Tobold's Blog
Monday, December 11, 2006
 
Changing a virtual world

It is impossible to predict what one player in a MMO will do next. Most of the time he will probably just play the game "as intended" by the developers. But the next moment you might find him stripped naked dancing on the mailbox in Orgrimmar, or "singing" the national anthem in Barrens General chat IN ALL CAPS. But while individual behavior is unpredictable, the behavior of the player community as a whole reacts very strongly to external influences, to the rules of game play, and especially to the rewards that are handed out. Any changes to the game have a strong influence on general player behavior.

The latest changes to the World of Warcraft PvP reward system are a prime example. Before the patch getting a decent PvP reward was harder than getting a similar reward from other activities. Therefore a comparatively small number of people was interested in PvP. Blizzard had to introduce cross-server battlegroups with up to 20 servers per group to gather enough players that the battlegrounds stayed open most of the time. After the patch PvP was suddenly the easiest way for a casual solo player to gain epic items. And the reaction to that was very strong, the interest in PvP grew enourmously. When previously there were 5 Arathi Basin battlegrounds open, now there were over 100.

Don't get me wrong. In my "easy epics" article I wasn't complaining that people could now get epics in an easier way. Just the opposite, my warrior who couldn't get epics before, because he was not my "main" character in the guild is now happily participating in PvP to get some decent equipment. But it appears obvious that Blizzard totally miscalculated the strong effect that these rule changes would have on the behavior of the players. The hardware on which the PvP battlegrounds are run simply isn't adequate for the number of players now interested in doing PvP. They made PvP very popular, but at the same time they got many players cursing about Blizzard, because there is lag, players get stuck in battlegrounds, or battlegrounds have to be reset and everybody is kicked out in mid-battle.

These changes in the last patch also sabotaged the effect of another improvement, the much improved LFG system. The new system is a huge improvement over the old system, a very good change. If the improved LFG system would have been the only change in the patch, you could have expected an increase in the number of pickup groups going to places like Scholomance, just because the new system makes finding a more or less balanced group so much easier. But spending X hours in a PvP battleground without organizing a group at all is now more likely to give you a decent reward than spending the same X hours in pickup groups in Scholomance. Therefore less people than before are interested in doing 5-man groups. PvP has lots of advantages now, you can log on, sign up for a battleground, get into battle in less than a minute, and stay for as little or as long as you like, without having to organize your timing with others. It is a pseudo-solo activity. Organizing a PvP group might be more effective for some battlegrounds, and if that group is with your friends it might be more fun. But anything that can be soloed and gives good rewards will always draw a bigger crowd.

Now there is some hope that some people just did PvP right after the patch, because they want to try out everything that is new. And some other people might get the PvP reward they wanted in a week or two and then stop doing battlegrounds. But there is also a risk that the battlegrounds will remain overcrowded, laggy and unstable, with more people having time to play over the holidays. That would put Blizzard in quite a bind. Getting additional server hardware up and running fast isn't that easy. And with the Burning Crusade expansion coming out in 5 weeks it is likely that the next big change to the game will leave the battlegrounds much less popular, so investing a lot in hardware now might not even be wise. On the other hand Blizzard can't easily rectify the balance between PvP and PvE. If they put out another patch next week which doubled the honor point cost of all PvP reward items, a huge crowd of players would be *very* unhappy. Blizzard probably doesn't want better balance at the price of the players coming after them with torches and pitchforks. Their least bad option is to leave everything as it is, fix their server problems with bandaids as good as they can, and wait for the expansion to solve this particular problem. They *wanted* to make PvP more popular, but they succeeded a bit too well. Their beta test couldn't predict that, because there were too few people on the beta servers to fill a battleground, and there are no cross-test-realm battlegrounds.

