Honor system revamp and world PvP

Second batch of comments about the latest news on WoW's upcoming expansion. This time about the changes to the Honor system and some more details on the "world PvP" that should also have a decent role in the new zones.

The first concern is that with the Arena's rewards outclassing those coming from the Honor system, the role the latter will have in the game will have to be reconsidered. The impression I get is that Blizzard is trying to somewhat differentiate more the game on playstyles, in the sense that the Arena and Honor system will become two different, alternate paths that will become available in the hope of making everyone happy.

The "casual" player who ranted endlessly along these two years against that horrible Honor system will have it made more accessible, with the Honor points converted into cumulative currency (with the hope that they will also drop the "decay" over time) and where all the rewards are "eventually" reachable with enough persistence, while the "competitive" player will be contented with the Arena system that is going to work as a ladder based on "skill", so again as a direct answer to what the players have asked for so long.

Initially I was thinking that they were going to use the ladder and calibrated matchmaking system even for the BattleGrounds and the Honor system, but after delving in all those details I have examined about the Arena system, now I'm more sure that they are aiming to keep the two separated exactly to split those two playstyles:

- One about time invested (the revamped Honor system unified with the faction)
- The other giving the illusion of "skill" (the Arena/ladder system)

With the second more selective and where the better rewards will be. So the two paths will be still alternate and aimed at two different types of players, but they won't prefectly overlap since they are going to fit two different purposes.

See this lame graph I quickly made:

From the left to the right you have the progress and desirability of the reward, near the left there are the rewards more accessible but also weaker, while on the right you move toward the best ones, but also available to less and less players. Both "types" of players will be able to toy with both system but the very best rewards will be only for those at the top of the ladder in the Arenas.

I think Blizzard's goal in this case is about maintaining the status quo, where only a very small group has access to the best gear, while the large majority of the players sit at the bottom of the pyramid and have a very hard time to move up from there, but with the difference that this time the top of the pyramid will be based on a ladder system built around that ELO rating system. So not anymore rewarding those players who grind the BGs every day at an insane level.

From THIS perspective the changes are good. Because the insane timesink that was the Honor system will be replaced by another quite awful timesink, but that is at least viable. While the Arena system will be based on a weekly ranking system that will measure the PvP performance instead of directly the "time wasted". So in both cases the PvP will move away from that crazy incentive to never log out the game to not risk to drop in the ranks.

Our goal was not to create a system that involved a massive amount of time investment, it's counter to all of WoW's designer philosophy. We've never been focused on trying to be a time sink. Our PvP system in its current incarnation is very much like that, so what we've done is design a new PvP system that will go live with The Burning Crusade.

What is to still consider is that most people look at the Arena system as something widely accessible, while instead the truth is that it will become the higher-end of the PvP system, the most selective and hardcore.

With all these changes and the split between Honor system and Arena system I suspect that they'll streamline the first, that now is divided between faction rewards and Honor ranks. With the Honor points transformed into "currency" their purpose directly overlaps with the way the faction grinds work (both become grindy exponential progressions). The underlying mechanic is the same so it's possible that they will unify them into one.

The Honor points will become generic "currency", while the factions will offer an incentive to play in every BGs instead of grind points in just one:

The Honor System will be a system where you gain honor points a lot like you do today, but you then just use those honor points as a currency, effectively. That will include items that were previously earned through reputation. We'll kind of roll those into the Honor System, and it will also include a whole lot of new equipment for level 60 to 70 and beyond

There will be no more ranks in the honor system but those that have been participating will be able to keep anything they've earned to date including titles and equipment. The hope is also to encourage players to move between battlegrounds by having some equipment cost basic honor along with specific honor won in different locations.

Summary, with some guesswork:

- Honor points being converted into currency
- Ranks removed from the Honor system and migrated to the Arena/ladder system
- All current PvP rewards merged into one pool of items where each has a different cost
- Faction points being converted in BG-specific Honor points

So even if the items won't be anymore ranked and will be unified into one pool, they'll still be divided by BG, where to get one you have to spend some "generic" Honor points along with some "specific" Honor points you get from that BG. My guess is that the "specific Honor" is just going to be the new form of faction points (they said that they were going to revamp even the faction system, but no details yet), so with items requiring Honor + Faction points.

