World of Warcraft - Wrath Of the Lich King Is In Alpha 303
simrook writes to tell us that World of Warcraft's second expansion, Wrath of the Lich King, has entered closed alpha testing, as reported by WoWInsider. Wrath of the Lich King, which we've discussed previously, will raise the level cap to 80 and introduce a new class: Death Knights. World of Warcraft remains the most popular MMORPG on the market with over 10 million subscribers. WoWInsider notes, "Various players are being invited to check it out, under a strict NDA."
No permadeath (Score:5, Funny)
Re:No permadeath (Score:5, Funny)
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I think he means 'gunk' as in 'you didn't get the really shit attempt at a joke'.
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No, even if you had permadeath (like that's a fun idea in an RPG that takes hundreds of hours to get through), you'd still get bored of the same old content, and want something new.
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It's interesting that you define "grind" as something that's simply "not challenging". I've always assumed "grind", in the context of MMO's, meant having to do something repeatedly, independent of difficulty settings.
However, since I see so many people passionately talking about MMO's and the designs behind them, I would like to encourage everyone to pick up the massivel
Re:No permadeath (Score:5, Interesting)
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Re:No permadeath (Score:4, Insightful)
WoW works for the exact opposite reasons. Its centrally controlled, quests and mobs are in-game, etc.
Dont get me wrong. ToA sounds like heaven to me, but you need some serious role-players and people dedicated to running this thing well. I doubt your average WoW player could fill those shoes. I would imagine this would only work with lots of "players" who were actually employees and some pretty strict filtering, censorship, and lots of bans and kicks.
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Re:No permadeath (Score:5, Insightful)
Re:No permadeath (Score:5, Funny)
Re:No permadeath (Score:5, Insightful)
Not too mention that many of WoW's encounters almost guarantee you will die the first try or second try until you get your strategy down (especially in instances and raiding).
Re:No permadeath (Score:5, Funny)
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Re:No permadeath (Score:5, Funny)
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When death is a big deal, you take a lot more precautions to avoid death. In rogue-like games, you will typically try to maintain a stockpile of 'escapes' and 'healing', the two primary ways Not To Die in a tight spot. You also pay attention to various sorts of Det
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I'd love to see a hardcore realm then. I don't even play PVP, but I think it'd be an interesting game. Unfortunately I also think it'd be full of nothing but Holy Paladins with a bubblehearth macro on a hotkey.
Re:No permadeath (Score:5, Interesting)
It's the lack of consequence.
In EVE, the mmo I play, taking a ship out is a risk. Take out a cheap ship, and you're likely to get wtfpwned by someone in a better ship. Take out an expensive ship, and lose it, and you may seriously be out an entire month's money making - but what a rush. Not to mention, if you die a bunch, someone else may move in and take your space.
In WoW, you die. Then nothing happens, you resurrect, and you pay 2 gold to repair your equipment that would be worth 45,000 gold if you could sell it (or more to the point, lost it and had to re-buy it), and then you go about your life.
Death needs consequence. I do agree with your qualm about not wanting to run 1-20 over again - but that's easily solved. You "save" your game in some magical fashion (i dunno, you talked to the tree faerie, and she knows of your deeds, and if you die, can revive a piece of your soul, with a loss of 10% of the exp you've gained since the last level up - whatever). In EVE, this is settled with cloning, but it could just as easily be called "magic".
If you want this in a fantasy game, wait for darkfall.
~X
Re:No permadeath (Score:5, Insightful)
Re:No permadeath (Score:4, Interesting)
I then tried out World of Warcraft and I still have a running subscription. Two if you count the one for my wife.
I love Nethack, I've played it for over 2 decades, but it's a different sort of thing.
Re:No permadeath (Score:4, Insightful)
Death needs consequence if you want people to avoid dying.
I agree that the result of a world having no consequences to dying is absolute absurdity, however, most players seem to think that consequences to dying kills fun, and as long as the masses think that, no game will be as popular as wow without having carefree deaths.
Re:No permadeath (Score:5, Interesting)
I _love_ reality and space sims. This would make EVE Online a ideal match for me, no? But I am very slow to try it, and it is exact of these consequences. Problem is that I don't that much time for games, and even when I do several hours of WoW, my spouse gives me body signs that she would like to get me off that game and computer. And I have lot of other interests too.
