends of friends into moving an alt over to make up the numbers, I wouldn't trust those players to remain whatever definition of "active" is required, and opening a guild neighbourhood just to have it get shut down the moment that tenth player stops playing would just be too depressing. I understand that for logistical reasons there probably had to be some limitations to avoid spinning up too many empty neighbourhoods, but I don't have to like this particular implementation.

So that immediately dampened my enthusiasm, but then everything else about the new housing system also left me weirdly cold. I did the tutorial, bought my first house in a random public neighbourhood, spent a few thousand gold on vendor decos, placed a few of them, and then logged out.

I actually went back to my first post about SWTOR's housing to see whether I felt similarly aimless and confused back when that came out over a decade ago but no, I was actually significantly more excited back then, so I'm not sure what it is about WoW's housing that just seems to miss the mark for me right now. I knew I was never a huge housing enthusiast, but based on how I feel about it in SWTOR, I expected it to speak to me in some way?

The best guess I can hazard is that for me, housing is less about building and decorating and more about a sense of place. Re-reading the above blog post about SWTOR, I had to chuckle at this little tidbit that I'd completely forgotten about: "I did unlock all the rooms on Coruscant though, and promptly felt the urge to throw myself off the balcony just to see if it was possible or if I'd get stopped by invisible walls. (The answer is, I died.) Since it was advertised in the description as offering freedom from safety restrictions, I just had to know!"

I've seen people enthusiastic about the way things work in WoW make comparisons to the Sims, and as someone who went through her own Sims phase about twenty years ago now, building and setting up a house was always my least favourite part of that experience. I just wanted my Sims to have a comfortable space to have their adventures in.

WoW's housing feels like it's purely optimised for builders, with very little sense of immersion and worldliness. Every house is a Tardis whose inside bears zero resemblance to its outside. And while the "neighbourhood" is a space, I was shocked to find that it's a space in limbo. What I mean by that is that I knew it was going to be instanced, but I thought it was going to be instanced the way something like Warsong Gulch is instanced - which still has a marked location on the map, and the instance just allows us to have a little more space on the inside of the instance than there should strictly be available on the world map.

From all the screenshots I'd seen of Founder's Point, the Alliance neighbourhood, I was convinced that it would have a similar sort of entrance somewhere around where Westfall, Duskwood and Elwynn Forest meet, so that people could pretend to have a house somewhere on the edge of either of those zones. But no, Founder's Point is just an island in the middle of nowhere, like Exile's Reach, devoid of any real connection to the rest of the map and only accessible by portal. I hate that, even if I'm fairly sure that it's the kind of thing that won't even register with most players. I thought I was going to be able to plop down a house at the edge of Elwynn Forest. I don't care about living on some random island.

I also thought that we were going to get a second hearthstone, one for an inn as before and one for our new home. Instead there's just a "teleport to plot" button in the housing window. It's convenient, but nobody cares about how any of this is supposed to fit in with the rest of the world.

Lumber, the new crafting reagent to make housing decos, is also weird. I feel like woodcutting should really have been a profession, even if it was a secondary one. Instead you have to buy an axe from one specific vendor, and then this item works as a tracker for lumber while in your bag, independent of the normal tracking UI. Also, all the wood you gather is warbound, so you can't even trade any of it. Why is regular old lumber of all things bound to me? It's just weird.

Finally, maybe the complete lack of utility of housing right now is another thing that's putting me off. SWTOR's strongholds were initially required to access the legacy cargo hold, though I'm not sure whether that's still a requirement now that there are some of those on the fleet as well. Again, I get that the Blizzard devs wanted to avoid another WoD situation where everyone just sits in their garrison all day, but I'd say it's possible that they've perhaps been a bit too aggressive in their efforts to avoid giving housing any utility whatsoever. Would being able to have a mailbox at your door hurt anyone for example?

A female draenei warrior looking a bit forlorn, sitting in a patch of grass next to a small, plain house

I'm not writing the whole feature off entirely at this point - it's very possible that I'll loot a decoration one day that'll make me want to go back to my house to proudly place it on my wall, or maybe I'll suddenly discover enthusiasm for crafting decorations, but right now it just feels like a lot of... stuff with zero appeal to me, which is strange - and a bit sad to be honest, as I'd love to have fun along with everyone else. I know it's easy to say "housing just isn't for everyone" but... it has been for me in some contexts, so the fact that nothing about this particular implementation has clicked for me in this first week has been surprising to me.