--
My opinion about the whole thing changed a lot while I was delving more and more details. Initially I was positively impressed, then disappointed when I figured out the way the Arena system was planned and finally went back to reconsider my critics after I placed every element in its place. I think that the plan they have is at least an improvement on the current situation. The Honor system was just stupid and it is being unified with the faction system, hopefully offering a better granularity for the rewards, instead of having to grind for months to just get a piece of armor. After all the juggling the system is more bearable. Still, it's kind of weak for a PvP system, because they aren't really tapping on what makes PvP fun in a virtual world.

But given the rules WoW currently has and pursues, overall the changes will work out better. So from a "functional" point of view they are okay. Then we can criticize the merit and the overall model used. For example I think the Arena system, will get EXTREMELY boring, redundant and repetitive. Since it will be highly competitive, after the initial popularity I believe most players will figure out they cannot compete and let the catasses to catass it. That's what happened already with the Honor system: most people don't bother.

What is important is to remember what the players really complained about. No, it's not because they all want purple items and they want them be easy to reach. It was just because outside the PvP grind and the raid endgame there wasn't much to do in the game. There weren't "worthwhile alternatives".

So it's important to look at all this from the correct perspective. Instead of insisting on the fact that even after all the changes the best items will still fall in the hands of a small minority, what is important is to figure out if the "endgame" that comes in the expansion will offer something that is "worthwhile" even for the casual player. That is fun, that is rewarding. Whatever. Something different from what the game offers now.

People are interested into things to look forward to. This is why we read the previews. Because there's some delusion about the current game and people are interested to know if in the expansion there is something for them.

In the case of the PvP we'll see three different models. The Arena system on top, highly selective, with the best rewards dedicated to the most competitive players, then the Honor+faction system, nudged back and sitting on the lower end, with the usual structure in BGs. And then the "world PvP", the one with "no reward" beside the fun you can get.

Sadly you can see how the last one is the one with the best potential, and still it's the one completely irrelevant from the "function" in the game. It's here that we enter in the merit of the problem. Essentially all these changes to the PvP system don't add or transform much. People already ignore the Honor system just because they cannot compete, the Arena system will be somewhat more fair and practicable since it will depends more on performance than time, but what we'll see will be just a slight shuffle of players. Some of the players who couldn't compete in Honor system will have the possibility to compete in the Arena system, and at the same time some players who could compete in the Honor system, won't have a chance in the Arenas.

Some players will move in, some out. My point is: for the great majority of the players things will remain unaltered.

The Arena system by definition will only interest (still seeing at things strictly from the functional perspective) a very small number of competitive players. So it won't change the life in the game of the masses, the "world PvP" still has no reward (so again put aside for now), so what is supposed to have the significant impact on the playerbase is the Honor system. Even if we have ALREADY that system active in the form of faction rewards. So where are the changes?

There are two. The first is the hope that the Honor system rewards will be also revamped, so that they will require less of a huge timesink. The progress from one faction level to the next is way too spaced out, and it's really a quite bad incentive since you see the reward too far away to look appealing. As we know these kinds of games are fun when the rewards are well-paced, frequent. If between an armor piece and its upgrade you are required to grind for three months full time then you can see how the system will still suck greatly. Here the problem is mostly about having to rely just on gear for the PvP rewards, so it's more a structural flaw in the concept of the game.

The second is that, even if the Arena system will "matter" for a small number of players, it should still serve perfectly the purpose of the "time waster". Without caring much about the loot to get at the end, the players could just like the cheap&quick fights in the Arenas. Even if you suck in the ladder system, it can still become a great way to kill time between an instance and the other, or group with a few guildies and have some quick, mindless fun. The idea of using very small teams and cross-faction matches is a great one because this will remove the queues and possibly have these arenas "always on".