So, it is not that EVE online would be bad and Wow would be perfect - it is all matters of point of view. But WoW is king of online games for just that - you can keep your gaming sessions short, it has huge investments in community stuff, usually friends are those people who introduce new players to the game. Almost 60% of the game is only playable when you are have good communications. It feels like fantasy chat with nice story with rich background (altought it feels sometimes plastered together, I like world design and style).
Anyway, even saying all this, I still would like to try EVE, but I still have to find someone giving me 10 days trial to check it out.
Re:No permadeath (Score:4, Informative)
No one who dies in WoW is unfazed by it. Dying sucks. Even if you take away the repair bill, it sucks.
You have to run your spirit back to your body and even though this only takes 5 minutes in the worst of circumstances...it still sucks. If you're raiding and you wipe, then you have to wait for 25 people to run back to their bodies and rebuff and reorganize themselves for another boss attempt.
The time penalty is significant...you're playing a game, even a single minute of "unfun" is punishment. But even more significant than the time cost is the ego-cost. Dying means that you failed and it stings.
Blizzard correctly determined that they didn't need harsh death penalties in WoW. Dying is its own penalty.
(I also play Nethack, and permadeath is an important part of the game. In the first Aliens vs. Predator FPS for the PC, the limited saves per level were also an important part of the game, and I'm disappointed that they eliminated that for the sequel. But WoW does NOT need a more severe death penalty.)
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The problem is that increasing the death penalty doesn't necessarily make a game more exciting. Since no one wants to loose months of effort, players simply compensate for the increased penalty by becomming much more risk-adverse. In a games like guild wars and WOW, most combat revolves around fair matches between relatively equal opponents. You might loose, but it's no big deal - you can just queue up for another match.
In Eve, fair combat is almost un
Re:No permadeath (Score:4, Interesting)
The thing is - it's the rush I'm after. All this stuff about pirates and camping stargates and whatnot is all true - for low security space. It makes people risk adverse - don't go there unless you have to; use scouts; use less traveled routes; don't go to Rancer, etc.
But the thing that gets me going in eve isn't low sec or piracy. It's 0.0 security, lawless space. You can't *be* risk adverse and live in 0.0 (and I have, almost consistently, for two years now). Yes, it is sometimes blob or be blobbed, but really, you have to fight to hold space, and you will take losses. In part, it's a war of attrition every day - make other people so "risk adverse" that they don't want to come bother you in your space. But, really for me, what gets my blood hot is going out in roaming gangs - and the further you get away from your space, the further you get behind enemy lines, the better.
In situations like that, when you're taking a 10 man gang out, and your fleet commander jumps everyone into a 20 man gate camp - that's a fucking rush. Yeah, you might lose your ship, and in fact some of you probably will. But if you're better skilled, better geared, and most importantly, have a better fleet commander, how fucking epic would it be to jump into 20 people with only 10 ships, and completely own them.
Yeah, it doesn't happen that often. But, let me tell you - when it does, it's like heroin. Once it's happened once, you spend the entire game trying to recapture that feeling. Sometimes it's frustrating, sometimes it's a bit boring, but... when you hit it again... what an adrenaline rush.
That's what I play for. I don't do non-consensual combat unless I am forced to, and only then as a military objective (securing a transportation route for POS fuel being the most common one). By going into 0.0 space, you are consenting to combat.
Live on the edge, man.
~W
Re:No permadeath (Score:5, Insightful)
OK, first off "it works in Counter-Strike" isn't a fair assessment. It's not a permadeath for a character that you've poured days/weeks/months of your life into.
it would prevent the game from getting stale - guess what? when your character dies you have to (*gasp*) PLAY THE SAME GAME OVER AGAIN! How is that NOT stale? In a permadeath situation you get to relevel in the same leveling spots, with the same quests, and grind the same bullshit you were grinding before.
solve the grind problem - do you even know what the "grind problem" is? Removing the grind is the only way to solve the grind problem. Permadeath is only going to cause characters to (*gasp*) grind to their original level AGAIN! That's just grind-tastic.
it works for Nethack - because Nethack is built around a game mechanic that makes it unique from World of Warcraft: the entire game is a random dungeon. World of Warcraft is a static world (aside from the expansion packs). If Nethack was the same dungeon, with the same monsters, the same story, the same items, the same skills, it would become very tedious to play.
it works for a variety of MUDs - people who play these MUDs are fucking psychotic.
it worked in almost all pencil-and-paper RPGs - because you didn't play the same campaign over and over and over again. If you did play the same campaign with different characters until you beat it, you a) missed the point of having multiple campaigns and b) have a serious OCD problem. Oh, and c) never experienced having your level 19 warlock die at the hands of a bastard GM.