12/04/2025

Delving in Season 2

After the rough start I had with delves at The War Within's launch, I slowly warmed up to them over time, and have in fact been really getting into them this season. I completed the seasonal reward track much faster than last time, and also got Brann to the new level cap of 80, after not even hitting the previous companion level cap during Season 1. I'm currently working my way towards the achievement to complete all delves on tier 11 as every role. Tank's all done, dps is mostly there, and healer still has a way to go, but it's only a matter of time.

Blizzard took an (in my opinion) interesting approach to the new season with delves. While they added two new ones, and they are bountiful more often than the old ones, the old delves are still just as valid as a means for gearing up. I still remember when they added the two revamped troll dungeons back in Cataclysm and how burnt out people got on them due to the reward structure encouraging you to run just those two dungeons over and over again. It's nice to see that the devs have learned from some mistakes over the years.

In fact, they put a surprising amount of effort into giving the old delves a seasonal refresh as well, by adding lots of new (mostly goblin-themed) variants to them. I'm still not sure whether I've already seen them all, as Blizz made the strange decision to just add them to the existing "stories" achievements without requiring you to actually tick them off if you already completed the achievement in Season 1. I guess it makes sense to not make achievement hunters lose points (even if temporarily) but as someone who primarily views achievements as a way of keeping track of what I've done and what I haven't, the lack of an actual new achievement to track has been rather unhelpful.

They also made some changes to various delve mechanics, seemingly in an effort to make them less annoying based on player feedback from Season 1, but I've mostly got mixed feelings about those. The addition of the goblin vendor to the underwater delves who sells you underwater breathing for a hefty markup feels like a tacit admission that the "run through air bubbles to keep breathing" mechanic is not very fun and that people just bought underwater breathing potions to simply negate the whole mechanic anyway. It's still much cheaper to bring your own potions than to pay for the goblin's services, but it's helpful if you find yourself running out of consumables due to deaths or simply find yourself at the entrance of the delve realising that you forgot to buy potions entirely.

The way candles and totems were changed from an item you carry with you to a consumable buff that you plop down where you want them to sit feels like an adjustment to the reality that people were always dropping the candle/totem anyway to be able to move freely during combat, but I miss being able to pick it up again for moving, as the new system basically forces you to move in the dark/through poison a lot, which I'm not a fan of.

I also dislike what they've done to the spores in Fungal Folly and Mycomancer Cavern. I actually really liked the way they were a risk vs. reward mechanic in Season 1, where I actually enjoyed aggroing them and dragging them onto enemies to use them as an additional source of damage. Now they are no longer attackable or move, plus their damage to mobs has been dramatically reduced (if they even still do any at all), so they are just a nuisance that means you can't stand still for too long in certain spots.

And the new web mechanics in the Nerubian delves are just more annoying all around, whether it's the little unkillable egg things that you have to keep hitting every so often or else they'll cover the whole floor in webs again, or the respawning flying web spreaders that you can't fully prevent from dropping webs on you at the most inconvenient times.

A female draenei priest cries as an uncaring tank Brann looks away

Of course, the biggest change to delves this season is that Brann was given a tank role. I'm still not entirely clear on why he was only able to support you as dps or healer in Season 1 anyway. I thought it was very telling when I saw someone comment in a discussion about this topic that duh, he can't be a tank because that would completely trivialise the content. This is amusing to me because it does align with my own perception that tanks in modern WoW are way too overpowered. However, I didn't think it was a sufficient explanation because the devs seemed to have similar concerns about healer Brann and worked around those by making it so that he does relatively little direct healing but instead just plops down all these healing potions that the player has to actively pick up.

It's interesting to see WoW wrestling with these sorts of companion issues when I've mainly been playing Star Wars: The Old Republic for the last thirteen years, which has had permanent companions since launch. The SWTOR devs did seemingly also have concerns about companions being overpowered at launch, as healer companions were originally much more limited in what they could do. Specifically they were pretty good at rolling heal-over-time abilities on multiple players at once, but their biggest burst heal put a debuff on the player that prevented that person from receiving another burst heal for fifteen seconds or however long it was, meaning that companion healing was very hobbled compared to that of an actual player. After they threw all of that out the window with the big companion revamp of the 4.0 expansion, healer companions in particular did indeed become very OP, and it's been a long-running complaint that this makes content too easy/prevents new players from learning how to play because their healer comp will just heal them through absolutely everything.

Anyway, I digress - let's return to tank Brann. I tried him out relatively early on and my first impression was mostly positive. It certainly was a lot more fun when doing delves as a healer to actually be able to stand there and heal than to constantly kite and hit self-preservation cooldowns because everything's always aggroed on you no matter what. He did seem to take a lot of damage, way more than a player tank would take under the same circumstances, but I figured that was fine as a way of making the healer work for it in a way that aligned with their play style.