After all the players already duel all the time outside of the capital cities. The Arena system will become for many just that kind of low-commitment environment. In a game so strongly focused on "progress" and "investment" this could be a minor detail. But I suspect that instead it's exactly because it will be so easily accessible that it could become truly popular and a phenomenon on its own. Again not because of the reward, but just because it's a kind of casual playstyle within a broader game. With the big guys fighting for the carrot, while everyone else fights for the low-commitment fun.

A place where to go to "chill out". Between a "serious" game session and the other. So the strength of the arena system will be in the fact that it actually LACKS a purpose. Instead of the big carrots at the end.

--
Let's recap. We'll have an Arena system with a double use. Where most of the players will go just to chill out and have some quick, mindless fun after an instance and the other, while a small minority will play it as an highly competitive environment, then we have the Honor system and the various BGs, which basically remains unaltered from what we have already in the game and where the players will farm points to get the loot. And finally we have the "world PvP".

For the fun and the glory. But with no rewards.

Here is where I have some ideas that go in the exact opposite direction of what Blizzard is trying to do. To begin with, I would instantly remove forever the Honor points outside the BGs, so that the game goes back to that model I loved.

Then I would convert the "PvP objectives" in each zone to fit in the system I was suggesting to replace the current one. Flag those PvP objectives as "hotspots" and then reward Honor points for each kill the closer it is to the Hotspot. So that the PvP action can actually converge on those points and achieve three major goals:

1- Discourage ganking (no points if the kill happens far away from a PvP objective)
2- Leave relatively alone those who don't want to be bothered (avoid the PvP hotspots)
3- Plug back the "roleplay" and "choice" into PvP (explained two links above)

Sadly this won't happen and we'll have to continue to deal with an half-assed implementation of world PvP. Exactly that part of the game with the most potential and that is instead the most deluding.

Some of the ideas they have about the mechanics and purposes are good. The point is that it's the overall scheme to suck.

We also want to get world PvP flowing again in WoW. A lot of players missed it, so every Outlands zone was designed with a major PvP objective in mind.

All of the zones in Burning Crusade will include objective PvP areas. One of those was in a lush green zone we had our first chance to get a look at today called Nagrand. Smack in the middle of the zone is a neutral town that can be captured for the Horde or Alliance. The owner of the town will have access to merchants that have items unavailable anywhere else along with some other bonuses.

More interestingly, the gameplay surrounding the zone will involve stations set up on the four bridge entrances into the town. For instance, if the Horde holds the town, the Alliance will be able to set up griffon towers that players can use to fly across the town (on a rail) and drop bombs onto the NPC guards and enemy players. Attackers will have to aim and blast what they can quickly because defenders can run across the bridge (without dying of course) and click on the towers to knock them down. Once the NPC guards have been killed the town can be captured in the same way that flags are captured in Battlefield games.

See, these idea about the specific gameplay sound quite fun, the problem is the context.

Sadly the world PvP directly overlaps with the purpose of the BGs and this situation could be solved only with a more radical approach. So let me dare:

1- Remove those fucking diminishing returns on the Honor points, they were retarded since the very beginning
2- On the PvP servers only give Honor points in world PvP, nothing in BGs

Then the Honor system can be kept separated. From a side we have the "faction" rewards that are specific for each BG. As per the official description above, each reward will have a cost divided into "generic points" and points gained in that specific BG.

On The PvE servers, you would gain Honor points BOTH from fighting in a BG and in the world PvP. While on a PvP server the "generic" Honor points would be gained exclusively in the world PvP, while you would get in the BG instance only those points that are specific.

This would have the positive result of making the world PvP much more viable and popular on the PvP servers, while the cross-server BGs will also prevent the population in the BGs to thin out.

At the end this step MUST be done. On the PvP servers or it's one or the other, you cannot support both. If there isn't a purpose in the world PvP, people will just ignore it. Because after the initial burst everyone will still pass the great majority of the time closed in an instance. And that's the death of the world PvP.

You need a reason to bring them out. The world PvP has the potential to be more fun, varied and compelling than just farming points endlessly in a BG. I think it's time to valorize this part of the game and also offer it a role.