So you see how changes can be dangerous to a game, because they can have unforeseen effects on the behavior of the crowd. Which is why the Blizzard developers reserve for themselves a monopoly on changing the World of Warcraft. In other games players can have a permanent influence on the shape of the world, for example by building houses. If on one Star Wars Galaxies world the top crafters of the server decide to found a player-run city and all open a shop at that one location, that is changing the travel patterns of the player crowd on that server. In a MMO in which guilds could conquer territories and structures, the influence of players on the behavior of other players would be even larger. Many players would like to be able to have such influence, but it is hard to develop a system which doesn't end up with some unintended negative consequences. Blizzard is carefully experimenting with introducing more player-controlled changes, like the ability to conquer villages for one faction in Outland. But up to now they haven't come up with anything that gives the players the impression to leave a permanent mark on the world, without ruining the game for others. Many players complain that apart from patches the world never changes, always remains the same or resets to the same state. But when I see what havoc the well-intentioned changes from Blizzard developers can cause, I wonder if Blizzard being careful with player-run changes to the world isn't the wiser approach.
Comments:
I would be very cautious about playing another game that lets each player have space X to call their own. I've seen the evil side, and can't face going back.

With WoW, you'd almost have to keep any unique player-modified data (ex. player housing) for as long as the character was viable after cancelling your account. You'd also have to manage the data for all alts. Put that together, multiply by WoW's high player turnover, and you're looking at Blizzard buying additional hardware to combat lag.

Just imagine if we could place objects on the ground rather than deleting them out of our inventory... That alone would kill a server.

-Mart
 
I'm hearing rumbling (a lot of rumbling) from the pre-patch PvP crowd that the 'class balance' in PvP is broken.

And I had also heard (and Tobold has confirmed to a degree) that the battlegrounds in the testing environment were pretty much empty.

So...
PvP was not thoroughly tested.
Anyone surprised that PvP is broken?

I have an idea, though.
We need a lot of guinea pigs, er, testers to try out PvP.
How about let's offer epics for PvP-ing - do you think that would pull in some (free) testers?

I suppose that the balance issues will be addressed, eventually. But right now, PvP is broken on so many levels (IMO) that I don't really care when or if class balance issues are fixed.

***

And regarding the above comment -
In the currect WoW universe, epics are often better than greens for 15-20 levels.
Can any anyone confirm that BC greens will eclipse the PvP Marshal / Warlord "easy epics"?
 
Blue post in forums something to the effect... Honor costs for pvp rewards may be reduced for level 60 items when BC comes out.
 
It has been said Tier 1 epics last till level 62-63.

Tier 2 lasts to level 65.

Epic pvp armor set is very near to Tier 2 raid gear.
 
Nerf Felguards >_<.

Sorry, tis all i can say right now, at least on the subject of PvP, im a naughty whiner who doesnt feel my weak little cloth covered body should be smashed by felguards, just for giggles - Although, I can wait, they'll damn well nerf it or i'll reroll!

Oh, in other news, I hate you Tobold,(Jesting here!) you've gone and damn well inspired me to blog!
 
I would find it troubling if Blizz knew in advance that the patch would seriously break PvP in several different ways for at least the six weeks leading up to the expansion (ranging from server issues to class balance, and many things in-between) and patched anyway -- but I must agree that things appear to be so seriously broken that it's hard to make excuses for Blizz this time. It remains to be seen if simply dropping in the rest of the puzzle - the full BC expansion - will fix everything, and PvP-ers will live happily ever after. Yeah, I'm somewhat troubled by the whole thing, but the reality is that WoW is a PvE environment at heart, so I suppose that if PvE was looking good and Christmas around the corner, it was not a hard decision to toss PvP onto the sacrificial altar (with epic appeasements).

I'm not inclined to rely on Blizz for a solution to PvP balance issues anytime soon. From a software development standpoint, balance issues that weren't considered serious enough to stop the patch are probably not very high on the "fixes list" in the weeks leading up to BC release.

If one is *really* serious about PvP, consider rolling a lock *now*. I really doubt that a PvP-inspired nerf to any class will be made pre-BC (when a whole new environment is introduced). After that, "real" software bugs and hardware issues will take priority over balance. Then time will be given before an evaluation of class balance in PvP - after all, who would try to re-balance the classes before the new items rotate in and a level-70 population is in place?

Roll lock now, and I give you 8+ months before you're nerfed; probably enough time to get into your Arena epics.
But I'm not a blue-name, just a WoW odds-maker... :P
 
Is everyone else's server crowded as well? Suddenly Kilrogg has queues again.
 
If one is *really* serious about PvP, consider rolling a lock *now*.

