Ask Questions of the World of Warcraft Team 1000
You may have already heard of Blizzard's most recent title. World of Warcraft was released in November of last year to high critical praise and a favourable player reaction. While technical issues were a problem for the first few months of retail service, prompt patching and additional world servers have left the game in excellent shape. World of Warcraft has since gone on to become not only the largest MMORPG in the United States, but also the world, with 3.5 million subscribers as of July 21st. Given all this, the likelihood that Slashdot readers would be interested in asking the development team some questions seemed pretty high. The team has kindly offered to take some time out of their extremely busy schedules to answer questions. So, feel free to ask whatever question is burning in your heart. Please stick to World of Warcraft related topics, and only ask one question per comment. We'll take the best of the lot and pass them on to the Team. Their answers will be posted when we've gotten them back.
wow cheat (Score:3, Interesting)
Addiction (Score:5, Interesting)
Economic Monitoring... (Score:5, Interesting)
Challenges (Score:2, Interesting)
Other MMO's (Score:2, Interesting)
For example, unclear quest instructions like in FFXI or the staggered leveling system in City of Heroes, etc.
What would you have done differently? (Score:5, Interesting)
Knowing what you know now, what would you have done differently, and when?
LEEROY JENKINS!! (Score:3, Interesting)
Subscribtion Fee (Score:2, Interesting)
(My personal thought is that you won't simply because a person could by both games and only pay for one. I know the reason I don't play WoW is because I would feel guilty by not playing because I know I dropped a good amount of money so I could play that month!)
Linux version? (Score:4, Interesting)
Server setup question (Score:5, Interesting)
World Economy (Score:5, Interesting)
Mutiple platforms (Score:5, Interesting)
Server or Gameplay? (Score:1, Interesting)
Breaking Through the Great Wall (Score:2, Interesting)
I have had a few interviews, and some really bad experiences with video game companies out there who shall remain anonymous for the purpose of this question.
In once instance, I've been lied to by HR directors on the annual salary, told it was around $65k and it turned out to be $35-40k (which must have meant $35k right?). In another instance, I was strung along for months by a company who decided at the last minute to drop me as a candidate. What a huge waste of time that was. I've been promised before by a designer from a major company that we would do a big project together and get funding for it, only to have the guy over for a steak dinner (filet mignon no less), and a week later he went off and took a job somewhere else, and dropped the project.
What do you say to someone like me who has had ONLY these kinds of experiences with the video game industry?
Reduced priced restricted accounts (Score:5, Interesting)
I'd like to try out WoW, but I don't have a huge amount of time and paying the high up front and monthly cost seems excessive to me for the amount of time I would play it. However if there was some form of time restricted cheaper account I think I would try it out.
If I wanted to work as part of your team... (Score:1, Interesting)
Warlocks (Score:1, Interesting)
I love my class, but have a few issues.
1) soul shards - We are the only class that must go grind and collect reagents to go about daily functioning. Make them purchaseable, or perhaps give us a trinket that lets us summon one for free once every ten minutes.
2) escape spell - Mages get Polymorph and Ice Block, Priests get Insta-cast AOE fear (ours takes 2 seconds) and mind control. Please give us something to stop us getting repeatedly raped by rogues. Perhaps give us banish back like it worked in the beta, useable on everyone, perhaps cost a shard, with a cooldown
3) end game pets - Make the infernal not cost a reagent, it's a nice pet no doubt, but gets expensive. Also the cooldown time is ridiculous, how bout 30 mins. with guaranteed 10-min enslave? The doomguard is nice, but please give us a reliable way to get one. Waiting for curse of doom to proc sucks.
4) Enslave demon. Far too short to be useful for the danger envolved.
5) Voidwalker - please buff his dps - hitting for 20 is seriously gimped. Also I can break is agro very easily with a shadow bolt or Immolate crit.
6) Invisiblity - why the hell are mages getting invis. back. If they get it back, all the other casters are entitled to it as well - they already get portals and free food, water, and mana pots.
Yes i know this is more than one question. Thanks blizz.