Re: Honor system revamp and world PvP

As someone who has consistantly called for Blizzard to recitfy their lurch towards a minority demographic, I have to say I completely agree with your analysis of the changes just recently announced. The bizarre thing is that the crowing going on at the main forums seems to me to be completely misguided. PvP, as you say, will clearly be changed into a two-tier system to allow only the most hardcore of PvP'ers to reach raid level gear. I do obviously welcome the proposed changes to the existing honour system, but it seems self evident that Blizzard also intend a two-tier reward system, and for people like me raid-level gear remains a pipe dream. That said, I think the fact that the arena system supports same-faction battles is obviously a boon to those of us stuck with Alliance characters. But if the rewards for arena PvP are seen as unobtainable, and the honour PvP rewards are of the same time/reward ratio as the current faction rewards, then the whole thing has been for naught.

It is the raid changes, however, that have really depressed me. Many people on the boards are crowing in victory, proclaiming that Blizzard has finally listened to the 'casuals'. To me, they miss the point. A 25 man raid is as inaccessible to me as a 40 man raid ever was, because the problem was not an inability to gather up 40 people, but rather an intense dislike of the raider play style. Standing in a dungeon for hours listening to lowest-common denominator conversation just doesn't appeal, and the inevitable guild drama doesn't help either. Couple this with a pathalogical hatred for DKP systems - systems that only serve to accentuate the already huge loot advantage no-lifers get - and raiding just doesn't press my buttons. Blizzard may have compelling reasons for a 25 man raid cap, but I doubt drawing people like me into raiding is one of them.

What I want to see is a tiered set of 5 man or 10 man content that mirrors what currently exists for raiders, so that dungeon set A has to be found before dungeon B can be attempted, followed by dungeon C etc. I want the gear discrepancy to be lowered so that my occasioanl forays into PvP are not totally demoralising. I don't really care how much raid content they place into the game, so long as the gear raiders get from it does not completely eclipse what is available elsewhere. I'm still hoping this will be the case and praying that Blizzard does not see raiding as the natural and inevitable endgame for absolutely everyone.

Re: Honor system revamp and world PvP

I always liked the 15-20 person raids better. There was a better feeling of unity as roles could not be as simple as "spam shadowbolt till it drops". You could also figure out who wiped the group without trying to pick through a mile long combat log. MC and BWL were boring as hell but learning ZG took practice and was entertaining for the first few runs. I also enjoyed AQ20 because the bosses had that combat feel where it really mattered if you stopped doing what you were supposed to. I look at the fight in AQ with the bug that must be led around as a promising sign of what kinds of interesting encounters there might be in the BC.

Arena PvP has been something we've been hoping for ever since Blizzard put the Arena into Orgrimmar. I think that the game would have been so much better with uninstanced BGs and the Arena PvP to begin with. I might be biased though, I played during the Golden Age of PVP, where talent builds meant nothing and cities were raized to the ground just for existing. We need objectives to keep the War feeling and a scoreboard for the competitive PvPers. Battlegrounds are too arcade-like for a persistent world.

@NickMmC- It would be extremely difficult to make a tiered progression through 5 person dungeons while also includeing a raiding game. All it would take is one person in your group to be over equiped to trivialize the lower tier dungeons.

Edit: Woah I didn't see this part:
We will have a dungeon difficulty level setting. Party leaders for groups will have the ability to set the level with two different settings -- normal and hard. For example, a 60 to 62 dungeon on hard will turn into a level 70 dungeon with level 70 rewards in it. In a level 70 dungeon on hard, the enemies will be extremely dangerous but you will definitely be rewarded better for doing the harder difficulty mode.

This is going to add a lot of value to the content as time progresses. I liked how in the other interview they said the same technology could be used retroactively to enhance the older dungeons.

Re: Honor system revamp and world PvP

"It would be extremely difficult to make a tiered progression through 5 person dungeons while also includeing a raiding game. All it would take is one person in your group to be over equiped to trivialize the lower tier dungeons."

To me, that makes the same fundamental assumption that most people make, that I just don't. Namely, why should the raid gear be so much better that it would trivialise smaller dungeon content? If the answer is that without such incentive then no one would raid, then surely that is an indictment of raiding as a play style?