Well, this is just my opinion. I've got a L60 rogue and a L60 warlock, and I still think that it's more fun to play the rogue than the warlock. And that's even in this patch which it seems have broken and nerfed some of the rogues abilities. I still find it odd that hunters can drop instant traps and that you can't use vanish to break out of a snare/root when you've got faerie fire on you, but so far the rogue is still more fun. In any case I've said it before (Although I'm not sure I have on this site.) and I will say it again, warlocks deserve each and every buff they've had up until now. And that's with me having seen both sides of the issue and consider my rogue to be my main.

I guess I'll be flamed for saying this. :)
 
Brian,

First off, I don't think that it holds that "the PvP balance is broken because it was tuned for level-70s and is being played by level-60s".
I rest my case upon this: The pre-patch level-49 PvP environment was decently balanced in a dynamic 'rock-paper-scissors' scheme, in a game tuned for the level-60 community.
What this situation tells me is that the live realms are being used as a test environment for PvP. I'm not good with that.

Furthermore, I'm "troubled" on three levels:
1) I'm hearing that there was little PvP testing pre-patch, and the present class imbalances tend to validate that claim. Servers can be stress-tested, but the server failures tend to lead one to the conclusion that testing didn’t happen either.
That's troubling, especially since the expansion schedule has been slip-sliding along; one would think that such glaringly obvious potential problems would be addressed in a test environment instead of using the live realms as the test bed.

2) As I said before, I'm far from convinced that the huge imbalances in the level-60 game will be fixed by BC. Far from it! Unless I'm missing something, the only thing that BC offers to return the classes to PvP balance is...
- New items, enchantments, and jewels
- 10 more talent points into already-maxed trees
I may be short-sighted, but I don't see how that will help, for instance...
- What gear or talent will allow the nerfed-out-of-PvP mage stand in the face of hunter's silence sting + drains or a lock's felguard dps + fear? Maybe if there is some gear / enchant / jewel that will grant immunity or high resist to silence and mana drain and fear...?
- Mages could burn my warrior down without trouble pre-patch, so that's not news, but even more +stam gear / enchantments / jewels in the BC will tend to -- you guessed it -- nerf the mage!
- My arms warrior is not quite so bothered with a stun lock now -- with the new second wind talent giving me +20 rage and +10% health upon each stun. And more stam will, of course, make the percentage-based health gain even bigger.
I could go on... But as already pointed out, these balance problems were obvious a mile away, before the first toon ever even queued up for post-patch PvP. Someone who regularly PvP-ed, and poked around on a beta talent calculator, could have predicted many or most of the problems that are now infesting the live realms.

IMO, PvP class balance issues will take serious and direct intervention. And I don't see that coming for at least 6 months post-BC. So I *will* be rolling a Blood Elf warlock in the BC, with PvP a huge factor in my choice of class (and the Blood Elf racials look good for PvP domination, too).

3) Which leads me to the third reason I'm "troubled": Everyone could see the imbalance a mile away... And yet imbalance was apparently acceptable to Blizz at the very same time that a huge nerf to PvP reward costs were sure to bring record crowds into PvP! And another (foreseeable) problem resulted: Servers lagging and crashing.

So we have...
- PvP class balance is broken for at least 6 weeks, and probably more like 6-12 months post-BC-release, and
- It was easy to predict that the PvP battlegrounds would overflow with people gathering up 'easy epics'

To sum up...
With the patch, Blizz broke the PvP environment and overloaded the PvP hardware -- and any gamer with a bit of software & hardware experience could predict that would happen before the patch was even released!
*That's* troubling...
 
Brian,

Yeah, we definitely agree.

I was kind of wondering why I could buy PvP jewels already...

I was actually pleasantly surprised that the PvE content in patch 2.0.1 was, from my perspective, solid - that's probably the result of a lot of beta testing; doing things the right way.

And most of all, I was happy (and shocked) to be logged-on and playing by 8:00pm on patch Tuesday, which was something I never expected. The background downloader was a dog, but given two-weeks lead time it got the job done.

