Category: Dailies


I make no apology for the fact this post contains complaints. So… off we go…

As anyone who keeps an eye on the amount of WoW subscriptions will have seen, subs have dropped by 3 million this quarter. That’s with the new xpac only 6 months old or so. We often see doomsayers claiming that this or that game will be the WoW killer, but really, as other more sensible people have stated, WoW itself is the only thing that will kill it.

There was some mystery concerning the release of WoD, which was so much later than we’d been given to expect. Internal problems? Most likely. We’ll never know. But my personal feeling is that WoD was in a way written off from the start; it wasn’t what it was initially supposed to be. Some inner fraughtness within Blizzard affected its development and release – not least that the zone Fahralon (Netherstorm in Outland), is no longer a part of the xpac, which originally it was mentioned as being. There are rumours the next xpac might be as close as an Xmas release. Let’s brush the whole thing under the carpet… perhaps?

I have my own thoughts about the dip in subs so early in an expansion. First of all, (the anti-flying people will rise up and rant at this), the continued no flying is a big annoyance for a large percentage of players. Yes, we *got* the whole ‘experiencing the new world from a worm’s eye view’, and yes, most of us agreed with that, and saw the point of it – for our mains. But I’ve levelled 15 characters to 100. I have two accounts – full of Alliance and Horde on one realm – and by now, dear god, I’m sick of fighting every boring mob from point A to point B. Are hard to get to treasures even important any more? Sheesh. That is surely the only reason not to have flying. I was never a massive fan of Archaeology, as I found it fiddly and frustrating, but now… forget it. Without flying, having to ride round cliffs, and other insurmountable surfaces, while fighting off mobs who are low level and pointless, made any desire to level Archaeology fade to nil.

Also, I bought store mounts and ground (grinded?) for years for mounts in game – that fly. Most look ridiculous and too huge lumbering about on the floor. Plus, one of the most prestigious mounts in WoD is the one that drops from the world boss Rukhmar, which is a flying mount… er, for what point? The new ground mounts we’ve been given are for the most part dull, and all the variations of them are simply recolours. But Blizzard are stubborn. They won’t give in over flying. So the money we might have spent, and the long hours of grinding we might have put in, are worthless – except for any alts we might still be levelling through previous expansions. Not good enough.

I think I speak for many to say that yes – with a new expansion make it non-flying for our first time through the content, but after that – we’ve seen it, done it, let us fly again.

Flying aside, the lack of engaging content at top level was misjudged. I love my garrisons, on every alt, but I can simply log on of an evening and spend nearly all my playing time in the garrisons attending to maintenance. That’s ok, but… We were told that Blizzard wanted more people out in the world. This hasn’t happened. They could have done more with each of the garrison outposts in the various zones. After getting them, they have no point. They could have though, couldn’t they? At the very least, we could have got faction rep from dailies there…. something. We have NO faction dailies now. How many people have even bothered to level the faction reps to exalted apart from the Arrokoa, who we get some follower missions for? I’m guessing… few. The ones we can advance via the Trading Post, for Alliance and Horde, are more of a numbing grind than any before. I just can’t be bothered with each kill in Shattrath or Everbloom granting only 5 rep. Really? Even the Emperor rep in MoP, which was acknowledged as dreadful, wasn’t as bad.