Oh yes, nerf shamans.
final decision process? (Score:5, Interesting)
Which sort of leads to my question. How in the world did the decision for a Warcraft MMORPG get made? I mean, I know it seems like a great idea now but at the time that idea represented a huge amount of money to invest in a new area of gaming Blizzard had limited experience with via Battlenet. The new game also faced the once (and possibly still) formidable Everquest juggernaut. When I first heard about WOW, the general rumors going around were that it'd be an action adventure title about a single Orc in the style of say, God of War or Prince of Persia. I'm just curious who first said at the weekly staff meeting, "Uh...dudes? Like, let's totally go all MMORPG with this biatch and like stuff!" and what was the reaction of the staff and Blizzard overlords.
"Game Exploits" and Economic Farming (Score:2, Interesting)
or
What is your take on Chinese farming? It would appear that a lot of people are making thier livelihood dealing in virtual goods in your worlds. Do you account for such things in your continued development of WoW?
What are you doing to curb farming and ebaying? (Score:5, Interesting)
Marukah
24 night elf Druid
Silverhand
Re:Playable for normal people? (Score:2, Interesting)
Balance (Score:5, Interesting)
How will you catch up? (Score:1, Interesting)
How do you plan to catch up?
Here's one! (Score:5, Interesting)
So, how does today's WoW server infrastructure look like? Did everyone take precautions? Do you use a load balancing system to equal the loads? Did you create more optimized patches? What kind of server hardware do you use?
Thanks,
Paulius
Why don't the developers speak for themselves? (Score:5, Interesting)
But not in WoW. Apparently the community needs to be "handled" by go-betweens. I don't blame the go-betweens as much for this, as this is their job, but why not be as open as others? Feedback could actually come on ideas BEFORE they are implemented on a test server (of which I have yet to see anything NOT implemented on there, INCLUDING bugs), and result in a more streamlined process overall.
"Community Managers" just seem like a way to keep the community away from making the game better, which seems like a mistake. The cries of the majority are RIGHTLY not always heeded, but never knowing the direction of the development at all is far more frustrating from a player's perspective. Why can't the development team speak for themselves, and forget about keeping secrets? We all want to know the future of our game.
Still competitive? (Score:5, Interesting)
Worse, the Battlegrounds/PVP changes have made crafting virtually useless - even at higher levels - because player-crafted items are inferior to drops in instances, which are ALSO inferior to hardcode PVP-earned items.
So with the exception of long-term players, who play hardcore PvP virtually every day, there is little new to enjoy.
What then do you say to a nine-month subscriber who is looking at alternatives (SWG, CoH) that are doing those things better?
Why innovate, if you're just going to stop later? (Score:5, Interesting)
But then I got to level 60, and all that ended. Now, instead of being able to do most things alone or with a small group of friends, game accomplishments take a full raid of 40 people? You need someone to plan it all out in advance, you need everyone to agree to common rules and to get along with each other; and you need everyone to be coordinated in order to defeat ridiculous enemies. With this, the challenge of the game ceases to be learning techniques and honing skills, and becomes social. The difficulty is not in playing, but in making sure everyone else is playing.
Endgame is a different game, and I don't care for it. It's not the game I bought. Rather, it's the games I declined to buy in the past. Friends of mine who played Everquest and Final Fantasy XI are right at home, but I'm decidedly out of place, and don't really want to invest hours, days of my time on goals with exponentially increasing difficulty and exponentially diminishing rewards.
The early game is brilliant, and playing it was a joy. Why is that so hard to retain in level 60 play?
Dealing with the Negativity (Score:2, Interesting)
That said, how are decisions made with regards to these "suggestions" from players? How do you decide the difference between "You can't please everybody" and a suggestion with merit?
Mac and Windows Co-Existing Challenges (Score:5, Interesting)
My question is:
What challenges did you/do you face in bringing together clients from different software and processor architectures on an ongoing basis? I'm working off the asumption that the graphics content is similar if not identical and really it's the data translator that sends/receives information from your servers that does most of the client interaction.
Thanks, looking forward to more things to come.
More role-playing? (Score:5, Interesting)
This is good in a sense--it makes the game simple and somewhat predictable, which is one truth that has made Blizzard games so appealing to the mainstream in the past.