I don't see why small dungeon tiered content cannot sit side by side with similiar raid content, and provide similiar-ish rewards (with a small gap in the raiders favour, perhaps). If raiding is its own reward, if people love raiding then they will still raid, even with a reduced 'gear gap' incentive.

Re: Honor system revamp and world PvP

"If raiding is its own reward, if people love raiding then they will still raid, even with a reduced 'gear gap' incentive." Amen. This could be said in response to so many arguments against making "casual" gaming on par with raiding. If raiding sucks so bad that the rewards have to eclipse casual gaming rewards, then SOMETHING IS WRONG WITH RAIDING. duh

Re: Honor system revamp and world PvP

If casual gamers are so obsessed with being at the top of the food chain then they should be required to play at a level fitting that bracket. Going into BWL and killing Nef is supposed to be a huge challenge that requires 40 people to generally work as a well organized unit. The whole point of these raids is so that only a small small percent of players will get the greatest equipment. You don't deserve an epic mount if you can't put the gold together. Likewise you don't deserve epic equipment if you can't get a raid organized. If you don't enjoy raiding ( I don't really ) then you need to realize that you shouldn't expect to be a Max stated destroyer of worlds. The Warrior in top tier equipment who just killed you in PvP probably has tanked things that could also destroy you in one hit. The difference between you and him is that when you get a new weapon you /cheer and marvel at your new dps goodness and when the main tank of a Naxx guild gets a new weapon everyone rejoices because sometimes the increase in threat caused lets the raid take better advantage of its gear.

The reason raiders need gear that eclipses casuals is because the mobs they are fighting completely eclipse anything the casual will encounter. Theres no character development in WoW, how do you expect people to face increasingly difficult content not meant for mass consumption if they can't increase their stats to a level that puts them on par with raid mobs? The 25 man cap both allows casuals an attempt at new content while also controlling the rate at which new level 70s will obtain MC and BWL equipment. There has to be a gear difference in WoW because that's how the game was designed. Even if you had the Tier 2 set given to you your not going to be at the same level as someone who is willing to put in the time to get full enchants and not bitch about it.

Re: Honor system revamp and world PvP

There's a number of points in your post that I'd like to address. First, I really do appreciate that people enjoy the challenge of raiding. That's not in question. I would never want to change or interfere in that enjoyment, although you admit yourself that you don't particularly enjoy it. I get the sense from your post that you consider the existance of a gear "gradient" to be integral to your enjoyment of the game. You need to feel that the hours you put in to differentiate your characters gear must be rewarded. I understand that, to be honest, and I wish I had that option outside of raiding. But what you perhaps like to characterise as laziness is, in my case, a total unwillingness to participate in raiding because the bullshit you have to put up with pretty much ruins my gaming experience. I've raided, not extensively, but enough to know it's simply not for me. I also would like to say that the hours I put into my character are rewarded fairly. The difference between you and me is that I have a far lower tolerance threshold for putting up with raiding. Call it laziness if you like, but it is what it is.

Secondly, the "raiders need epic gear because of epic encounters argument" is, in my view, only a partial justification. The full truth of the matter is, players favouring one play style (raiding) not only get gear that lets them fulfill their playing style, but also dominate another (PvP). If you think this is fair, then you are saying that your play style is somehow more deserving than not only mine (solo/small group), but also people who favour PvP. I don't have much sympathy with that attitude, particularly when you consider that there are many players that put as much time in as raiders do. Why should the same time investment spent solo not yield the same rewards? I also think you conflate player preference with design-driven behaviour. They are not the same. People would flee raiding if there were alternatives and the game would not collapse.

"how do you expect people to face increasingly difficult content not meant for mass consumption if they can't increase their stats to a level that puts them on par with raid mobs?"

The point is that Blizzard design both ends of the stick, here. They control the gear and the mobs. There is no law of design or gaming that necessitates the gear gradient we see in WoW today. You can have epic encounters and smaller five mans that give out roughly equivalent gear. Why could Blizzard not design tiered 5 mans similiar to the current raid content? I have yet to hear a compelling argument against this, from a design standpoint.