Another thing is what’s happening with guilds and raiding. At the end of MoP, Blizzard introduced flex raiding, which was great for guilds like ours – mainly family and friends – who are of varying skill and experience. SoO was great for us, and we looked forward to the same in WoD. Those of us with a bit more skill could still have fun, but without the crushing experience of endless wipes. Highmaul delivered on this, but then the difficulty curve with BRF caused many guilds of our type to falter. Normal BRF is not flex as we were introduced to it in MoP, which we were told WoD Normal raiding would be. Because we have a limited amount of players, this affects us greatly. We’ve now got the situation where our more competent players are fed up and hiving off – not from our guild, (as we are still a group of good friends), but into the premade group finder, in order to progress in Normal BRF, or Heroic, as is their level. This obviously affects our usual team detrimentally. Others have simply stopped raiding altogether because of frustration. Flex was introduced for guilds like ours, but BRF is too punishing for many. So what happened to that gradated raid difficulty level? I’ve said it before – numerous times – but will say it again. Most raid teams of the ordinary calibre of guild are of varying skill level. We can’t field a constant team of cutting edge experts. Who does Blizzard get to test the raids on the Alphas and Betas of xpacs? Hardcore raiders? It seems that way. Heroic and Mythic are for the younger players who have lots of time they can devote to raiding, and that’s fine. WoW is supposed to be a game for all, the biggest and most successful of MMOs, so what happened to their accommodation for the more mature players? After 10 years, surely, a lot of players are what can be termed mature, with responsibilities and commitments outside the game that prevent rabid raiding at top level of skill. Normal raiding should be a step up from LFR in that tactics and knowledge/experience are vital, but not a guild killer. It should be tuned that the occasional brace of numpties will not mean failure for weeks.

It seems to me that Blizzard’s agenda is to try and herd all players into LFR except the elite minority, who can finish Heroic and Mythic levels of raiding. The way things are going with our guild – but for a very new, potential alliance with another guild on a different server – we’ll have to take our members into LFR if we want to raid. That’s not good. Don’t get me wrong. I love LFR for my alts, but for my mains, two of them, (healer and dps), I want proper raiding. Our guild has existed since Classic WoW. We started raiding in TBC and have kept going since then, with dips and highs, as any guild of our type experiences, but we’ve never had to abandon Normal standard raiding before. I do acknowledge that when players go into LFR, they are then less patient with ‘proper’ raiding, which requires learning, strategy and skill. LFR is a boon, but also a curse. At the very least, it breeds impatience in players, who are no longer willing to spend weeks working on a particular boss.

Another setback I’ve noticed with my army of alts is heroic dungeons. OK, everyone in my guild, (and its sister Horde guild), has got their mains, and often their second main character, through the beginning of the legendary ring quests. Now, if I want success, I have to PUG to move onwards. Dungeons that are risibly easy in PUGs are not so with guild groups, because PUGs get an advantage with the built in buff. Consequently, most guildies now elect to PUG with alts rather than do the dungeons with friends. And that’s good, how? Why should guild groups be penalised by a higher difficulty level? It seems Blizzard discourages guild mates to play together.

I’m not saying Heroic dungeons should be made easier, but when players are faced with the option of an easy run with a PUG or a potential 2 hour stint with a guild group, (happened to me several times), what are they going to opt for? Most of our players are mature people with limited time to play. It’s a no brainer for them to opt for the PUG.

All of these things are bad for guilds that might be termed casual, but which are in fact the majority. And because they’re the majority, when their members get frustrated and bored, off they go. Hence the sub dip. Blizzard has a reputation for its massive pendulum swings within the game. They always go for extremes, rather than look for what succeeds and what needs tweaking in a small way – such as dailies.

I keep an eye on the forums and have seen a lot of extremely good ideas that players have suggested in order to make end game more interesting, long-lasting and engaging, but I also know Blizzard – if they even see these posts – will take no notice. These ideas aren’t radical, or even seem expensive to implement, just ways to extend longevity within the game. It amazes me that some guild mates and I can have a chat about the state of the game and come up with tons of ideas for tweakings, yet the developers don’t even see at the start how their ideas don’t actually work too well. It’s like they don’t think things through, or maybe don’t have the time to.

I guess, ultimately, we’d all like the perfect game, and that will be different for everyone, but there are certain things that are desirable by the majority of players. These things can’t be that hard for Blizzard to accomplish.

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In my last post I talked about how we’d lost some people from the guild recently and how dailies were the salient reason behind some of those departures. Now another guildie (and raider) has confessed he feels the same, that he just can’t face the grind of dailies, and that for him the experience of random groups in dungeons and LFR aren’t salutary, so he doesn’t want to stomach those to get his precious Valor Points capped every week. So we have another person taking a break, hoping to find his enthusiasm again if he puts a bit of distance between himself and the game.