On the other hand, I can't help but wonder if the game would benefit from more depth in some ways.
For example, it would be interesting to have a Morrowind-style enchantment system, where certain (possibly rare) "base items" can hold varying degrees of enchantment, and enchanters can assign a wide variety of abilities to those items. If a player chooses to have an item hold two different types of enchantments, each will be far weaker than just having the one.
In order to prevent extreme specialization, it may then be necessary to implement some sort of penalty for having multiple items with the same enchantment. For example, it would be a BadThing® if every single item on a warrior were enchanted with +1% chance of critical hits.
Another important item, at least important to me, which I believe to be missing from WoW is the role-playing. WoW is classified as a role-playing game, but there really aren't any moral choices of any kind as most RPGs would include (and make an important part of the gameplay).
For example, many of the quests are "good deed" quests, but there exists no option to do the quest "out of the goodness of your heart" or to have to choose between "evil" and "good" quests.
I suspect that perhaps a good way to implement this would be to have an attribute like "virtue", similar to faction "meters."
The benefits of this attribute would be up to Blizzard of course, but a few possible suggestions might include: 1) Requiring that warlocks maintain a fairly low virtue and and that paladins maintain a high virtue (or have penalties).
2) High virtue may lead to a discount at stores
3) Virtue effects faction
I am sure the creative minds at Blizzard could come up with good uses for this idea without ruining the simplicity and streamlining of the game. I hope they do!
Re:Playable for normal people? (Score:3, Interesting)
Either the game is about the journey, or it's about the destination. I've been enjoying the journey for several months with just a few hours a week (10). As of now, I'm just shy of lvl 50.
One of the great things about WoW is how well the game difficulty scales as you go along.
Programming model? (Score:5, Interesting)
Assuming it isn't a trade secret, how do your lead engineers "think" about the problem? A first-that-comes-to-mind object model would probably be fantastically hard to scale up and/or verify, due to the huge amount of state associated with even the smallest little things in the game.
On the other hand, you probably didn't write your auction house code in Haskell.
How "cool" is your model of the world?
Read the LGP interview (Score:3, Interesting)
Blizzard is definitely no friend to Linux or the open source community. Sure they make good games, but thats about it. There is a Linux version of the hugely popular World of Warcraft, and Blizzard canned it, without warming or explaination, even though it was functionally complete and ready to go, and after a discussion of a support agreement with LGP. It would have risked nothing for them to make the game available, and they chose not to.
PvP vs PA (Score:2, Interesting)
Class Changes before Launch. (Score:5, Interesting)
OS and Database choice (Score:5, Interesting)
Why is there no native Linux version? (Score:5, Interesting)
I am glad to help out the Cedega folks, but it would be nicer to not have to use a band-aid.
Game of The Year Retracted by Penny Arcade (Score:2, Interesting)
...
I'm putting aside issues like class balance or Gamemaster abuse, because honestly those things are only a problem when the ****ing server is up.
...
It's not like I'm sitting here trying to connect at odd hours so I can catch them in something, either - this is in prime time, or on a weekend. The mail system works when it is good and ready. The servers themselves appear to have other things on their mind.
So, my question is basically about how Blizzard is dealing with the problem of servers and user load? People are paying good money, and when the service is available, they're losing that good money, while Blizzard saves it. Thanks!
Future thoughts... (Score:1, Interesting)
Rumors are out about and of an expansion, could you confirm about this and what we/players might have to look foward to? Also are there any plans to raise the lvl cap of 60 for the many players who have hit this cap and are looking for more challenges within WoW (not all of us can wait in queue for Battlegrounds, jobs take up much of our precious playing time)?
Raid instance lag on high population servers (Score:3, Interesting)
Because of the number of people required to do these instances (40), it is hard if not impossible for us to schedule these except during prime playing time.
I understand that you have offered transfers off of some of the higher population servers, but this doesn't really address the problem. In the coming months are there any plans to beef up the raid instance servers on the higher population servers to accommodate their increases usage?