Then Blizz decided to nerf him massively, increasing his damage taken by 60% (among other things) because the spec had "simply proven to be too powerful when players hang back and just focus on healing him" aka when you simply play a healer as intended. This was a massive facepalm moment, though they did roll some of those changes back later on I think.

Either way, I've actually found that tank Brann's biggest issue aren't damage numbers but that his general behaviour can simply be extremely erratic and buggy at times. When he works as designed, you aggro a couple of mobs, he rounds them up around himself, and you spam heals on his rapidly dropping health bar until all enemies are dead.

In reality though, I've found that pretty much in every other delve, there'll be a situation where he rounds up the mobs you pulled but then decides to charge off into the next group of mobs... and the next one... and the next one... until you've aggroed way too many enemies and end up wiping. Playing a priest, I've tried to use Leap of Faith on him on those occasions to pull him back, but he immediately runs off again and there's nothing you can do to stop him. At first I took this in stride and joked about how he was training you up for bag pugs, but it's happened so often now, it really feels like this should be something that should be avoidable. In dps and heal mode, there are safeguards in place so that if/when Brann decides to randomly drop an AoE on a new mob group you didn't even want to pull, they just ignore it unless you engage them in combat yourself. I'm not sure why tank Brann is allowed to pull all over the place and doesn't follow the same model.

In rarer but no less infuriating instances, he'll do the exact opposite and just decide not to do anything at all. Just this morning I did a Tak-Rethan Abyss, and on the last boss, Brann just refused to engage for some reason. He somehow held aggro, but barely took any damage and did absolutely none himself. Do you have any idea how long it takes to kill a tier 11 boss with a lot of movement requirements by yourself as a holy priest?! The fight lasted for about fifteen minutes until my concentration finally failed me, I stepped on a mushroom and got one-shot. I then changed Brann's role to dps and on the next attempt we killed it just fine, but not until after I'd subjected my husband to a lot of ranting about what an absolute maniac and "bearded menace" tank Brann was.

I can only hope that Blizzard will be able to fine-tune his performance over time, or even better, that they'll give us some means of actually controlling him in the future. I presume that there are additional concerns here that this might make him too OP or be abusable in some way, but being unable to stop him from pulling or to make him attack when you're in a fight and he just twiddles his thumbs is way worse in my opinion.

01/05/2022

Videos as Scrapbooking

In about one and a half months, it will have been exactly a decade since I was given my first piece of video editing software for my birthday. It wasn't a surprise gift, but one of those "a family member really wants to get me something for a special occasion so I'll have to think of something that vaguely interests me but that I've never really looked into getting myself" things.

A few days later, I uploaded my first public video to my YouTube channel: a three-minute clip compilation of me playing Huttball in SWTOR, set to a K-pop song. Honestly, that is pretty representative of the sort of random nature that my videos have retained since then. (I don't even particularly like K-pop, I'd just stumbled across that one song somewhere and it got stuck in my head. Using it in a video was a way of helping to excise the earworm.)

Throughout those ten years, I'm happy to say that while I've kept uploading semi-regularly (my channel contains over 300 public videos at this point, which averages out to two to three videos a month), I've never felt any real desire to become a professional YouTuber. I continue to be amazed by how many kids apparently find that job aspirational nowadays, considering that it's always looked pretty tedious and unrewarding to me.

The closest I've ever come to trying to make content for a wider audience was when I created a series of videos about levelling a character in SWTOR purely through pugging instances, which was fun for a while but also extremely time-consuming considering that the videos weren't even anything particularly fancy. Plus it made me realise that talking to an invisible assumed audience wasn't really a strength of mine. It did make me relate more to why so many YouTubers have a desire to monetise their work - considering how much time it takes to record and edit videos, it must be a hard hobby to maintain with any sort of frequency while also being bogged down by a day job.

That said, there's something very liberating about not having to worry about monetisation on YouTube. You'll often hear YouTubers complain about their battles with YouTube's copyright detection for example... but I am blissfully carefree in that regard. I use famous songs in my videos all the time and am perfectly fine with the original owner asserting their copyright and claiming the non-existent ad revenue. My videos have less than a hundred views on average anyway, and I always use an ad blocker while watching YouTube. I'm just happy to be able to legally share random vids that use someone else's music with my friends.

The main purpose of my videos over the years has quickly become memory preservation. When I got my first camera at the age of eleven, I used to take photos of everything and diligently sorted them into albums. With everything going digital and more of my life moving online, my focus moved more to taking and saving screenshots of my adventures in MMOs. Videos turned out to be a nice complement to that, in the sense that they are great for preserving memories of events where sound or context matter a lot, such as everyone whooping on voice chat after an exciting boss kill or people having a laugh about someone doing something particularly silly.