Unless you change the core mechanics and introduce a random story generation algorithm, Permadeath would be the single most mind-numbingly annoying thing you could introduce into a modern game.
1984 called, they wanted to let you know that the gaming industry left you behind.
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One problem it would solve is the skew of "player age", that is, a bunch of capped level characters with the best gear they can possibly attain for their play style. In the "real world" the population
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not so grind-tastic.
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I think the clue to make it work is your "unless". Of course it would be boring in WOW, because WOW is a static game world where change is restricted to day & night, some quests and other extremely minor variations. Its no wonder it would be boring because the world never changes. If anything perma death would
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Random my ass (Score:2)
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Re:No permadeath (Score:5, Interesting)
What makes Nethack is not the randomly generated maps.
It's, on one hand, the fact that the whole world is random. Spell scrolls have different names for each spell in every game. Wands look different. Potions are of different colours.
On the other hand, and more importantly, the game is probably the most convoluted mass of hard-coded behaviour ever. Most items interact with a large portion of all other items in a meaningful manner. In fact, this sort of interaction is key in discovering what items actually do. Want to find out if an item's cursed? drop it on the floor and try to get your dog to voluntarily step on it (it's not cursed if he does). If it's not cursed, feel free to wear it and find out if it does anything unusual. Or zap a wand at the floor to see what it does. If the bugs on the floor stop moving, you're looking at a wand of death -- or perhaps just of sleep. If the bugs go away, it might be teleportation -- or invisibility! You also have to eat, or you'll starve. You'll mostly be eating stuff you kill, but you need to make sure it's both proper food (the gods don't like cannibalism, highly acidic monsters will give you a bad case of heartburn, and tripe rations are really meant for your pet. You might be able to stomach them, but odds are you'll puke, and be even hungrier) and fresh (food decays over time, and one of the first lessons I learnt is that zombies are, by definition, not fresh meat)
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As for the kinds of quests you do while levelling, it's really only as mindless as you want to make it. If you only look at them as "okay, I just kill X number of Y and collect Z number of
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That, and how Blizzard started testing new encounters in beta. I loved Dire Maul when it was release because very few people had any clue what was going to be in there. Flash forward to Outlands where spoilers abound before it was even released.
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Despite your arguments of freshness, the perma-death model of CS isn't in any way, shape, or form, applicable to WoW. You accept the death model because there was close to zero time investment in creating your character, and because death is not, in fact, permanent. It's only a 10 minute, or what have you, respawn timer until the next match begins. Elsewhere Diablo II's perma-death was discussed, and that is indeed much closer to WoW's scope, but even then I doubt it would really make sense.
In fact, part
Re:No permadeath (Score:5, Insightful)
Funny how you seem to know all the secrets to making a MMORPG "fun and interesting and genuinely massive", yet none of the companies that make these games can figure it out. When are you releasing your amazing new MMO so I can experience your great work?
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Re:No permadeath (Score:5, Interesting)
Re:No permadeath (Score:4, Insightful)
2: Who said it was a secret? City of Heroes was designed to be an amusement park. World of Warcraft was designed to be "warcrack." These were choices made by those companies, for justifiable fiscal reasons. The only possible thing that could keep either Blizzard or NCSoft or CCP from doing an immersive, player-driven PvE game is the likelihood of failure in trying something new.
you have no clue (Score:2)
If this were true WOW would never had been so popular. It is amazing popular because the parts of the game which usually are boring or a drag in others games are not so in WOW.
