Blizzard To Sell Level 90 WoW Characters For $60 253
An anonymous reader writes "After their online store accidentally spilled the beans last week, Blizzard has now confirmed plans to let players pay $60 to boost one of their World of Warcraft characters to level 90, the current cap. At Blizzcon a few months ago, the company unveiled the game's next expansion, Warlords of Draenor, currently in development. When it comes out, they're giving every player a free boost to 90 in order to get to the new content immediately. They say this was the impetus for making it a purchasable option. 'It's tremendously awkward to tell someone that you should buy two copies of the expansion just to get a second 90. That's odd. So we knew at that point we were going to have to offer it as a separate service.' Why $60? They don't want to 'devalue the accomplishment of leveling.' Lead encounter designer Ion Hazzikostas said, '[L]eveling is something that takes dozens if not over 100 hours in many cases and people have put serious time and effort into that, and we don't want to diminish that.'"
On one hand, I can appreciate that people who just want to get to endgame content may find it more efficient to spend a few bucks than to put a hundred hours into leveling a new character. On the other hand, I can't help but laugh at the idea that Blizzard will probably get a ton of people paying them to not play their game.
Next Service from Blizzard (Score:5, Funny)
Pay an additional $50 for the new Starcraft III game and you can tell your friends you have completed the game without even playing it once.
Value (Score:3)
[L]eveling is something that takes dozens if not over 100 hours in many cases and people have put serious time and effort into that, and we don't want to diminish that.
I don't know anybody who values 100s of hours of their time at $60. They might not want to diminish that effort, but they have a poor way of showing it. If I played WoW, I'd be insulted.
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I find this sort of good. I have a problem where I like playing games with my friends(WoW was previously in there) but I don't play NEARLY enough. I might play 2-3 hours a week. So, it would take forever to get the point where I could play the game with friends. At the time, WoW considered to get fun and more playable at level 60. But getting to level 60 takes a long time. I would give someone some money so I could play with friends and get some more entertainment out of it without having to invest a
Re:Value (Score:5, Interesting)
Guild Wars 2 solved this issue beautifully I felt.
When you enter a zone your hp, damage etc gets scaled to the level of the area. Only down-scaled however so you cannot just jump to high level areas immediately.
This DOES mean that your friends at higher levels can play with you though,which a bunch of my friends did. Worked great.
Sadly the game didnt really 'last' for us for a variety of other reasons.
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Guild Wars 2 is is still a fantastic game, and they constantly bring out new content, all voice acted, very nice.
WvW is still fun..
You just have to totally forget about the "gear-treadmill" mindset.
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"Mentoring" and "sidekicks" have been implemented in many games. It's been requested countless times for WoW. It's a good idea that they seem resistant too.
The nature and design of these games naturally creates limits on who can play with who. Instead of coming up with an interesting and potentially fun solution to the problem (as the other 2 systems create), Blizzard has only implemented the Recruit-A-Friend system that helps reduce the time a little for the new player, but forces one friend to invest a
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surely since day one you could buy a level 90 character from somebody else on the open market. so there were people who did nothing but make new accounts and level them up, then flip them for cash (probably a lot more than $60!). i remember reading that in chinese prisons they had everybody playing WoW for the benjamins.
if this move devalues anything, it devalues the market for max characters.
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It does devalue the market for max level characters, but that was a black market anyway. In theory, bought characters (if discovered) could get the account banned.
However, I think it's been a long time since you had people power-leveling characters to max to flip them for cash was common. My understanding was that in more recent years, it's been far more common for people to try to steal ("hack") the accounts, and then try to sell those compromised accounts.
When accounts were (or are) not compromised, usi
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One way is to spend some thought and create content that can be played on numerous levels and with group OR solo play.
Absolutely true! Mentoring and Sidekicks aren't the only option. Some games have also created "mercenaries" that allow you to play dungeon content with NPCs that act as your party. Though, the problem with that is that you are still playing a massively multi-player game solo, which kind of seems pointless (given there are better single player games).
I'm still a fan of mentoring though. They could have created a "Legacy Dungeon" mode (with some incentive) for higher level characters that would mix them
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Do you know how much a leveled up character would go for?
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Could you list your reasons for why GW2 didn't last please? As a game developer & designer I would be most interested in your perspective! TIA.
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I'm not the OP, but I'll give you my reasons for why GW2 didn't work for me.