End Game Philosophy (Score:2, Interesting)
recent performance issues (Score:3, Interesting)
Is it that theirs too much data in the game now? your team is stressed with supporting the EU and Asian servers? IS it because people are crashing the instances (on purpose) to dupe from them?
Its weird because i really love wow, and the downtimes are usually around the order of 10 minutes or less. However, when you've spent 2 hours already in an instance and they it crashes, you cant help but get pissed off.
More dynamic universe? (Score:5, Interesting)
Are you planning to introduce "events" into the gaming world that would actually shape it permanently, like in Asheron's call?
For example, a demon/naga expedition force attacking a frontier fortress - and depending on how well the battle goes over the next week the threatened faction either hold the town or lose it. Depending on what happened, the next "event" would be either attempts to retake the town or perform a retaliatory strike. NPCs would do most of the "grunt" work, of course, but players ultimately would contribute to the fate of the world. The happenings could be tied to the actual World of Warcraft timeline. Depending on the server type (PvE or PvP) some of the events could also be between factions (players on both sides of conflict).
Battlegrounds are a good start, but in the end they are just refined team deathmatch maps..
Strong Start, Weak Finish (Score:5, Interesting)
I've played a lot of MMOs in the past and usually lose interest quickly because there's nothing obvious to do at the start. WoW breaks that pattern by having a very well crafted early game experience where I'm led around to a ton of great and varied locales, given a variety of quests to do and am told a rich and involved story. That takes me up to about level 30. Then, as an alliance member, I enter Stranglethorn Vale and the game goes rapidly downhill from there.
It feels as if the game had a lot of care and attention given to those first 30 or so levels, packing the areas with great content and wonderful gameplay, then suddenly I'm playing a different game completely. One that involves killing tons of mobs to grind out levels between quests, and then we're suddenly dumped into a game that requires 5-man groups for a large portion of the content.
Was this intentional? Was the first half of the game designed to be a solo, story-driven experience whereas the second half was meant to take what you learned at the start and now apply it to help other players? Why does the game change so drastically at this mid point?
Re:Read the LGP interview (Score:4, Interesting)
I guess the more appropriate question to ask Blizzard on the Linux client issue is:
Why are you alienating a market which is most likely more dense in players than your other target platforms? Why did you can WoW Linux?
Honor vs Dishonor (Score:5, Interesting)
Question: Women players (Score:2, Interesting)
World of Starcraft/Diablo/etc? (Score:3, Interesting)
Implement serverside anti-addictions measures? (Score:2, Interesting)
Would you consider implementing any of the following in WoW:
* server-side limits on game play time:
Use case: A player wants to limit his play time. He voluntarily opts in to playing a maximum of X hours per day/week/month/whatever for the next day/week/month/whatever.
* public user statistics:
Use case: A player wants his (real life!) friends to support him in getting rid of his addiction. He voluntarily opts in to publishing his usage statistics via web/email/blog/whatever for the next x time.
* Slashdotters, be creative and put more anti addiction hints in reply!
In-game weather (Score:2, Interesting)
Are there any firm plans of introducing weather into the game? (e.g. Dust storms in Tenaris; Snow storms in Winterspring; Rain showers in the Wetlands; etc.)
Server/Database Structure (Score:5, Interesting)
Re:Server setup question (Score:1, Interesting)
What type of hardware/OS are the game servers?
What type of network bandwidth is required?
What applications are used for realms? I've seen job opportunities for Oracle admins on Blizzard's website? Does the game run on Oracle?
How many people does it take to keep WoW running?
And finally, what happens every Tuesday when the servers are offline for 4-6 hours?
Re:Economic Monitoring... (Score:5, Interesting)
Virtual worlds seem like an excelent arena for testing and experimenting with various economic models.
Have you guys considered using your world for economic model research that could be applicable helping understand real-world economics and potentially benefit to the rest of the world.
Or, if short of that; have you done any experiments with monatary supply; interest rates; etc with interesting results you can share.