When I joined <Order of the Holy Fork> in Classic, it did not take long for me to upload my first video of my adventures with them - the adventure in question being a small raid storming Undercity to steal a quest item for our prospective Scarab Lord while someone played the soundtrack from Apocalypse Now over Discord. I was just laughing so hard throughout the whole thing, I had to preserve it... and I think I knew right then that this guild was a keeper. (It still makes me laugh on re-watching because of the sheer absurdity of it all.)

I soon found myself with plenty more material and ended up making more videos about my adventures with the guild - some random "outtakes" compilations featuring gems such as me accidentally getting a bunch of people killed the second time I went to pick up buffs from a Dire Maul Tribute run. I had fun making them and my guildies loved them too. In fact, I soon had more funny clips than I knew what to do with... I held a lot of them back with a thought to maybe using them in a more specific way later - e.g. I had quite a few recordings of people falling down into the eggs in Upper Blackrock Spire, and had this vision of one day perhaps making a video consisting of nothing but that.

But then... well, Classic Burning Crusade came and things weren't so great anymore. I initially found few opportunities to experience and capture the same kind of fun I used to have. I recall at least one guildie asking me when I was going to finally make a new video... but I just wasn't feeling it. At the same time, the old clips increasingly started to feel like an albatross around my neck - they were like a stack of old photos spread across a table in the corner of the kitchen, something that makes you feel like you should really tidy it away, but at the same time you kind of don't want to look at it.

Remembering the happy times just emphasised the contrast with how much things had changed, and reminded me of people that had left the guild or stopped playing and whom I missed. At the same time, I realised that the longer I waited to do anything with those video recordings, the less likely they were going to be relevant or interesting to those who still remained in the guild. It just added another aspect of sourness to the unhappy feelings I was already having about goings-on in the game.

But well... the guild is gone now. I wasn't playing in a way anymore that was going to add new material to the pile. In fact, I wasn't playing much at all, so I finally found the time and energy to go through with the clean-up throughout the past month. All the OG Classic clips went into a video that I ended up simply calling "Classic WoW Endgame Memories" - most of them are from our time in Naxx, but there were also some much older recordings in there, such as the aforementioned occasions of people falling down in UBRS. I just put all of it together into one video, sorted it a bit and threw it out there.

This weekend, I finally went through the much smaller number of Burning Crusade recordings I had of fun nights in dungeons, and compiled those into a single video as well - again, there was much in there that made me smile:

I think this one is going to be quite relatable to anyone who's done a lot of BC Classic dungeons...

Either way, getting this done has felt very good. Aside from the general good feeling you get from tidying up a bothersome mess, it also gave me a chance to relive many of the happy times I had with the guild and to preserve them in a format that I'm satisfied with. This has provided me with some closure and I feel ready to move on to whatever will come next.

13/09/2021

The Toxicity of Damage Meters

I've been thinking about damage meters lately, for three different reasons.

One is that I found it interesting how in a recent post by Kaylriene about toxicity in the WoW and FFXIV communities, a lot of the bad behaviour he talked about seemed to at least be partially inspired by people's reading of damage meters. The second reason is that part of the feeling that my Classic guild became too competitive for me to continue progression raiding was due to people suddenly talking about damage meters a lot. Thirdly, in our little retail levelling group, one of my guildies decided to install a damage meter and started commenting on people's dps, and I was surprised by how much that instantly irked me.

First off, to get the obvious out of the way first, obviously damage meters are not inherently evil, and in harder content they are a useful tool to diagnose problems. The problem I have with them is their seeming ubiquity in WoW and the way players use them to turn absolutely everything into a competition, no matter the circumstances. (When I returned to WoW two years ago, I never bothered to install a damage meter addon myself by the way.)

When I expressed some of my disappointment in the constant damage meter talk during raids on the guild Discord prior to stepping back from progression, I got some pushback along the lines of: "But people are only saying nice things, such as congratulating the top dps [after every single trash pull...], what's wrong with that?" At which point I disengaged from that conversation because trying to get people out of that box was clearly getting too deep for random guild Discord chatter, but the question behind it has continued to bounce around in my head ever since.

It's not that I don't get where they're coming from. I, too, used to be that person who unthinkingly had their damage meter open all the time. There's a post on this blog from back in Cataclysm when I mused about how odd it felt to do some dungeons without it after a patch had briefly broken my addon. Back then my ultimate conclusion was that while I kind of enjoyed the experience of not having to worry about anyone's numbers, harder content simply made it mandatory, as wiping all the time without understanding what's going on isn't exactly fun either.