1. Gameplay was too dissimilar to GW1. I felt like I had been taken in a bait and switch.
2. Poor/no character customization. Every character was exactly like every other character of their class and weapon. MMO replayability requires diverse gameplay options, and social games require character uniqueness. GW had little of the first and none of the second.
3. Bad and inflexible control layout. This was my breaking point. What
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1. I didn't have this issue, mostly due to complete unfamiliarity with GW1. This was more a failure of marketing/differentiation than game design.
2. I'm not sure what you mean by this. Yes, if two characters equip the same weapons they'll have the same weapon skills, but that only sets half of the bar. The remaining 5 skills can be set at will.
3. Not being able to reorder weapon skills was an odd choice. It didn't bother me, but I can empathize.
4.
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To help clarify:
2. The first four skills, those defined by your weapon, defined your role. The last four skills were utility skills; seldom used, usually on long cooldowns, and generally not important to the character's role. They also took forever to unlock. I don't think I ever unlocked the last one, so most of my characters only had 5-6 skills to use, with little choice.
5. I played GW2 casually for a year, splitting my attention between 5 different characters. My highest level character got to leve
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I did my storyline as far as I could. I completed every heart and every exploration point for every zone up to where my storyline was. (So, the first two zones for each race. I think my 26th level mage got to the third zone but didn't complete everything.) I did dynamic events when they happened near me, but I didn't go out of my way for them. I even tried crafting. With all of that, I was still underleveled for my storyline missions and could not handle PvE in the next zone.
My only choice to level wa
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1. Yeah, that's marketing. I miss some aspects of GW1 (like the dual profession system and more flexible skill system), but like some aspects of GW2, mostly technical (mostly non-instanced, the z-axis, the event system, the crafting system, unlocking weapon skills as you use the weapon, etc.)
2. Also don't forget traits, which further customize your character. But he's right that your character won't be
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Note: I am a currently GW2 player and like the game. Hoping to put some context around the above's comments for people who haven't played the game.
1) The game play did majorly switch between GW1 and GW2. They reimplemented the class system, created a whole new skill system and a bunch of other things. Some of this were a disappointment to me as well, as they removed the "Monk" class and you no longer had the ability to have a Main and Secondary class for each character. Beyond that though, I found the
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In Age of Conan, you start earning Offline Levelling points at a certain point, you get 1 every 4 days or so. You can use those to level up any character already over 30, 1 level per point. This ensures that you have at
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Re:Value (Score:5, Insightful)
and this is why these freemium models are ruining gaming. Logging in and finding that the idiot in your guild that can't even figure out how to work the chat window properly suddenly, over-night, out-leveled the entire guild and now is wielding a vorpal blade, makes wanting to actually play the game and achieve all those things glaringly pointless.
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You're missing the point. Players play MMOs for four main reasons: Achievement, Exploration, Competition, and Socialization. You play because you enjoy the game -- you're an explorer or socializer, or if you enjoy PvP you're a competitor. Some people play to get a sense of achievement. They want to vanquish a monster or loot a dungeon or solve a puzzle, and they want badges and items that show their accomplishment. Skill doesn't necessarily have anything to do with it; they're not trying to increase t
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I can't speak to WoW; I've never played it. I'm just referring to the classic Bartle theory of MMO game design: Achievers, Explorers, Killers and Socializers.
You make it sound as if there is little social interaction in WoW. Other MMOs have a lot. In some MMOs there are entire zones dedicated to social interaction with no combat possible. (TSW has a nightclub/bar, CoH had a rave, etc.)
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In an ideal situation, all of those modes would not be progressively linked (in that you must level to the maximum level before being able to raid, etc), but designers are still trapped by the rigid progression structure of character level that is imposed on anything considered an RPG.
Bingo. I would like the game to allow me to try and fail, not read "You must be this high to go on this ride" when I try. So what if I'm only leveled to 20? So what if I'm evaporated? Can I take the opponent or not? That is the only question. If I can, I should be allowed and I should reap the reward and open up any further story thread it leads to even if I have to wait to successfully accomplish anything in it.
Oh, an one of my biggest beefs, I want to see collateral damage, not magical "won't hu
Re:Value (Score:5, Informative)
$60 is a value likely chosen to be high enough to pad Blizzard's pockets, and discourage truly casual purchase(which would mean that Blizzard basically wasted their time with the lower-level content, and now has to scrounge up enough 'epic level' new content to satisfy everybody, not just the powergamers); but also chosen to be ruinously low for any non-Blizzard seller who has to work, rather than just twiddle numbers on the server, to provide the product.