This post, while unapologetically lengthy, isn’t simply a QQ moan. I’m genuinely concerned about the game I love, and I hope Blizzard is aware of certain problems abounding at the moment. I’ll be surprised if they’re not. I know that in some ways what follows here might seem a contradiction of what I said a few posts ago about adapting, adopting and surviving, but recent events have just got me thinking.

On Friday night, I was chatting with another guild leader I’ve known for a few years, while we waited for a Galleon fight to start. He told me he’d suffered a lot of departures from his guild, and I know that for a time his had been a very large guild, if not one of the biggest on our realm. Like our guild had some time ago, he’d seen some of his raiders hive off impatiently, because they wanted to be more ‘hardcore’ – and to form a guild for that purpose. I wonder, in the face of how things currently are in the game, how long that new guild will last. From what I’ve seen of others founded on the same notion, their survival rate isn’t high, because there is little sense of guild loyalty, and perhaps not much of friendship. Hungry raid guilds, put together in haste, often implode, and quite quickly.

But that aside, my GL friend has also found that the majority of people who are still with his guild just want to be casual or social players, and their raiding itch is scratched by LFR. He can’t field a 10 or 25 man team any more for Normal raiding, so he too is making use of LFR. All the friends with whom he’d formed his guild have left the game. He said to me, in bewilderment, (and even in typed conversation I could ‘hear’ that sentiment), ‘why is this happening? Why are people going?’ I told him that I think, (and I might or might not be right), it isn’t so much the entire player base is bleeding away, but rather that the game is changing. Guilds, I’m sad to say, aren’t as vital as they used to be for people to get the most out of the game. Normal raiding (never mind Heroic) isn’t as vital either. Some of us still like more of a challenge, but many prefer a less stressful mode of raiding. Perhaps the drama you get in guilds associated with Normal (or Heroic) raiding has also contributed to people choosing not to involve themselves in it. People can now dip into LFR and see all the end game content, and get nice rewards. They don’t have to plan ahead. They don’t have to turn up at exact times for so many hours. If they need to leave for any reason, they can just quit the raid. They won’t be letting anyone down, because others are ready in the queue to step in. They don’t end up stuck on progress bosses for weeks, when tempers and patience fray, and friendships are stretched by the tension. They don’t even have to talk to the people they team with. I don’t blame them for it really. I see why it’s an attractive alternative, especially for people with limited time to play and prepare. But that doesn’t mean I’m comfortable with the overall implications for the game. Neither are others, and that’s one of the reasons why they are either taking breaks or quitting for other games. I suspect the more casual players are pretty happy with the way things are; they have more freedom and choices than they’ve ever had. And the reality is that there are far more casual players than any other kind.

I was saddened to hear the things my friend told me, but on the other hand slightly relieved, because even though I read about others guilds’ trials and tribulations on forums, when you hear it from someone you know, it somehow makes it more real, and you realise you’re not alone with these dilemmas.

It seems to me that Blizzard is experimenting with MoP, either with an eye towards their next game, or else future expansions of WoW. Theirs has been a juggling act for the past few years, trying to satisfy their wide and disparate player base, where you have extremes of player competence, commitment, and preferences. With around 10 million customers, all with different expectations and requirements from a virtual world, it’s impossible for Blizzard to please everybody. As a company, they have no choice but to do what they must to be successful, to survive. No business would think any other way. And that must mean pleasing the majority of customers. But I don’t think Blizzard deserves to be demonised, as some players seem inclined to do to them. I believe they want to try and please as many people as possible, and to do that, they have to try different things out. I think this has led Mists of Pandaria to be the best of WoW expansions, but in some ways one of the worst as well. I can’t remember players being driven off to this extent before, relatively early in an expansion’s life. MoP has got more things for players to do in it than any previous expansion. And it’s not even a year old.

And to me this is the most important thing. People are fed up after only 7 months or so. They are having breaks or leaving. As far as I can recall, even in Cata people weren’t feeling this way only 7 months into the expansion.