The thing is, since then I've spent the last ten years playing Star Wars: The Old Republic, which doesn't have universal combat logging, and found that to be an improvement in pretty much every way. The thing is - and while I initially found this system kind of clunky I actually think it's genius now - SWTOR allows personal combat logging, so if you care that much about your own numbers, you can see them, but you can't see anyone else's without their explicit permission. The latter requires you all to log into a third party program together, which is absolutely what we do when we do harder progression content and need to see in detail what's happening. But that random pug you decided to do? Has no idea about your actual numbers, and neither do you about theirs, and I'm glad because not everything has to be a bloody competition. (Also, it means that if there's a problem, everyone has to work together to try and solve it instead of simply trying to identify the weakest link according to the meter and kicking them, but that's just a bonus really.)

There is nothing wrong with competition, I can be quite competitive myself under certain circumstances, but there's a time and a place for it. There's nothing wrong with running a race, but if I invite you to a stroll in the park, you starting a stopwatch and constantly bringing up our current walking speed is going to feel odd at the very least! At worst, loudly comparing and rating people in various categories of your choice is generally considered quite rude.

And let's be clear here: A lot of MMO content is definitely not designed to be competitive. Sure, you can absolutely do a Maraudon speed run to see who can clear the place the fastest, and if I see that sort of thing on YouTube I genuinely admire the effort, but that doesn't mean that every Maraudon run ever should be a speed run from then on and that people who just want to see the sights and kill bosses are in the wrong.

And that is my problem with talking about damage meters, in a nutshell. It shifts the conversation away from the stuff that I enjoy, the stuff that we all got into the game for in the first place. We choose the framework through which we view a game like WoW, and fixating on damage meters is a choice to turn the game into a competition, even in content that isn't meant to be. It doesn't matter to me if your constant talk about "pumping" is positive or negative, because I reject the whole idea that we should be spending our evenings measuring who's got the biggest coloured bar to begin with. I log into an MMO for the explorative aspect of solo play and the fun of grouping.

I know that different people have different priorities, but I do find it frustrating that we seem to have reached a point where many WoW players seem to struggle to even conceive of a world where we simply don't think about things like dps very much, and don't understand how it can be a burden to be unable to opt out of that, to be publicly rated every moment you're grouped whether you want to or not, whether you're struggling to hit a dps check in a raid or merely breezing through a lowbie dungeon.

And I do think it's telling that for the dozens of different addon functionalities that Blizzard has incorporated into the base game over time, live damage meters are something they have refused to touch with a bargepole to this day. I think it's because they know that this functionality is something that actually makes the game worse for many people, and if things like dps numbers were literally visible to everyone, all the time, by default, it would make for a horrible experience. Just something to think about next time you feel like giving unsolicited commentary about someone's position on your meter addon I guess.

29/04/2020

My Raiding History, Part 4: Cataclysm & SWTOR

As explained in my last post, my guild didn't have the best start into Cataclysm, what with an enforced downsizing to ten-man due to a mass exodus of core players. That said, the new expansion started off pretty well from my point of view despite of that.

The old world revamp provided a great incentive to level new alts, and the new, harder dungeons actually gave people a reason to form guild groups again instead of simply hitting the dungeon finder queue button as soon as they logged in. The first tier of raiding was really good as well, consisting of no less than three different raid instances and offering up what I considered a decent challenge. (I seem to remember Blizzard saying later on that Cataclysm's normal raids were tuned close to what later became heroic mode - there was no real "entry level" at the time.) I also got into rated battlegrounds and really came to love them.

That said, all was not well. There was a certain malaise in the air around the expansion, with everyone citing different reasons for their discontent. Looking back at this blog, I was surprised to find just how well I articulated my annoyance with Blizzard's forced obsolescence model as early as February 2011. It got worse when they decided by the end of June that everyone should be done with tier eleven now and swung the nerf bat hard. Re-reading that last post, it sounds a lot less negative than I remember feeling at the time, but even so I got people in the comments telling me that my guild was just bad if we hadn't managed to clear the tier within six months and that it was time to move on. I remember finding that whole attitude - both from Blizzard and other players - incredibly patronising and annoying.

Firelands was another decent raid tier... but somehow the passion wasn't there for me anymore. I think I got closest to figuring out what was wrong in this post when I concluded that I was still having fun, but couldn't help but feel that based on past experiences, it should be possible to have way more fun than I was having. In hindsight I think it was too many small factors finally coming together: holy priests not being in a great place performance-wise, little useful loot for my class/spec in Firelands, missing some of the camaraderie I used to have with guildies that left (I liked most of the ones that remained a lot as well, but it just wasn't the same with the much smaller numbers), and feeling beat down by Blizzard's constant push to finish new content on their schedule instead of on my own. In September that year, I decided to call it quits on raiding.