At the end of the day, I believe the gear disparity is part of what players like yourself enjoy. That's fine, I can honestly understand that. We all like to differentiate our characters. I don't accept that raiding is somehow more deserving than other playstyles. It deserves no special place in the MMORPG pantheon.

Re: Honor system revamp and world PvP

You put a lot a words in my mouth and made a lot of generalizations. I'm not a player, I don't play WoW anymore (quit because of raiding), but yes I do believe there should be something called a power gap. The power gap represents the fact that a child cannot injure a full grown man and a trained UFC fighter will beat the life out someone who has only ever gotten into bar fights. There should be a noticable gap between someone who has run UBRS in PUGs 20 times and the Guild Master who has run UBRS 100 times in beta, 150 times in retail, cleared MC every seven day for a year, cleared MC,BWL and ZG every week for months straight and now makes Naxx attempts while all the while trying to coordinate 60 bickering players who all want their Deathstrikers or some other specific item in an old raid instance. Someone who has done all that and continues to do so is on the level of High Overlord Saurfang, not an Orgimmar grunt. Some people are well into the 200 day play time range. If you have been PvPing that long and only PvPing then yes you should definitly have gear on that level, but if your only coming in on weekends to do AB 3 times, tough luck. It's unrealistic from a lore and gameplay perspective that we can all be happy little players at the same skill and power levels.

When I did play WoW I had 3-4 pieces of Tier 1 and the rest were blues, greens and low rank pvp gear. My gear never gave me an unfair advantage in combat as I rested somewhere between a MC raider and a casual in terms of stats. In PvP my experience was that I could fight and win when I worked as a group or got the drop. Sure I got one shot by warriors weilding Ashkandis and AQ gear but it's not like I didn't have a chance. I had just as much fun watching people in their tier 2 die slowly and helplessly as I would imagine they would killing me in one shot. I just made sure they were still going to die after I did. Where you see gear disparity I see gear diversity. The problem is, until the Xpac comes out and the deluge of new 5 mans give us something to do there will be a gap in the progression of the game. Theres lots of games, if it's bugging you so much go try something else for a few months. I would suggest Shadow of The Collusus since it's my favorite game recently. No gear except some secret stuff that you can only get after clearing.

Getting back to the main topic I think that if the changes to the honor system make it easier to get top tier equipment it would be for the better but I don't think someone standing in a queue all day is any more or less deserving then someone running in circles for dreamfoil for 5 hours before raiding another 6. Raiding contributes to the economy and to the community in ways that have no substitute in PvP. Hopefully by adding more outdoor PvP objectives the game can find a balance that lets people enjoy PvP while exploring and questing that will also contribute to interaction more interesting then "2 @ LM capping". It's a multiplayer game right? Players should be rewarded for not being antisocial.

Re: Honor system revamp and world PvP

I went to all the bother of registering for this discussion :)

I think we're actually not in total disagreement, here, and I apologise if I put words in your mouth. Reading back I guess I did. I do fully agree that time investment should be rewarded with gear differentiation. That's never been the issue. The issue is that the game requires this time investment to be of a certain form - raiding, or even worse, the PVP grind. I'd just like a third avenue for people like me who refuse to raid or grind PvP. The faction rewards, you must admit, are small beer. But perhaps like you say the introduction of more five mans will even this out.

I partake in discussions like these because I enjoy the debate, not because I need to vent. I still play WoW, and my whole time playing is certainly not spent in an angry rage. I just enjoy the discussion, and have an interest in MMORPGs not just as a gamer but also from a slightly academic bent. I already have Shadow of the Colossus, by the way. As a gaming experience it's almost diametrically opposed to anything WoW offers, but there are similarities. Do you remember the first time you took a griffon ride in WoW? I felt a similar sense of wonder at this massive, beautiful (if admittedly static) world the developers had created, similiar to what I felt upon galoping round SOTC on my horse.

Just to touch on this point - "It's unrealistic from a lore and gameplay perspective that we can all be happy little players at the same skill and power levels".