They could make it fun and interesting and genuinely massive, but
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level 80 (Score:5, Insightful)
i mean i hear all the time how easy 60-70 is, supposedly, but man it's a pain if you're a casual player like myself. 62 and i need 600k to level or whatever. i have lost my motivation to play much.
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If you can afford a 1-3 hour session the better route is to run the instances. I mostly do pickup groups which of course can be painful but still generally worth it. With rested XP you should get over 1000xp per standard kill.
I did 60-62 mostly through questing and it took me about the same time to lvl 62-66 mostly through instance runs.
Some of the Outlan
Re:level 80 (Score:5, Funny)
Re:losing interest (Score:5, Insightful)
However, it's the social aspect that makes it fun. It's the same idea as a family vacation; the importance is the shared experience. By insulating yourself from the social interactions in the game, you've essentially lost the real reason most people find the game to be fun.
In summary: the social aspect is what makes the game fun. The rest of the game is there merely to provide context for the social interactions.
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Re:level 80 (Score:5, Insightful)
But it is, as someone said, a social game. You really won't have much to do unless you make friends in the game (or you're a healer, which means everyone is your friend). It sounds hackneyed, but in WoW the journey is the reward, especially in co-operative play. You will meet a lot of assholes in WoW (especially on PvP servers), but you will meet a lot of really good people as well.
If you ask people what their best memory of WoW is, they won't usually say something like "When I finally got my ghosthacker helmet", but rather "Remember that time when Wilbert aggroed 3 rooms of monsters and we still didn't die".
You are playing the right way when you log on and immediately get loads of tells asking how you are and if you want to do something. I stopped because I didn't have time, but I still keep in contact with many of the friends I made in the game.
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Disclaimer: I'm not an MMORPG fan (Score:2, Insightful)
But how is this news? So it's getting closer to release... it was closer to release yesterday than it was the day before, too.
If it was an open alpha, that would be different. But nothing really changes, apart from increase hype from stories like this.
If you're in the closed alpha, I think there's a good chance you already know and hence this news article is old news. Hell, they're probably never going to see it, since they're probably playing it even now.
To those who AREN'T in the closed alpha thi
Re:Disclaimer: I'm not an MMORPG fan (Score:5, Insightful)
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Well, if it weren't for that pesky NDA, we could learn about the Death Knight rev. 1 or new lands or whether WotLK is teh roxxorz or teh suxxorz. But, alas, as we are all law-abiding citizens here on Slashdot (ahem), we must wait with 'bated breath.
(And yes, it is 'bated breath, not baited breath. I have abated my breathing, not eaten nightcrawlers.)
Re:Disclaimer: I'm not an MMORPG fan (Score:4, Funny)
1: No apostrophe is necessary if you use the old spelling. "Bated" is a perfectly cromulent word.
2: English does not now nor ever truly had one singular guide to spelling. As with word definition, spelling is fluid and will change with time.
3: Go ahead and use thine old spelling, for verily it must make ye quite gay, else thee wouldn't use such. But, prithee, take no insult when another uses such new spelling in textual intercourse with you.
4: Go ahead and say cromulent isn't a word. I dare you.
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2. I take it you never heard of this company? http://www.merriam-webster.com/ [merriam-webster.com]
3. It's not the old spelling, it is the correct spelling.
4. Just because the writers for the Simpsons decides to make up a word doesn't make it so.
5. Stop being a festizio
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Burning Crusade entered this Alpha phase July-August 2006, with open beta in October and launch in January 2007.
With WotLK hitting Friends and Family alpha in April, that would put closed beta at June or July, and assuming no major problems, launch in October or November 2008. This is the first time anyone can give anything than a wild guess on the WotLK release date. I'm not saying it's definitely Oct/Nov 2008,
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The 17 pound Catfish is a joke item. It's a gift given by fishermen to people they don't like very much because it's the smallest of the XX pound fish. Anyone showing it off is automatically branded as an idiot by anyone who knows better.
And yes, I've given away some of those to people I didn't like very much.
The Games section actually exists?! (Score:3, Insightful)
I'm glad to see Games stories like this making something of a comeback, but after checking the front page, a front page story on an alpha release of an MMORPG? Seriously?
I'd love to see stories like this limited to the Games section, but a front page story seems a bit much.