I continued to play WoW for a few more months however, with my rated battleground team more or less taking the place that raiding used to occupy in my evenings. At the end of November Blizzard released Dragon Soul, the last raid of Cataclysm, right alongside the new raid finder feature, which I tried and rated kind of entertaining in an odd way but I also concluded that it had little to do with raiding in the traditional sense. The most obvious expression of this was when I saw Deathwing die and felt nothing.

In December, Star Wars: The Old Republic came out, the first new MMO to release since I'd started playing WoW that interested me enough to try it. Like with Warcraft back in the day, I didn't get into the game with the intention to raid (though unlike back then, I did know what raids were this time around and had a general idea of what I was getting into), but the small, friendly guild that included some friends that had formerly been in my WoW guild too (before they stopped playing) soon had me hyped, and when I actually joined my first raid soon afterwards, I had an absolute blast.

In fact, I was loving the endgame in general, despite of the game's general focus on alt play. Not just that - I loved it so much that when my friendly social guild fell apart a few months later, I actually set out to find a new home just so that I would be able to continue to raid, and found it in Twin Suns Squadron - where I eventually ended up meeting my husband, who actually runs the guild these days, and where we are still raiding eight years later.

Both the guild and the game have undergone a lot of changes throughout those years (with the biggest one probably being the introduction of level sync in 2015, which made all raids valid endgame content, even the oldest ones), but in a way it's felt much more stable than anything I ever had in WoW. I think in a way that has served to crystallise just what it is that still attracts me to raiding after all these years.

Throughout my raiding career in WoW, I often found myself wondering just what it was that really mattered to me. When Blizzard seemingly got raid difficulty "wrong" it frustrated me at times, but did that mean that I was looking for a different challenge level than they were providing? Lack of useful gear drops for my class/spec annoyed me, but did that mean that I was only in it for the gear?

I think SWTOR has taught me that above all else, I raid for the social aspect. I guess it should have been a hint that my best times raiding in WoW were when my guild was also at its strongest and most unified. Concerns about things like progression and loot distracted me, but I think ultimately even those things were only really an issue for me in so far as they affected the guild's social cohesion.

SWTOR has little to offer to anyone looking for constant novelty when it comes to raiding, as they only release a new operation once every couple of years at the current rate. Challenge levels are (relatively) consistent across the board (though Bioware has been pushing the envelope somewhat with more recent releases) and are limited by the game not supporting add-ons, so that no fight can throw more at you than a human brain can easily process. For several years now, raids haven't even been the best place to get gear anymore either, just one more supplementary source of it.

So while you do get people that look for novelty, challenge or gear from raiding in SWTOR, they tend to fade in and out relatively quickly as it doesn't take long to satisfy their particular itch and then there is nothing left for them. The ones who stick with it are those that just enjoy the experience of hanging out and cracking stupid jokes with a group of friends on a Sunday evening, and don't necessarily mind that the boss fight they're wiping on has been in the game for seven years already. After all, if it ever gets a bit too much, we can always go and fight something else for a few weeks, what with all the raids being valid endgame.

It's been an interesting journey to say the least.

Update: There's a part 5 now!

18/12/2013

It's quiet... oh so quiet...

One of the things I've found the most striking since returning to WoW is how extremely quiet the game feels. The server we rolled on is consistently marked as having a medium population, one that's supposedly heavily lopsided in favour of our chosen faction, but I'm just not seeing it.

And no, I'm not saying that the game is dying - save your breath. Subscriptions have dropped by several million since I last played, which most certainly had an impact on how busy the in-game world appears, but there is more to it.

The Old Republic has probably spoiled me for what I consider a high population. Ever since they consolidated everything into a handful of "mega servers", there isn't an area in game that's completely quiet, ever. Each faction's fleet (the major hub) consistently has 300+ players puttering around at any time of day. Doesn't matter which planet you go to (except Quesh maybe, since it's so small...), at least on my home server there'll always be between 100 and 200 people out and about on each.

Meanwhile, in WoW I do a /who in Stormwind and it shows that aside from me, there are only seven other people online in my faction's capital. Ho hum. If that's a medium population, I'm not sure I want to know what a low pop server is like! It shows on the auction house as well, where even cheaply priced staples like herbs or cloth expire without anyone buying them every so often, and prices bounce like ping pong balls because supply and demand are extremely inconsistent and easily thrown out of whack by a single guy levelling a new profession (or that's what it feels like anyway).