It goes without saying the reputation grinds and the dailies to earn Valor Points are one of the major reasons players are losing interest. I’m probably one of the few people who isn’t hugely bothered about these aspects of the game, mainly because I have an army of alts and I was quite organised on my main character to make things easier for them later on. I dip into rep grinds when I feel the urge, and leave it for weeks now, if that urge doesn’t come. I also enjoy parts of the game some of our guild raiders don’t like particularly, such as the pet battles, and hunting for rare mounts and pets. I’m happy to do things like slaughter dinosaurs on the Isle of Giants to gather bones to buy a raptor mount, while other guildies would just be bored to death with that, and don’t have the same interests (some might say obsessions) as me. WoW, to me, is my respite after working for the day. I’m quite happy just to potter about if something more challenging isn’t going on.

However, I do think Blizzard could have made the dailies less of a chore for people. We know the gating of certain factions, and patterns and recipes for professions, never mind epic gear, being locked away behind those factions, was a cause of major frustration for an awful lot of players. Blizzard themselves have admitted the dailies could have been organised better. When the Isle of Thunder dailies came out, I really enjoyed them. A lot of them were fun rather than boring; they were certainly more entertaining than the previous slew of dailies we’d had. But… As the Isle has opened up while the storyline progresses, the dailies have become harder. Now, they involve elite mini-bosses to kill, and they are very difficult for some classes to do alone, so you have to hope other players are around when you’re doing them. If players are required (or encouraged) to do these endless repetitive tasks, at least let them be painless and fun… like the first Island quests were. The fact that the dailies now involve some quite punishing mobs to kill means it’s difficult to take newly-minted 90s over to the island in starter 90 gear. And even now, with the Island being relatively new, you can’t guarantee others will need to fight the mobs you want, so you either have to hang around waiting, hoping someone else will turn up, or hope another guildie wants to do their dailies at the same time of day you do. If, in fact, you can find a guildie still prepared to do them. The Island dailies came too late to prevent some of our players leaving the game, and even though the new content seemed at first like a great rescue act, now it too has become rather an onerous slog. It’s a pity newly-90 alts can’t confine themselves to doing the less difficult quests we started off with over there. But now, everyone is steered towards the harder section, whether they’re geared for it or not. Many people I know in the game now just won’t do those quests on their mains. And of course they have no desire whatsoever to do them on their lesser-geared alts.

So that’s one reason why people are becoming disenchanted.

For raiders, I believe the other main reason is the difficulty of the Normal raids. I can’t speak for Heroic raiders; perhaps they are happy with the way things or, if they are dissatisfied, it’s because they always want things to be even more difficult than they are. But for a lot of Normal raiding guilds, they have run into progression walls, amplified by the fact they’ve lost raiders because of the dailies problem. If we’d been able to take our best team to every run, we’d have been fine. But as it stands, some of our best raiders are now gone, and those who remain are constrained by family and work commitments to a large degree. It often feels like we’re banging our heads against a wall. If other guilds are in the same position, and I know a lot of them are, is it any wonder some just give up or resign themselves to LFR? If we lose a few more people, we won’t be able to raid either. Quite honestly, we struggle to get a 5 man dungeon group going some nights, and not because there are too few people online. Guildies just don’t seem that keen on doing them anymore. We get Valor Points to buy better gear for our characters, but when we’re stuck in the middle of Heart of Fear, hampered only by the fact we can’t get 10 good players together for a run, there’s little incentive to improve that gear.

I’ve not seen the game in this state all the time I’ve been playing. It’s my virtual other home, and I love its landscapes and peoples, its histories and its lore. It has inspired me, and even comforted me when real life has been hard. Therefore, I’m worried about the way things are going. I want to rise up and meet the challenge, if such a challenge exists, as I’ve said in a previous post, but the population leakage over the past month has been quite noticeable. It seems to me that all it would take to fix things is some quite tiny tweaks. Some aspects of the Isle of Thunder revolutionised the concept of the daily grind, but then it became the same old grind again. I see the idea behind making the quests progressively more difficult, and if they had comprised a one off quest line, that would have worked admirably, as in the excellent solo scenarios on the island, but they are not good as daily quests. No one really wants to do tons of dailies, so if we have to, to gain access to other things we do want, why continue to make them such a chore?