On an ontopic note, I wonder if this new expansion will get me interested in playing again. Probably not - I kind of ground myself out of MMORPGs. I've found that, if I'm forced to grind, I like portable games much better. I can grab the DS or PSP and grind for 10 minutes during lunch break or some downtime at home, but I can't manage the several hour commitment that an MMORPG requires.
I kind of wish some other company would do something interesting in the MMORPG space, but then I remember the Sony's "NGE" and the ever-so-innovative Square Enix "you can't pick your server" system and realize it's probably just as well Blizzard remains on top.
But even so, I'm still basically WoWed out, expansion or not.
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Cringe.. twitch...
Now I feel _dirty_.
What I want to know is ... (Score:5, Funny)
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Only Algy - and he's halfway to being a fun guy.
Cryptic raving to some - utterly horrible pun to others.
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Obligatory (Score:4, Funny)
Now that WotLK is in Alpha.. (Score:3, Funny)
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Time to sign up ... again (Score:2, Insightful)
Re:Time to sign up ... again (Score:5, Funny)
Yes, and if nothing else there will be a few crack whores around to help you through those cold winter nights.
Re:Time to sign up ... again (Score:5, Insightful)
Crack: $25 / hit lasting 10-15 minutes, and then you want another. Try holding a job when the urinalysis shows you a drug addict. Try caring about buying food when your entire body is twanging for the next hit. Try keeping a family when you steal and pawn your wife's wedding ring just for another dose. Do you have any friends? Do you know the expression "crack whore"?
Unless you turn tricks for $15 to pay for your Warcraft "addiction", you're not addicted. World of Warcraft is not just like Crack, and anybody who seriously claims it is should go and volunteer in a real rehab center for a full day. You don't have an addiction, you have a hobby. Learn some god-damned perspective, you molly-coddled children.
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Now let's all talk about why Retribution-spec'd Paladins are the best type of character! That should get things back to an uneven keel.
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I agree, my father has been on the wagon for 25 years and I've seen all sorts of addictions destroy people's lives. But seriously, computer game addiction is real and it is as dangerous as any other addiction, just it won't kill you over night (no sleep, bad diet maybe help kill you sooner).
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still averaging 12 hours a day of a mmorpg does not sound sane to me.
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Re:Time to sign up ... again (Score:5, Insightful)
You know being addicted to something doesn't mean you have to be a ragged homeless person wandering the streets looking for a a fix. There are millions of people who are addicted to alcohol/cigarettes/prescription drugs/gambling/etc who are highly functional. They have a job, an active social life, wife/husband, kids etc. But they can still be addicted to something. If anyone has a "childish" view of addiction it's you.
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Re:Time to sign up ... again (Score:5, Insightful)
YOU tell me there is no such thing as being ADDICTED to WoW...
WoW is might not be all it's crack(ed) up to be, but it's not excactly innocuous either. Especially for people with naturally addictive personalities...
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I mean, are you seriously contending that building model railways is not a hobby or that it is something more than an "entertaining waste of time"?
If it is not a hobby, then your definition of a hobby is quite different from what most people use it as.
In the end, passing time (and wind) is what life is about. The universe does not pass value judgments on the way you spend your life.
Your perception of reality is what determines whether you are liv
Lich? (Score:2)
inside joke (Score:2)
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Holy Light->Death coil
Devotion aura->Unholy aura
Divine shield->Death pact
Resurection->Animate dead
(WC3)
in WoW they'll be a dps/tank class like warriors only they only use 2-handed weapons and instead of stance changing they switch runes on their sword.
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From http://www.wowwiki.com/Death_Knight [wowwiki.com]:
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Logically the Scourge is its own faction, but I think the Horde/Alliance dichotomy is so hardwired into the WoW codebase, it'd be impossible to add a third faction.
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I think the biggest issue would be races. Create more? Reuse existing? Starting area/quests/etc. There would be a lot of work involved in creating an entire new faction. It's something you would want to do in an expansion or overhaul/sequel.
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You're obviously not familiar with the Tauren Marine [starcraft2.com]
(In case you're wondering, it was part of this year's April Fools)
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I'll be waiting in line to get my 0 day copy when it comes out.
I'm hoping they move this Arena crap to another Universe and just do what they do best - give us great PvE.
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