It isn't my game; but my understanding is that people generally loath the famer-for-profit guys, so they may be delighted to see Blizzard blow them out of the water with economics, rather than comparatively feeble attempts at banning.
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flip side: never played WoW, and I have no interest in trying because so many people have been doing it for so long that I'm pretty sure I would flounder about for a year getting killed all the time and called nooby nooby noob noob. This new way I could pay $60 and at least get my foot in the door. Much more tempting.
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Blizzard has been pursuing this course ever since they released bind on account gear in WotLK which increased the rate at which you gain experience as well as make the gear have stats that scale with level. They've been making leveling easier and less time consuming. I would say that after a new expansion pack comes out players will reach the new level cap within 3 days to 3 weeks. That's just one expansion pack. The cost of this service is 4 months subscription. I would say that the casual player could lev
Arg Pandas (Score:2, Insightful)
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Once upon a time WoW was worthy of the gaming geek... now it's watered down drivel complete with kung-fu pandas... who even plays this any more?
7.8 million [joystiq.com] people.
The kung-fu pandas joke is old.
Re:Arg Pandas (Score:4, Funny)
No, but its name was very apt when you know German. "Mist" literally translates to "Rubbish".
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Either describes very well and in a very graphic way how I felt about it.
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I don't see what your love life has to do with any of this? Oh wait, were you that guy I saw in the Deeprun Tram?
Ew.
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EverQuest 3 lyfe, yo.
(No True Scotsman)
Re:Arg Pandas (Score:5, Funny)
Could it be because they pandered to that audience?
Disclaimer: I played from beta up until last year. Pandas, really???
Wut? (Score:4, Informative)
When it comes out, they're giving every player a free boost to 90 in order to get to the new content immediately. (...) They don't want to 'devalue the accomplishment of leveling.'
So... buy WoW, create lvl 1 character, buy expansion, instant level 90? Sounds to me like you don't have to accomplish much...
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If you play game to "accomplish" something, you might want to reevaluate reasons why you pay to play the game to fake-accomplish stuff.
If you are instant L90 you have ... freedom.
Want to go to sightsee zone X? You can.
Want to try dungeon Y? You can.
Want to do quest Z? Sure, go ahead.
Want to...
There is so much you can do besides watching stupid pointless number to go up. Maybe you can try that sometimes.
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So... why does that number exist in the first place?
Just remove levels and be done with the whole thing.
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Some players enjoy leveling, others do not.
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There you go, there's the sense of accomplishment, exactly what the parent tries to play down.
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Do you mean that killing thousands of rats is an accomplishment?
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So... buy WoW, create lvl 1 character, buy expansion, instant level 90? Sounds to me like you don't have to accomplish much...
If the game is any good, those level 90 players won't survive without skills anyway.
I don't play this game, so I can't really say if it's any good or not, but as a general rule, if the level does not equate to actual skills, then it's not a very useful measure (except perhaps of time or money spent).
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Leveling was the best part of the game for me. Once I hit max level I rerolled, the adventure stops at max level for me. Of course now they got everybody phased into zones, you can't even complete quests anymore because nobody groups. There's always a huge line waiting for the quest-giver. I wouldn't mind playing again if I could have my wide-open, empty space back again. =p
Better yet, add bots and make a solo, single-player version of WoW available. I'd definitely buy it if it worked in Wine.
Re:Wut? (Score:5, Interesting)
This. I love the first few levels of WoW where I don't have to interact with anyone. I think the art style is great, I enjoy the lore, the feeling of just wandering about exploring things is a whole bunch of fun.
Then I get to a point where it's time to go in an instance with other people, and I hate it, and quit.
Been round this loop three times now since vanilla. I know how it's going to go, but every few years I get the urge to go and do it again...
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You describe it like a Zelda game. this is more appealing. I don't want to deal with other fuckers; my life is full of them already.
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Why not fire up your own private WoW server and play on your own or with a few mates? Most of the solo stuff works pretty well on them.
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Can't imagine many will see the point (Score:3)
I played World of Warcraft on and off for a few years. I was a pretty hardcore player from the launch of Burning Crusade through to near the end of Lich King and came back casual for a while for late Cataclysm and early Pandaria. I know the game pretty well and have friends who still play it.