Re:If I wanted to work as part of your team... (Score:3, Interesting)
What type of networking do you use (backend) (Score:2, Interesting)
Re:Economic Monitoring... (Score:5, Interesting)
Level 60 players are allowed pass on their vast sums of gold to their level 10 alts. "Power-leveling" services online require 2.5 weeks to get to level 60, despite having all the gold in the world. If the economy takes a nosedive, players may still be able to have fun. So is economic monitoring a primary concern to you?
Re:Why innovate, if you're just going to stop late (Score:1, Interesting)
Some of the most fun I have ever had in World of Warcraft is with my guild, when we raid outdoor bosses and have to fight off the horde at the same time, or negotiate with other guilds on who gets to attempt them, and when. Yes, it requires more of a time investment to join a hardcore raiding guild, but the reward is greater too, and I'm not just talking about the "purples" that one acquires from completing these raids. Level 60, if anything, is when the real game of WoW starts, which in my opinion, is getting to know the people on your server, and joining a guild capable of making attempts at endgame content, or a smaller pvp oriented guild that runs lower instances and forms battlegrounds / gank groups.
Daneth
Level 60 Warlock
Bonechewer
Re:Why innovate, if you're just going to stop late (Score:3, Interesting)
It's the entire reason I cancelled my account and moved to Guild Wars. While I don't know if Guild Wars will be any better toward the end, at least I get the early on experience again. I absolutely despised the end of the game where anything worth attaining on my character was so hopelessly out of reach of someone like me who casually plays. Blizzard consistently said "We realize our main audience is casual players", and then implemented these massive, sluggish requirements on the high level quests.
I don't have 8 hours to sit and play. There are times when I barely have ONE hour.
(Guild Wars is a lot of fun, if anyone is wondering.)
Inventory lag, broken servers. (Score:4, Interesting)
The next vein gave me the same problem. In fact, I had gotten stuck, and had to re-log on 4 of the first 5 veins that I mined with this toon. If I had been a new subscriber, I would have returned the game later that same day, and demanded a refund.
This problem is obviously not just with mining. Sometimes, it can take 7-15 minutes to get an item out of a mail sent to me from another player. Sometimes, it can take 45 minutes to list all one-handed maces on the auction house, even though there's only 23 to list.
What data structuring technique did you use to hash items in the game? (I need to know, so that I stay away from it.) Also, is it too late to fix such a fundamental problem as this?
Lastly, what makes you think that the servers are in "Excellent shape"? Have you forgotten about posts such as this one? [worldofwarcraft.com] I count 397 people who disagree with the developers response (that's 100% of the players who have replied to the initial blue post). Why can you just respond with "ok, we're looking into it" ??
Re:OS and Database choice (Score:4, Interesting)
Esp. The Oracle part.
Possible addition: which DB systems even made it into serious consideration?
Re:Linux version? (Score:3, Interesting)
Whatever that means for sure, I do not know.
Plus, slouken is Sam Lantiga, the sdl guy who used to work for Loki. So Blizzard does have someone who is capable, however, they have him doing a lot of other things.
Open Source for Content Creation (Score:5, Interesting)
LetterRip
Why TCP/IP (Score:2, Interesting)
Make BGs shared across servers. (Score:3, Interesting)
I know you're probably worried about people trading items in WSG across servers due to the high abuse potential but if you disable trading in battlegrounds unless players are from the same server (which should be easy code-wise) cross-server BGs should enable us to actually get in in a reasonable amount of time. Right now my choices as a level 60 are:
= farm for gold while waiting for AV/WSG to open (boooooring)
= find a pickup group for some instance while waiting (which means waiting in IF for an hour for people wanting to do DM west/north or 5-man strath, which NOBODY ever wants to do) only to have the 'you are eligible to enter AV' pop up 30 min inside the instance run (argh)
= level up my alt(s) (gets boring after a while to do the same quests over and over and over and over and over again because there is no new content to be had at 60 really)
And btw, fix the code for the 'estimated waiting time' please, there have been way too many times where I've had the 'ETA 10 minutes, time elapsed in queue 3 hours 15 minutes'.