It’s occurred to me as I’ve been editing this post that I’ve done more moaning about WoW recently than praising, but that really is because I think Azeroth is a wonderful creation and I care about it. I care about my characters, because I’ve had these virtual friends for eight years or so. I’ve seen them grow and evolve. I care about my guild and my friends, and I don’t want to see more of them go, these people I’ve seen every week for years. I know for many of them the friendships they’ve made in the game are now probably more important than the game itself, so it says a lot when they feel they can’t play anymore, that they’re only turning up online to chat to people, which they might as well just do on Facebook or similar. That, to me, is not only sad but scary. It’s like the Old Guard of WoW is being forced out; a different, utterly casual, generation of players is taking over. These players might not be guilded, and might not care about committing to progression in the game; both of these being aspects that were once the backbone of WoW, if not every MMO out there.

Times are changing, and while I appreciate that this has to happen in order for the game not only to survive but move on, I don’t think it should be at the expense of losing all the players who sustained the game and enabled its growth. But then, we don’t know what Blizzard might yet have up its sleeve, and maybe some new content is around the corner that will change things again, and that will entice players back. I really hope so.

Some time ago, I wrote a post concerning community in WoW and its rather execrable state. All sensible players bemoan the fact that behaviour from others is often disgusting, and many bloggers have been musing about how it could be improved, myself among them. But what I saw tonight made me feel positive about the WoW community for the first time in years.

Blizzard’s decision to allow the powerful rare mobs on the new Isle of Thunder to be taggable by faction, and thereafter available for fisticuffs to any player of that faction, is a marvellous one. Tonight, a few of us in the guild decided to do some group work on the Isle. We’d hunt rare mobs, help each other out with a few quests requiring more than one person and so on. First thing we noticed was how many players were around and not only that… they were talking. We didn’t have to greet the sight of dozens of other players of our faction with a despairing sigh, thinking ‘oh well, there goes my chance at the rare’. Because everyone could join in on the event and get loot from it, there was no need for anyone to be unpleasant or selfish. While we waited for spawns we could… mingle. Unheard of, I know. I chatted to a few people about the new mounts they were on, and about various aspects of the area. I really applaud this new feature and think it should have been instituted well over a year ago, like when Rift appeared with this feature at launch. GW2 took it further. Albeit that game does not have factions, but even so, *any* mob in that game works like the rares do on Isle of Thunder. There is no competition whatsoever for quest mobs. You can casually work with any player who’s around without even having to team with them to share mobs. You can also heal each other without teaming. Admittedly, more of the mobs in GW2 require this type of co-operation because they are not pushovers, but I really think Blizzard should go further than they have and implement similar in WoW. Also, let’s do the same with resource nodes while we’re at it. If you harvest a node of any type in GW2, it disappears for you for a while, but not for other players. How is this not a great thing? Reasons for players to be mean to each other are swept away entirely and if there’s one thing WoW needs it’s those reasons to be swept away.

Another thing occurred to me as we were messing around on the island tonight. If a server has a population imbalance in respect of factions, the lower populated faction will be disappointed and frustrated by the new area, simply because the more numerous faction will control all the tagging on rares, and even if they don’t, if a player hasn’t got a lot of friends around to help with the mobs, they won’t survive, so the larger faction will simply take over once they’re dead. It’s really going out on a limb to suggest this in respect of WoW, I know, given how deeply the faction rivalry is embedded in the game, but I did think about how it wouldn’t hurt for the rares to be taggable by *anyone* who’s there, irrespective of faction, such as we find in Rift.

WoW really needs something to improve its community spirit, and what’s happening now is a small step towards that. Perhaps Blizzard is experimenting and observing the results and will take it further if it appears to work well. I really hope so. All I know is that I had a fun night with far fewer reasons to get angry and annoyed at other players. I spoke to people I didn’t know in a way I never do. The opposite faction was a minor annoyance, since we outnumbered them so much, (must have been crappy for them, though), and some of them did try to get their sport by messing up our fights if they could. But if there’s only 2 or 3 of them against a couple of dozen of us, even if they tag a rare it’s not going to be tagged for long. That’s why I think the faction aspect should be approached differently, but that would be game-changing in the extreme. The lore of WoW, and its (virtual) thousands of years of politics would be challenged, to put it mildly, if Horde and Alliance became more co-operative with each other. I’d quite like it, but a lot wouldn’t. I have noticed though that for one of the dailies in the Court of Bones you are asked to free captives of either faction: those poor sods in cages. That’s another little inch towards what I’m talking about, isn’t it?