PvP is broken. Ok, I've said my piece, and now I'll suck it up and deal with it. I'm just hoping that Tobold won't consider my rolling a blood elf warlock to take advantage of broken PvP, and gearing her out with my mains and the help of friends on my server, to be "cheating" ;-)

I'm somewhat apprehensive about the BC release, too (let's say that I'm not setting my expectations very high). If there is a big problem found after the BC CDs are burned that requires a large patch -- that could bog everything down. I'll be mildly optimistic that I'll at least be able to log on and play within a couple of days of the BC release, though I'll expect some emergency fixes and some rolling restarts, the sort of stuff that is already 'normal' after patches. If you're correct and it's more like 2 weeks rather than 2 days; well, there will be a lot of unhappy customers...

Post 2.0.1 patch, the BC framework is there. So if Blizz is smart, their testers are already giving a thorough wringing-out of the BC content on live servers in the background as we converse.
Right? :P
 
I don't have BC on the wish list, not even sure if I'll be tracking down a copy when it comes out...when ever that is. I'll most likely wait a few weeks to get it. I'm busy leveling a Gnome Warlock and working on Darnassus Rep so I have plenty to keep me occupied without needing additional content.

I'll be satisfied with 5 minute queues, I'll grumble about 10 minute queues but I'll surf the web while waiting to get in. The thing I detest about long queues is getting in, getting lagged out, then having to queue up again to get back in again.

I'm getting my son the WoW Board Game for Christmas, so that will give us something to do when we can't play online.

Re: Player Created Content. I've always thought it would be awesome if smaller villages in contested zones could be literally taken over by one faction or the other. Imagine, for a second, if the Horde attacked Lakeshire. Play the scenario out much as you would capturing a Lode in AB or a GY in AV. But on a grander scale. The Horde need to assault the Lakeshire "Flag" then defend it for...let's say 30 minutes. If at any time during that 30 minutes an Alliance player can assault/retake the Flag then the timer resets and the Horde need to assault it and hold it for another 30 minutes. Now maybe at the 10 minute mark a unit of Elite Knights could ride out from Stormwind taking perhaps 5 to 10 minutes to get to Lakeshire. These Knights cannot assault the Flag, but they can definitely make it hard for the Horde to protect it for those last 10 minutes, especially if Alliance players are trying to take it back. With 5 minutes to go a unit of Elite Knights could fly in via the Griffin for a last desperate push...which won't work if Alliance aren't defending.

Now if the Horde are successful in taking Lakeshire it will become a Horde town. Any Alliance Quest Givers from Lakeshire will move to Goldshire or perhaps set up camp outside Stormwind, and your quest log will be updated to show those changes. When (if) Alliance retake Lakeshire the original inhabitants will move back in.

High level quests (on both sides) could even exist to assault Lakeshire, or retake Lakeshire, with a huge Rep increase for being successful.

Now villages like the Grom'gol Base Camp in STV (unique with its Zeppelin tower) could be assaulted, and even captured, but it could never be held indefinitely unless Alliance want to camp there 24/7. No Alliance NPC in their right mind would want to settle in STV, so even after successfully capturing Grom'gol there will be no spawning of Alliance NPCs. After capture, however, the next Zeppelin that arrives from the Undercity or Org will bring with it an Elite Unit of Horde NPCs who will attempt to retake the Grom'gol "Flag", naturally stopping to fight any Alliance players in the immediate vicinity. If Alliance prevent them from retaking the Flag the next Zeppelin that arrives will bring more Elite units, and so on, until Grom'gol is once more in the claws of the Horde. This would only apply to Grom'gol with it's Zeppelin Tower. A Horde village like Crossroads could be assaulted and captured just like the Horde could capture Lakeshire. Places like Bloodhoof Village in Mulgore could be attacked,and the NPCs killed, but with it being in a Horde-friendly zone it could never be captured, likewise Thelsamar in Loch Modan could never be captured by the Horde.

This would certainly make the world a lot more interesting for those people interested in world PvP. In fact capturing villages could be an activity unique to PvP servers.
 
Player Created Content. I've always thought it would be awesome if smaller villages in contested zones could be literally taken over by one faction or the other.

You will love Nagrand in BC, where the small village can literally be taken over by one faction or the other. The system works a bit differently, you need to kill all village guards to take over. And you can run aerial assaults, throwing bombs from wyverns, which is great fun.
 
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