So I can say with confidence that you would be absolutely mad to pay for a boost up to level 90 with prices like that (and if you are a new player, mad to pay at all).
There are two types of people now who might be starting out at level 1; new (or returning-after-a-gap-of-years) players starting their first characters, or veterans levelling an "alt" (a secondary - or indeed tertiary or beyond - character).
If you are a new player, then going through the level-up process is important and you should not skip it. First of all, this is where you learn how to play your character. Most end-game content involves group-play and if you have a brand new player at the level cap staring at a hotbar full of unfamiliar abilities, it will be a long time before you are actually competent enough to play alongside others. The level-up process, during which you are introduced to abilities one or two at a time, takes you at least part of the way along that learning curve for your character. It also exposes you to a lot of the game's lore, if that's your bag (I always found WoW's lore a bit boring and juvenile, but some people like it).
And if you're a veteran player, then there are lots and lots of things you can do to accelerate the level-up process for an alt without handing over real-money. I levelled up three alts while never taking them out of "rested" state (meaning they were getting double xp from kills). Heirlooms allow you to boost the rate of xp gain even faster, to the point where 1-80, by the launch of Pandaria, was just stupidly fast. I doubt even a brand new character takes over 100 hours of game time (or indeed, anything like it). Alts certainly take much less.
So yeah, I can't imagine Blizzard would have too many takers for this. Or at least, I hope they won't.
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I would not pay to level up an alt... but if I were to start on a new server? I actually might.
Starting out on a new server, even with heirlooms you still end up sometimes strapped for cash.
Boosting up to 90 so you have a 'money-runner' so to speak might be worth it.
Personally I've leveled up probably 30 characters since I started playing shortly after launch in EU.. I find it enjoyable compared to a lot of other time-wasters. Sometimes I just want to mindlessly derp around after a long day of figuring shit
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A largely overlooked factor (though I agree with your general comment - and for myself, I will at most see it as a way to maybe rapid-level an alt with the free one when I buy the upgrade just to try some new class out) is that they realized that without the levelling people would have no idea what a class's spells do.
So they are saying boosted characters would go through a kind of special starting zone and get a bunch of quests designed to teach them the character in a kind of crash-course way - much like
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Seriously, it's nothing like 100-hours game time to get a character to max level and it's much less if it's not your first character. There are a few factors that affect how long it will take (if you do marathon play sessions it will take longer than if you play in bursts with rested state), but I'd estimate no more than 60 for a first character, as of Mists of Pandaria. And a good chunk of that will be on the final 5 levels, which (last time I checked) hadn't yet been accelerated in the same way as the pre
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In any game, I never like it when people get more powerful than me, simply because they pay more. It's a game, not real life!
Games are no longer primarily about friendly competition between players. It's now a source of income for the developers, so much in fact that the competition (which once was the whole point of games - even in the pre-digital era) has been sacrificed to generate more income.
Re:Can't imagine many will see the point (Score:5, Informative)
Pay-to-win isn't - quite - what's on offer here. Blizzard haven't yet gone that far.
If you've played WoW for any time, you'll know that the game only really "begins" once you hit the level cap. Certainly, there isn't much point in comparing yourself to other players until you hit the maximum level. What Blizzard are selling here is the opportunity to skip the extended tutorial/storyline hybrid that comes before the game starts in earnest.
Genuine pay-to-win would be the sale of any kind of advantage, be it gear, increased access to instances (such as a waiver on weekly lock-outs) or any kind of character power-boost or income-boost once at the level cap. So far, Blizzard have not gone in that direction (though many other MMOs do). I think Blizzard still understand that would be a step too far for the player-base they've built up and would likely kill their cash-cow. MMOs that do use that model tend to have relatively short lifespans, while WoW is still going strong after the better part of a decade on the basis of a subscription model.
In fact, the pure subscription-model is by no means as dead as many people seem to think. There was a real worry, after the disaster of the initial Old Republic launch, that the model was no longer viable in a world of free-to-play-pay-to-win. But the re-launch of Final Fantasy XIV late last year was extremely successful (and remains successful several months after launch) on the basis of a subscription model with no microtransactions at all.
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Thanks for the info. I can't give you any mod points though! Maybe someone else can.
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If you've played WoW for any time, you'll know that the game only really "begins" once you hit the level cap.