Things aren't that much better out in the open world. Thanks to cross-realm zones, we do see other players about, but not that many. No two of them seem to share the same realm tag either, indicating that a lot of different servers have to be squished together this way to create the impression of any kind of activity. It also feels like the number of player characters that we run into (regardless of server) keeps dropping the further we advance in levels, CRZ or no CRZ.

I reckon that the active players that are out there are all hidden well out of sight of our lowbie characters, presumably chilling around some new portal hub in Pandaland (feel free to enlighten me). Flying mounts are also good at making people invisible to those who are ground-bound, and it's only every now and then when someone suddenly swoops out of the sky in front of you to "ninja" a gathering node you were making your way towards that you realise that there's potential for a whole additional layer of players traversing the skies above you and never interacting with you in any way.

It's certainly a far cry from the bustling MMO world that welcomed me with people all around me seven years ago (and back then the game actually had fewer subs than it does now).

27/12/2011

My nominations for the Piggie Awards 2011

Don't know what the Piggies are? Go read this. Only a few more days left to get nominations in too, so if you were planning to add yours and haven't done so yet, it's time to get cracking! In fact, I haven't seen any other nominations posts yet this year, but maybe people are just sending them in by e-mail (I hope).

The Melting Pot is trying to spice things up a bit this year by accepting nominations for all MMOs, not just WoW, which sounds like a sweet idea in theory, but I'm a bit concerned how well it will work out in practice - after all WoW is still by far the biggest game out there, so it's likely to have an edge simply due to the amount of players that are familiar with it. I'm not sure how much enthusiasm there will be for including other MMOs in nominations. Not to mention that I'm not sure all MMOs are equally comparable... but we'll see how it works out. Myself, I'll mostly stick to WoW since that's what I know, and maybe make the odd point about SWTOR here or there where it strikes me as relevant.

Best raid instance

This one is easy for me and my vote goes hands down to Blackwing Descent. It didn't really have anything to truly amaze like other great raid instances of the past, but it was definitely my favourite of Cataclysm's offerings. It recreated some of that old school Blackrock atmosphere, the difficulty was nicely tuned in my opinion and all the bosses were interesting in their own way.

Least successful raid instance

My first instinct is to say Firelands, simply because that seemed to be the raid where most people had something to complain about this year, whether it was the bosses being too dance-y, too hard, or too easy after the big nerf.

However, I've said in the past that the truly unsuccessful raids, in my opinion anyway, are not necessarily the ones that people complain about, but those that they don't even bother with. In that category I think the winner should be Throne of the Four Winds. It being an instance with only two bosses that felt kind of out of the way of everywhere, even with portals to Uldum available in the cities, and crappy loot with random stats, I got the impression that few people ever went there once they had killed Al'akir... or even if they never killed him, they simply might've forgotten about it completely. (I know our raid group always scheduled raids for either Blackwing Descent or Bastion of Twilight in tier eleven, Throne was a complete afterthought that only came up whenever someone whined about wanting to go because they had never even seen a Conclave kill.)

Best small-group instance

I think Cataclysm has had some pretty nice five-mans in general, but this is where I'd like to give a vote to SWTOR's The Esseles, which I've seen people compare to the original Deadmines elsewhere - and it certainly gave me that same epic feeling that I got from the old Defias hideout back in the day.

Least successful small-group instance

Like with the least successful raid, this kind of depends on your definition of success. The Zuls got everyone riled up with their repetitive valor grind, but Halls of Origination sticks in my mind as "that instance where most people don't even want to bother killing half the bosses". A shame too.

Most longed for instance

I think the Dragon Soul five-mans were the most longed-for, simply because people wanted to have an excuse to get out of the Zulroics.

Silliest gold sink


Larísa gave this award to the Sparkle Pony last year, and in line with that I would give it to the Winged Guardian this year. The whole craze about store pets and mounts reminds me a lot of fashion trends in real life, which are something that I don't care for either.

Biggest game addition / improvement

I think the single biggest addition to WoW this year has without a doubt been the raid finder. However, since I'm still not convinced that this will actually be an improvement to the game in the long run, I'd nominate transmogrification instead - something nice that finally allows people to give their characters some individuality again, and there really is no downside.

In a more general sense, I think that SWTOR's more interactive quests and group dialogues have really made a difference to how people will perceive questing in the future.

Best quest

I can't think of a single quest that stood out above all others, but Silverpine Forest as a whole has been rewritten in a very compelling and interesting way.

Ugliest new piece of outfit

Probably hunter tier 11. There is trying to be creative and then there's trying to pass off a murloc suit as epic armour. Priest tier 11 with its shoulder bird baths was pretty awful as well though, especially since up until then priest sets had never been truly ugly.