Re:Economic Monitoring... (Score:3, Interesting)
It may not seem like a big deal that the Darkmoon Faire takes 1000 thorium bars PER Darkmoon Amulet out of the economy (through thorium widgetx6->20 Faire Tix), but it's effectively driving up the demand/price of thorium to 3x what it has been since release. Essence of Undeath recipes have bumped up the going price of undeath 1000% (although it stands at 3g it needs to rise to 10g to be in line with other essences). Of course economic monitoring is a primary concern. Even moreso than class balance since it's relatively easy to fix. Rather than fix the fact that most every high level (50+) dungeon has undead who drop the essence, flooding the market (as it were)...they will simply lower the drop rate to bring it in line.
This is not one of those questions that will make the cut.
Yes, what about building/programming/etc? (Score:5, Interesting)
Yes, it does appear that you (Blizzard) have made a conscious decision to go for slick playability over user-designed content. Can you confirm this, or would you like to see more player cities and the like? This is something that does seem to be hugely lacking in MMORPGs compared to text MOOs [mud.org]. Given various speculations [slashdot.org] about the "wikification" of games, how long do you think the top-down content model can thrive?
Auction House Locations? (Score:5, Interesting)
I'm lucky, a friend of mine cannot even step foot in Ironforge. Her computer is unable to withstand the heavy lag and number of players. We went once, it took 45 minutes to get back out. Now I just buy her equipment, and bring it to her.
What is the reason for your decision to limit the auction house to a couple geographical locations within the game? This not only excludes a vast number of players from improving their characters at the early stages because of proximity, but also requires extra travel time, and completely excludes people with lower end systems from being able to easily sell their stuff. Is the reason a technical bottleneck of some sort, or a design decision?
In game punnishment to cheaters (Score:3, Interesting)
Having some other-worldly demons force these guys to recover the items (if they sold them) and give them back would be a nice way to keep the game going -- and the fear of these demons may get people to refrain from cheating in the future.
Re:WHY? (Score:4, Interesting)
Re:Mutiple platforms (Score:3, Interesting)
Casual player alienation (Score:2, Interesting)
The reason was this game takes a real 180 once you hit level 60. Leveling up was quite easy as a casual player, I could solo and make good gains and group when needed for the more difficult quests. A good balance and a much better leveling system then most MMO's.
Then came level 60. The "high end" PvE content completely alienates the casual player as 4-5 hour chunks of uninterrupted time are needed to progress through places like Molten Core and BWL.
The PvP content (my preference) is even worse. Players have to dedicate an abnormally high amount of time to succeed in the PvP ranking system. And ironically, this is to gain rewards that are quite inferior to their PvE counterparts.
It has been my experience in other MMO's that the "power gamers" always rank up the fastest, get the best gear first, etc, etc and that is expected. However, the casual gamer could achieve these things, it just takes alot longer. This isn't the case with WoW, advancement is predicated on non stop play without letting up, because once you do, you fall too far behind.
So, that leads to this question: Am I alone in this observation/experience, or are you hearing this quite a bit from your player base? That is, are you hearing that the game starts out very casual player friendly, and then turns very casual player hostile at the end game?
And further, if this is the case, are you satisified with this situation, or do you intend to ease up on blocking casual players from aquiring end game gear?
Itemization (Score:5, Interesting)
Why the lack of communication? (Score:1, Interesting)
Of all the hardcore players I know that is wihtout a doubt everyone's biggest problem, even causing people to leave the game. So what's the deal, how can you have 3.5 million people paying a monthly fee, but the company cannot afford even a bare minimum level of communication and support regarding the game. To top it off, the WOW site is woefully behind the times, contains virtually no hard facts about gameplay, and even relies on website such as Tbot to catalogue game information.
I loooove Blizzard games, from Diablo to Warcraft to WOW but why the slap in the face? You could easily pay for 1 person per class to do nothing but play and post advice/comments/upcoming changes, or field an army of volunteers if you needed them, so whats the big deal?
How about a lifetime subscription? (Score:1, Interesting)
Have you ever considered selling lifetime subscriptions? I might have been inclined to pay $200 for life. It would work out for both parties. I would have gotten a better deal and you'd have gotten more than $154 ($13 * 8 months + $50 for the game).