The most interesting aspect of MMORPG gaming is interacting with other players and attempting to influence the direction of the game by conversing with the game designers. That can occur at any level.
Genuine pay-to-win would be the sale of any kind of advantage, be it gear, increased access to instances (such as a waiver on weekly lock-outs) or any kind of character power-boost or income-boost once at the level cap.
In WoW, the power of a character increases with the time spent playing the game. The power comes primarily through leveling to the cap and once at the cap it's from getting better gear. If you're able to start at the cap, then all the time that would have been spent leveling can be spent getting better gear, fo
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That may be true of WoW now but in Vanilla and even to some extent in TBC the leveling game was much stronger. I knew very few people that didn't have a half dozen alts at various levels. TBC started to erode the leveling game by funneling all characters through the same set of zones. In Vanilla there was always a variety of zones you could play in at any particular level. So many people would play alts to see other content and see how a different class could handle the same challenges. The elimination of t
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Yes, WoW has evolved substantially since its launch. To all intents and purposes, Burning Crusade was "WoW2", Lich King was "WoW3" and so on. The game changes more through expansions (and even through some of the larger patches) than... say... Call of Duty changes between entire games.
Before WoW, levelling up was almost the whole point of MMOs and end-game content was something only a small proportion of players ever saw. In Final Fantasy XI or Everquest, many players still wouldn't have reached the level c
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I played WOW from vanilla to cataclysm (I played the most during tbc and wotlk) but did not play MOP, from my perspective the most fun of the game was to meet people while levelling, grouping together and then having that develop in a friendship and/or starting a guild and so on.
When I left nobody grouped for anything during levelling due to the content being way too easy, x-realm dungeons removed any sort of incentive to behave (in the "old days" if you were a ninja or you ruined a party your reputation on
Boost price vs expansion price (Score:3)
It's tremendously awkward to tell someone that you should buy two copies of the expansion just to get a second 90.
A bit of searching shows that in the past WoW expansions were introduced at $40, so why wouldn't a player opt to buy the expansion twice rather than buying the level upgrade for a second character?
Note that the pricing for this expansion hasn't been published yet, but I doubt they're going to price it at $60, since people expect a full game for that price.
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Because you need to pay for the Base Game, Plus all expansions, and the new expansion. Now they've discounted the old expansions, but in total base game, plus xpac's to MoP + the new Xpac, will probably be close to $60, or possibly more.
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Because buying it twice is useless unless you also pay for a character transfer - actually TWO. Wow-insider calculated that getting a second boost from buying the expansion twice would work out to around 140 dollars in all.
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That's not actually true anymore. With the release of MoP all past expansions got folded into Vanilla so buying a base account gets you everything up to the end of Wrath - a single extra purchase gets you the current MoP features.
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Bingo. You can't apply the same expansion to your account twice.
Wrong incentives (Score:2, Insightful)
Unfortunately this means that Blizzard will benefit from making the leveling content as boring as possible. I always considered that the fun part of the game, the rest is just a repetitive cycle of running the same dungeons over and over.
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Why would blizzard change the leveling content ? It's been the way it is for 10 years, it got some revamps with cataclysm and been left alone again ever since.
Altering the comprehensive leveling content (which includes all the past expansions) now would cost them a fortune in development time for literally zero gain.
If anything the biggest change that could reduce the quality of leveling content is to speed up XP gain so people level through zones much faster and this has already been done for all pre-cata
Devalue WHAT???? (Score:2, Insightful)
'Why $60? They don't want to 'devalue the accomplishment of leveling.'
Could also be regarded by many of us as...
"Why $60? $60 for every new character pushed to 90 (which will take probably less than 1/2/3s CPU time from WoW Servers) is sweet."
Every day I am more amazed of the new ways to take money from people for things that are virtually worthless. Like calling a script to change level to 90, change attributes and award skill points / gold / whatever.
BTW: I dont think most people nowadays really enjoy gri
Pay good money to get there, but be bad at it? (Score:2, Insightful)
Paying to skip the whole boring leveling process is going to be a wet dream for a lot of impatient wannabes. But from my experience with MMOs based on leveling skills, you pretty much need to go through the leveling process to get to know the class, limitations, effective playstyles, rotations, and so on. Starting at max level is going to mean that you know nothing about the character class, so you will be a waste of a group/raid slot.