Favourite non combat pet

I loved Mr. Grubbs and his silly bouncing when I picked him up in the Plaguelands while levelling new alts! Though an honourable mention has to go to the Lil' XT that was gifted to me by a guildie and that finally provided me with an easy way of getting rid of annoying train sets.

Most charming games company employee

I listened to a long interview with one of the people behind SWTOR the other day, but unfortunately I lost the link to it so I'm not even entirely sure what the guy's name was. I do think it was Daniel Erickson, the lead writer, and he sounded like an utterly charming fellow.

Best podcast

The Instance continues to amuse and entertain me at a level that is unparalleled by any other podcasts I've tried. I don't always agree with everything they are saying, but it's refreshing how the hosts always remain both positive and professional.

Most memorable blog post

Are 400 Pull Kills Good Design? Are They Fun?
by Beru.

Most noticed blogger breakthrough

Stubborn from Sheep the Diamond. He made his entrance sneakily by leaving thoughtful comments all over the place at first, and if you then clicked on his name you'd find an even more thoughtful blog, written in an interesting and unique style.

Most solid content provider

Nils from Nils' Blog. He just can't stop talking, but I'm very grateful for that because it gives me new things to read all the time!

Most hugged blogger

Probably the Gold Queen after that horrible ordeal she went through one and a half months ago.

Best writing

I would give this one to Stubborn as well, because he really has a way with prose. I don't think I've read a single post of his that didn't make me crack a smile at a pun or unusual turn of phrase. We need more teachers in the blogosphere...

Biggest controversy

I always suck at remembering these for some reason, though I always follow them with interest while they are current. Probably the Mists of Pandaria announcement.

Most appreciated announcement

That SWTOR wouldn't launch with a dungeon finder... *cough*

MMORPG Company of the Year

I want to say Bioware, because regardless of how SWTOR turns out in the long term, they've delivered a very smooth launch for a highly anticipated and so far very fun game.

Most “Er… what?” moment in MMOs this year

The announcement of Mists of Pandaria.

People’s Choice: Blog Post

Same as above.

People’s Choice: Games Company

Same as above.

22/12/2011

Since some people asked for it...

Any further thoughts I have on SWTOR will now go here. Enjoy!

19/12/2011

Fair Warning: World of Star Wars

Like many people in the WoW blogosphere, I'm currently trying out Star Wars: The Old Republic. For me this is a big step though, because unlike many other bloggers, I've never really tried out any MMO other than WoW. To be honest, none of them ever looked interesting enough to me to make me want to play them, and none of them looked like worlds I'd want to immerse myself in. Observing various MMO launches over the years and seeing pretty much every single game go from the hyped up Next Big Thing to just another small fish in a big pond hasn't really enthused me towards trying something new either.

SWTOR has been different for me however. I wasn't interested in it at all initially, but the closer it came to release, the more I learned about it that had me really intrigued. Now I even ended up in the early access for preorders, and I'm positively hooked. People are already nitpicking about all kinds of little things, and I can't honestly say that they are wrong, but a lot of it strikes me as akin to criticising a painting for the brand of colours the artist used and completely missing the actual picture. I imagine that very few people ever quit their MMO of choice because the chat window wasn't in their favourite place or the crafting system felt a bit bloated. And TOR's big picture is great in my personal opinion. In fact, I'm very much reminded of WoW the way it was when I first started playing: a beautifully stylised world, vibrant and teeming with activity; general chat full of people looking for groups, answering questions and sharing their thoughts on the experience. Group content that can actually kill you; elites out in the world that you have to keep a watchful eye on. People bonding in guild groups where nobody minds if one member gets lost on the way and takes a while to actually arrive. And to spice things up, some comparatively minor new features like more interactive quests and companion crafting.

Anyway, before anyone feels sickened by my gushing, let it be said that I won't be doing any more blogging about TOR on here. This was always meant to be a blog about WoW, and that's what it's going to stay. I think I'll be happy just enjoying TOR "blindly" for a while, without overthinking any of it, but if I do eventually feel the urge to talk about it more, I'll make a new blog for that.

To be honest, I initially expected to cancel my WoW sub by the end of this month. I still think that it's a great game in many ways, but over the years it has changed too much for my taste - the only issue was that I wanted to continue playing an MMO and until now there wasn't anything that looked even remotely like a viable alternative to me.

The only "problem" that remains are that social ties are hard to sever. I still owe someone a Sulfuron Hammer for which I need to grind Molten Core trash every now and then. My rated battleground team is still ace. For these things alone I'll stay subscribed to WoW for now. But I expect that I'll be playing a lot less, and as a result this blog might become quiet as well, as I'll have nothing much to talk about.

In the meantime, I hope that we can all continue to have fun in the game(s) of our choice.