I don't believe that's axiomatic, frankly. It's the same as the 1-60 levelling curve. Some players will reach 60 far quicker than others, but sooner or later everyone will. I don't believe that hurts the game. The same could be said of gear/content. Raiding could guarantee a quicker return, but to forever lock out people that don't favour that play style is a mistake. I actually think this whole mess would not be such a problem if Blizzard had been a little quicker out of the blocks with the expansion. It's clear that as development proceeded they began holding back content that would have become irrelevant once the expansion was released. This, coupled with the late arrival of a lot of raid content that was no doubt intended for release, caused the 5/40 man imbalance we see today.

A couple of final points I shall attempt to make without putting words in your mouth! "Raiding contributes to the economy and to the community in ways that have no substitute in PvP"

I'd actually contend that this isn't really true. The raiding community pretty much contributes nothing to how I play the game. I'm largely ignorant of guild progress on my server, I use absolutely nothing, buy nothing that raid players put on the AH. I think the raiding community is more insulated than you imagine. Obviously there is the stuff that Blizzard has hard-coded into the game (gates of AQ opening up field quests, for example), but again that's design-driven behaviour and not a natural outcome of there being a raiding community. There's the economic effects of sought-after items on the AH, but again that's absolutely ancilliary to my game playing experience and could just as easily be replicated if Blizzard suddently decided that a bunch of particular pots were needed for PVP. I exist in almost perfect isolation from raiders, in other words.

"It's a multiplayer game right? Players should be rewarded for not being antisocial".

I think this is an important point. Social behaviour should be rewarded, but antisocial behaviour (not what I'd call it, but I'll get to that) should not be punished, either. Many people have talked about the feeling of "being alone, together" in response to the question "why play an MMORPG when you want to solo?". It's because the feeling of being surrounded by people going about their business brings worth to the experience. I might prefer soloing/small grouping, but I prefer doing it in a world that has real people in it.

Think about this. WoW has 6.5 million or so subscribers. It has literally increased the MMORPG market in the West by a massive margin, 5 or 6 times what it was before. Why is this? Obviously there's lots of good reasons - it's a far more polished affair than anything that came before, for one. But I think the most important is that it is accessible. My girlfriend plays WoW. Her boss plays WoW. My boss plays WoW, as does his wife. None of these people are by any stretch "gamers". This game has excelled because it breaks the model of previous games. Hardcore content is not a mainstream business winner. The more playstyles WoW supports, the better it does.

This has got rather far from the original PvP discussion, hasn't it? :)

Re: Honor system revamp and world PvP

Thanks for your further comments Nick, I just wanted to let you know that someone is reading and appreciated what you had to say :^). An example to support your thoughts about soloing: I enjoy working on a quest by myself, but find it even more enjoyable to do so in an environment where I can stop and ask another player about parts of the quest (just like you might stop and ask for directions at the gas station IRL), read active dialogue (in character and out of character, both) and pipe in from time to time, and cooperate with other players as the need/desire strikes me, rather than being forced to even if all I feel like at that moment is to jump in to the game world for a few minutes for my own entertainment. Soloing is not so much a separate play style than one of many possible ways to approach content.

Re: Honor system revamp and world PvP

Only if Sherlock Holmes had a global chat channel. Imagine:

/say Who done it?

Although, Sherlock Holmes never had to solve a case a few thousand other people had already solved... I can't imagine a life without such thrills.

--
Hard to say solitary play is so great when WoW's design hardly supports cooperative play. With the quest reward being granted only after you run off to the NPC with the lit question mark above their head, what's the reasoning behind staying for a stranger to get their last few raptor claws? When the goal is getting to the next level sticking around to kill a couple extra completely harmless lionesses is the antithesis of efficacy! YOUR MISSION IS TO MAKE THE GRIND AS SHORT AS POSSIBLE SOLDIER!! Go go go go go go

Re: Honor system revamp and world PvP

Ketzup, I appreciate the humor and the point of your post, but I'd like to clarify that I was not speaking specifically about the implementation of solo play in WoW, nor was I promoting all forms of interactivity that are currently employed by players. So, as clever and true as your comments are, I don't think the criticisms invalidate my point about the enjoyment that can be derived from soloing in multiplayer environments : there is value in soloing in a game where social interaction is possible.

Comment viewing options

Select your preferred way to display the comments and click "Save settings" to activate your changes.