Cue lfg messages where the caller asks for members who have not bought th
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Not so much, actually.
Most people leveling do it alone or maybe in a small group. No need to think about 90% of the abilities a class has while doing that because the leveling content needs to be tuned to people who are novices. Most people don't want - despite playing an MMO - to be forced to play with other people in a group at all times in order to level, so you can't touch this leveling content.
Most people leveling don't even set foot in a dungeon in WoW. A dungeon being fundamentally different than wor
Ohhhh boy, it's gonna be Death Knights all over! (Score:5, Interesting)
Dear WoW players. Do you remember when the DKs came to be? And how everyone was moaning how, by definition, everyone who had no idea what to do seemed to play a DK?
The reason was simply that DKs started out at level 55. These people did not, like everyone else, start out small with a handful of skills, then get a few new ones every couple levels, with plenty of time to get to know them and get comfortable with them. No, they got everything dumped on their head at once with almost no time to find out what to do and how to play because, well, how would they?
Remember those raids in BRD (for the non-players, that's the first place where those DKs would get to play with the other kids in earnest) were a bit like, as a well known person put it, "a toddler driving a Leopard II tank with a faulty differential lock into a bicycle race of bi-polars"? They had no, zero, zilch, idea how to play their character.
And now, kids, it's like that all over again. Only much, much WORSE. Remember those moans you breathed whenever someone acted like he had no idea what to do, the comment "fuck, did you buy your char on EBay?" in chat? What used to be mostly unlikely will now be very likely: Someone dropped some coin to get a char they have no idea how to play with.
The group finder just got much, much more fun. To watch. Certainly not to play.
This is already happening. (Score:2, Insightful)
Anyone using group finder would tell you that this is already the current situation. Since your time, raids akin to LK BRD have been nerfed to the point where the gameplay resembles Dance Dance Revolution. Where thinking of others is punished. Where strictly adhering to a constantly changing theorycraft published for you by some grognards in Kansas is the only way to play up to snuff. Where teamwork is so unnecessary that it is nearly impossible to Leroy a group (even the healer has to be incredibly off
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I think they should give it as an option only to players who have reached at least 70 or something. That way you get through almost all of the "learn your character stuff" before jumping into LFR under-geared and retarded.
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But ... but ... why should I buy the level 90, then? I wanna raid, I wanna have epics, I wanna be imba, I FUCKIN WANNA! I'm entitled to be in your group because I paid 60 bucks for it! Now go, peons, and drag my sorry carcass through the raid and by definition I get to get every item because I NEED it!
Just watch out for new YouTube videos that will create heaps of amusement. For the people watching, at least.
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driving a Leopard II tank with a faulty differential lock into a bicycle race of bi-polars
That actually sounds really awesome... Um, maybe I've had too much WoT...
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And what good did it do? Seriously, tell me, what good did it do? Having a different class at max tells you jack about the new class you just picked up.
I predict a LOT of dds-gone-tank (since, hey, tanks get front row seats in GF, I'll be a tank now!) who think aggro management is the idiot boss they have to deal with at work.
Lifecycle of a MMORPG (Score:4, Interesting)
Not max level (Score:2)
This won't kick in until the expansion comes out, so it won't be to max level. You'll still need to level it through the expansion. So there will be some learning involved still.
Hopefully the expansion leveling takes a bit of time. I was up to 90 after just two zones in MoP and skipped most of the rest of the zones.
My question is, can a new account do this right away or do you need to get at least one character to 90 the hard way first?
$60 for 100s of hours? (Score:2)
Right. So two hours of my time pays for 100 hours of leveling?
Re: (Score:2)
It's funny until you realize (Score:2)
The problem with the VAST level-spread is that, even with millions of players, low levels in WoW are a lonely wasteland most of the time for new players.
While I tend to solo-play in MMOs fairly often, I occasionally get a hankering for some group-based ass-kickery. So, if I wanted to play with my friends, I could either invest however many hours essentially soloing a character to catch up, or I could drop $60 and have rough equivalency. They'll still probably outclass me as they have a better handle on th
Ugly trend (Score:2)
There has to be a level playing field. Payouts for advancement are a slippery slope. Battlefield 4 has premium double XP days as well as all the additional perks and upgrades they get. Nothing turns away fans more then seeing some guy twinked with "free market" loot.