We also visited the Isle of Giants tonight, the new Jurassic Park of WoW. Love all the massive dinosaurs and tamed myself a couple on my Hunter. Pity they shrink like socks in the wash once you’ve tame them, but never mind. My only complaint is that the flying pterrorwings aren’t tameable. They look amazing and do turn up as temporary, secondary combat pets when your Hunter uses the Dire Beast skill. So why they’re not tameable I don’t know. The new dino non-combat pets were virtually spilling from the corpses of the dinomancer Trolls too. We all came away from the place with a nice haul of goodies, not least the dinosaur bones you have to collect to buy the white raptor mount there. I expect the drop rate for the mini pets will take a bashing very soon, so get them while you can. Best to go with at least one friend though, because all the mobs on the island are level 90-91 elites and pack a hefty punch. The immense Primal Devilsaurs do a lot of AOE damage, so it’s advisable to go with a fairly organised group if you want to take those on, including a tank and a healer. You don’t have to fight these big ones, and can avoid them, but one reason you might want to fight them is that they drop a lot more bones, and as you will need 9999 of them to get the mount, that’s as good a reason as any. There’s also a rare mob to be found on the boat that’s moored off the island. The boat has a big Devilsaur on the lower deck and an awful lot of dinomancer Trolls all through it before you even reach the rare. They respawn quickly too, and caused us inconvenience while we were fighting the Big Bad. Fun fight though, and this island is certainly worth a visit for Friday night fun.

For those not yet initiated into the mysteries of this island, it’s found off Kun Lai Summit, north of Zouchin Village. You can’t fly all the way there, and have to watch out for fatigue setting in once you’re unceremoniously thrown off your mount and dumped in the ocean, but it’s not too difficult to reach dry land before the fatigue kills you. If you have the Anglers’ Water Strider mount even better, or of course Death Knights can use their Path of Frost for themselves and team members to travel over water quickly.

I really love the new zones, and am looking forward to more of the Isle of Thunder opening up as time goes on. I especially love the Saurok quest area where you become a Saurok for the duration, along the lines of how we became Nagas in Vash’jir in Cataclysm. Only this transformation happens every day for your quests. And it’s not just one appearance either. You can have the big lizard ruff, or one of the metal masks they sometimes wear, or a fairly regular lizard face minus ruff or mask. There might be others, but so far have just noticed these three. The Saurok can leap miles and I mean really leap miles. Be careful when pressing the space bar to jump; you never know where you might end up. But they’re very agile so take no damage when falling off that mountain you just landed on. I defy anyone not to want these saurians as a playable race after doing these dailies. Try out some of the emotes on them; it’s great fun. They can’t dance, which we found really funny. If you type /dance, they stand up straight and look sort of stunned, as if they can’t bear the humiliation of dancing. But they can do quite a few of the emotes, such as /cower and /flex, both of which are hilarious. As I’ve written a story in which the Saurok make a kind of appearance, though somewhat changed and not called Saurok, (as it’s not a WoW story), I was delighted to find these quests. Just have a soft spot for the race and am really pleased they’re included in this way for players now.

So, 10/10 for the Isle of Thunder. I really look forward to going there and doing my dailies as and when I can. And it’s not often you’ll hear me saying that about dailies!

Glorious suns have started to burst through the sky all over Pandaria. Suddenly, my heart is lighter, my mood well… sunnier. The end of the faction grind is in sight.