Ultimate education for a WoW designer? (Score:2, Interesting)
Also, would someone from Blizzard Entertainment like to be on the Advisory Board for this programme?
Re:Economic Monitoring... (Score:3, Interesting)
My point is that economics don't really affect how fun the game is to play, in general. Yeah, people spend a lot of time at the AH. But a screwed-up economy doens't have that many negative effects on the game:
Network Usage (Score:2, Interesting)
Recently, I've also used dialup (~44-48K actual) to play WoW and it performs without a glitch, keeping the bar mostly in the green. Even Battlegrounds work, although a delay there is noticeable.
I'm very impressed with the way you've structured your protocol to make efficient use of network bandwidth and I'm curious to learn what the main difficulties were, what the most bandwidth-intensive parts of the system are, and what kind of protections have you built into the protocol to avoid tampering with the inbound/outbound data. I realize you can't go into great detail for a host of reasons, but any tips and tricks would be welcome.
The Auction House: A Seller's Market (Score:1, Interesting)
Re:Why innovate, if you're just going to stop late (Score:3, Interesting)
Plans for the unfinished content? (Score:5, Interesting)
When can I make an Undead Hunter? (Score:1, Interesting)
Re:Why innovate, if you're just going to stop late (Score:5, Interesting)
Thottbot (Score:1, Interesting)
High Populations servers still plagued by crashes (Score:2, Interesting)
I'd been playing since Beta and with my guild and friends had defeated all but 1 of the 'end game' bosses, excluding the very new Blackwing Lair.
Despite what is being generally assumed in the gaming media, many servers are still not stable despite being 1 year into development after a lengthy alpha and beta test.
My server, Blackrock, being the highest population server must represent some extra challenges but why have you not been vocal and communicative about the almost constant instance and server crashes during peak play times?
(Before I canceled last week, one of the last nights I played Blackrock crashed 5 times in a row consecutively over the span of 2-3 hours AFTER a lengthy extra maintenance period that same week)
There have been reports that instance farmers, dupers and Raid cascading guilds are to blame for the massive server problems we've had in the last month but all of these are rumors, unconfirmed - and yet the problems continue with no official response of any form nor, more importantly, no specific drastic action to fix this long-standing problem.
In addition, why has Blizzard not locked out new players from starting off for the first time on Blackrock?
You have had 3 transfers periods for people to move from Blackrock to other servers and yet all it has done is allowed more free space to open up for other people to start over or for the first time on the "popular" server.
Why have you not 'locked' Blackrock and prevented the massive population problems that continuously plague it?
(For those unaware of the annoyance of instance resets or server restarts - it often meant that after spending 3-4 hours clearing through an end-game instance and defeating 3-4 bosses the instance server would boot you and you would eventually login back at the beginning with all of the 'trash' monsters respawned - requiring you to spend another 1-2 hours to clear back to where you left off. Sometimes this would happen more than once a night.)
pay per hour (Score:2, Interesting)
In addition, there have been concerns that the problem with people becoming addicted [slashdot.org] to these types of games are worsened by the fact that it is easy to justify to play more than is good for you.
Therefore my question is: Why is it not possible to play per hour?
Long standing performance issues. (Score:2, Interesting)
Several months back it was announced that a fix for LAG in Iron Forge was in the works, now many months have gone past and my friend who still has an active account still experiences huge lag in this zone and the auction house. I remember this issue appearing as I an many others present at launch progressed to quests in that zone. Is there a major fix in the works?
Even though the game is designed for mass conflict, it appears that the combined fan bases of penny-arcade.com and pvponline.com have been able to fill a new server and full scale conflicts have already resulted in crashing clients or worse, as well as the dreaded queues. What is being done to resolve these kinds of issues, what is the maximum capacity of a single realm / zone?
External API? (Score:4, Interesting)
Software Engineering (Score:1, Interesting)
Designing the Encounter Vs. Designing the Player (Score:5, Interesting)
One thing that i'm curious about is how you see the alliance/horde population imbalance. If you could go back to day one and redo faction, would it still be the same way?