Masters Of the Carrot and the Stick (Score:2)
Now they've crossed the Rubicon and will allow you to buy levels, as long as you buy the expansion. It's a good way to increase
Level 100 is the cap (Score:3)
On live, level 90 is the cap. The for-sale 90s are intended to be brought to the new expansion, which goes up to level 100. Since all the content is at level cap, this move makes some sense. The summary should at least mention that level 100 will be the cap when these things are for sale. Pretending that "the game is the experience of leveling, after which you have won" can be forgiven, but leaving out the actual level cap? Shenanigans.
Re:Levelling not the point? (Score:4, Interesting)
The real problem then is all the interesting content is end-game.
Guild Wars 2 has an interesting take on it - your level is scaled down to the area you're in, and because of this players who've progressed past an area somehow can still go back and enjoy the content. You even get experience/drops that are useful to you.
You can't really do that in WoW, you'll insta-kill everything and get nothing for it.
Re: (Score:2)
This is partially true. At first, the game is about leveling up. Once you've finished leveling up the game is about getting the best gear for your toon. After you get the best gear, the game is about grinding something out for your buddies or leveling & gearing alts until the next expansion is released. Once the next expansion is re
Re: (Score:2)
Why is being addicted to a game shameful?
Re: Levelling not the point? (Score:5, Funny)
I dunno, I kind of like it. I have 11 level 90's, but I'm not addicted.
I could give it up any time. Seriously.
No, really.
Re: (Score:2)
Nope, you're right.
You level, you then get a half-decent amount of gear, and then you do your daily chores and stand around in the en vogue city waiting for something to do.
I have daily chores already, I don't need digital daily chores.
Re:WoW Ruined PC Gaming (Score:4, Insightful)
Perhaps a better way to look at it is: UO made huge news when it broke 200k (final peak was a bit more) geeks with accounts; EQ upped that to 500k (final peak was a bit more) geeks/fantasy rpgers with accounts; WoW opened up MMO's to anyone that wanted to play, not just the geeks/rpgers/hardcore gamers... and hit what12 million? I'd suggest that instead of blaming WoW for the bad things they merely imported from their predecessors (and FYI: it was much, much, much worse in EQ, if you don't already know that first hand), you might give them a little credit for making it so that all games have a vastly larger MMO player base now days.
Don't get me wrong, i enjoyed WoW for the couple years i played larger because of a few friends playing, and because i'd come off a 6 year stint in EQ. It was nice and slow and overall somewhat entertaining. EQ (if you didn't play it) on the other hand, felt like a 17 hour a day job, with a root canal appointment during lunchtime, crammed into 3-4 hours of playtime (by the end of my playing days of it). UO, well... it's summed up with just one word: griefers.
Each of those three had it's merits, and each it's detractors, but you have to see them as the stepping stones of the industry and realize that each was designed to take time to play; that was how the companies made money. The richness of content is somewhat subjective though. If they didn't have enough content, they wouldn't have had people continue to pay to play them (see SWTOR), and while they were filled with bugs and bad juju that sometimes popped up, they had enough merits that people tolerated the few issues (see Age of Conan and Vanguard).
For the issue at hand, i think the one line pretty well sums it up:
I can't help but laugh at the idea that Blizzard will probably get a ton of people paying them to not play their game.
Re: (Score:2)
I don't really have a problem with F2P games, or I didn't anyway. I just didn't play them because I believe all F2P games will eventually transform into pay to win even if they are not in their original incarnation. Its just to easy to go down that path. But when I started having games retroactively turned into F2P that is when things looked bad. Its not just MMOs, think of TF2. Luckily I was never into that game to start with and I only owned it because it came with another game I did buy, but I did not li
Re: (Score:3)
Vendetta Online has a system of license levels which unlocks content, but combat success is 90% skill and 10% equipment (after the first couple of levels which probably take an experienced player less than an hour). Smart use of low level ships/weapons in the hands of a skilled player will kill a relative noob with top-notch gear every time.
What I'm trying to say: levels aren't really the problem, making "level" the most important determiner of success is the problem.
Re: (Score:2)
SWG before all the game changing patches had this. UO also was a levelless design. Eve Online also doesn't have levels, instead skills limit what you can or can't do with newbies being able to participate in useful ways within the first week.
If you transfer the advantage of power to equipment rather than inherent levels all you've done is moved the problem. This is visible in WoW where once at max character level it all becomes about gear iLevel.
This is a problem because some people want a game that is more