Finally i'm interested in what priority #1 is when you design an encounter. Whether you're designing a battleground or a high end rading zone such as Blackwing Lair, it seems that there are essentially two possible routes. 1. Focusing on the role each individual class will have in the encounter 2. Focusing on the overall scheme of the encounter. The obvious trade off being that focusing on the overall scheme can make players feel as if their individual contribution doesn't matter very much, whereas focusing on class can ocassionally make some classes feel as if they aren't needed at all for a specific encounter. Or does a different thing come to mind when you first begin thinking about how to build an encounter?
Re:Read the LGP interview (Score:1, Interesting)
Auction Services (Score:2, Interesting)
More solo endgame content? (Score:3, Interesting)
How long do you expect the game to last? (Score:2, Interesting)
Is WoW intending to be a permanent world which will have challenges for years to come or is it imagined as a finite game which will eventually be replaced with something new?
Do you imaging player-created content ever being incorporated into the world? ( beyond a group of characters standing around pretending to be an encounter :-)
Do you think there will ever come a day when you GPL the server-side engine?
Moving the story along? (Score:5, Interesting)
For example, at the end of Warcraft III: FT, Jaina Proudmoore and Thrall team up against Jaina's father to take him down and reigned in a new era of peace. I played WoW based on the excellent epic story of Warcraft and I thought it would be a no-brainer that both factions could learn the other faction's language and even earn reputation. For those on RP servers, I thought for sure that we would be able to rewrite the story thus fall and try to reestablish that era of peace.
Well, I was wrong.
Since the launch of WoW, the story is dead. What do you plan on doing to push it closer to Warcraft 4 / WoW 2?
Codebase Evolution (Score:2, Interesting)
What have you been doing about code evolution in the game?
You obviously forsee this codebase being in existance for probably another five years (just look at EQ), and it's already been in developement for over three. How do you manage the complexity of this system? I'm thinking in three areas:
Have you considered doing a post mortem? WoW obviously has a large codebase, and generally your team has been able to deliver fixes (every now and then a bugfix backfires).
Content Additions (Score:2, Interesting)
Character Transfers (Score:2, Interesting)
Will this service eventually be expanded to where players can move a character from any server to any other server? (I'm sure players would pay for this capability and would not mind changing character names if they already exist.)
I'd also like to know if this service might become more granular. My daughter now has a character on my account. Eventually I see us buying another account for her, but I don't want her to have to start over. Would it be possible to transfer a single character from one account to another?
Level 60....zzzzz.... (Score:2, Interesting)
Customer Service (Score:2, Interesting)
The demands from the players to interact directly with the developers comes more from the castrated responces from the moderators and their own admitted uninvolvement in any decision process than a real desire to speak with the people who make the game.
Having read the discription of how the last Priest review was conducted (providing it was accurate) makes me wonder why anyone would want to do that job.
Perhaps putting a little more detail into the coming soon page, maybe answering at least 1 question from each of the forums each month (not all at once), or provide some sort of progress indicator would (I was going to say reduce the number of complaints, but that would be naieve) reduce the amount of animosity and alienation your players feel.
So here comes my question:
What are the challenges from the developers point of view with keeping lines communication open with the representatives in the field?
I'd like to hear your side of this.
Family Accounts (Score:2, Interesting)
My wife and children also play WoW, and it would be rather nice if we could make use of the spare computer and play together.
This would be an excellent feature that I'm sure would be welcomed by many. I'd gladly pay a bit extra for this, but can't really justify paying for yet another full account.
Developer blogging as done in Linux, MS groups (Score:3, Interesting)
My question is, would your company encourage, allocate time for and generally nudge willing developers to blog?
It seems Blizzard has a bad name among some who used to like Blizzard. This is due to bugs, some bad moves by Blizzard legal, and a "black box" process for customer feedback (many comments here bemoan the 'handlers' on the Blizzard forums).
If anyone's worried about bad postings and replies to the blog, a good example to look at is the Microsoft IE7 bloggers. A public blog seems to have influenced Microsoft into fixing IE7 to a degree more than initally planned, which is a Good Thing for many.
A theory is their developers wanted to do the right thing, and the blog helped support that.