For what has seemed like years, but in fact is less than two months, I’ve been dragging myself through various sets of dailies, and have ranted about the downsides of it in fair detail on this blog. Now, all the ends seem to be coming together at once. What were maverick trains, apparently careening in all directions at different speeds, have somehow come together. I finished Klaxxi two nights ago, finished Shado Pan tonight quite unexpectedly (I thought I had two days left) and Golden Lotus is due to end tomorrow. August Celestials, which has dragged behind the others simply because you don’t get as many quests for them per day, is due to finish in a couple of days. Not sure how they caught up! I thought I’d need another week, or thereabouts, on them. I’ve bought the Klaxxi Amber Scorpion mount, the Shado Pan riding tigers and did the quest chain that comes after exalted with SP to get myself an Onyx Cloud Serpent. I really feel I’ve worked for these mounts.

Finishing the faction grinds gives a beautiful feeling in game. Such a relief. It’s so euphoric, I’ve even considered doing it all again on another character in a while. Not immediately, of course. I’m not that masochistic, and one of the reasons the dailies have become less painful for me is that my Hunter has far better gear now, as he slowly works through buying the valor point gear and getting a few drops from raids. I knew this would happen, because it did before in Tol Barad, but it was hard to visualise it at the start when the mobs were so tough and took ages to kill. I know starting again on a new character will be just as horrible to begin with, and I’ll wonder why the hell I’m bothering. I won’t even consider doing this until after the next patch with the reputation improvements. Then, I’ll see. All I can say to everyone still doing this content they might not particularly enjoy is stick with it, because the glorious dawn of putting it all behind you (for now at least) will come for you too.

I don’t know if it’s the same on every realm, but for the past week or so I’ve been doing my dailies late at night, just after the reset, which is 2 a.m. in the UK, and there have hardly been any other players around. Each daily hub has been painless to do and I’ve managed to get the whole lot done very quickly. The only bad quests are the ones that require items from slain mobs; the drop rates are still bad. But if you’ve got herds and herds of mushans roaming about, for example, it doesn’t take that long to get your four rare tongues off them. This will be because more and more players are finishing their grinds. Only a short while ago, there just wasn’t a good time to do the dailies because everywhere was always busy, at whatever time of the day or night. Pretty soon, the peak time of early evening will probably be the only time it’s a pain in terms of competition with other players.

One thing about finishing the rep grinds – it’s going to take a massive chunk out of my weekly valor point earnings. We’ve not been doing many heroics recently, mainly because with no useful gear from them for anyone they’ve become a bit dull. I’ve been doing LFR (shudder) to help boost the VPs and will have to continue with that. I don’t really fancy doing dailies for nothing, other than VPs. A group of us tried a Challenge Mode dungeon again earlier tonight, thinking this might be a good way to earn our VPs post faction grind. We tried Temple of the Jade Serpent, which went great. We got to the last boss with about 12 minutes to spare for a Bronze Medal on our first try, and were dizzy with excitement, but then everything went bad. The adds on the last boss defeated us, well made mincemeat of us. We realised we’re going to have to practice these, and keep practicing, and read up, and watch more videos on You Tube for tactics and tips, but it will all be worth it in the end, I think.

I want to talk about our experiences of raiding in Mists, but will do that another time. I’m quite busy at the moment in real life, so haven’t had time to write anything thorough. Soon!

There is much debate going on at the moment about the fact that once you’ve got your main character through to 90 in Mists, it’s rather a pain for your subsequent alts to have to ride on the ground through all the zones. Flying is not allowed until 90 and many think that for alts it should be allowed, via Heirloom Tomes for example. While I see both sides of this argument, there are some pros and cons to consider.

 Ground Mounts are Just a Pain When Levelling on Alts

Yes, they are. There’s no doubt that a certain – rather large – level of pain is involved in fighting through tons of mobs to get to a quest objective, only for some other player to ninja it off you while you’re fighting. Sometimes, with no ninjas in sight, it’s just wearisome to fight in and fight out through a swarm of fast respawning mobs – all the time. I get that. And I hate it myself. Being able to swoop in on a flying mount directly to where you need to be and who you need to kill is fabulous.

But there is something to be said for experiencing this really beautifully-designed expansion from the ground. I think a lot of players rushed their mains to 90, almost blindly. To be frank, I did so too really. The first alt they level is the one who will have the time to investigate and explore the new continent. This is obviously more interesting and realistic from the ground. For this reason, I think flying at lower level should be held off for a patch or two. It didn’t hurt in Northrend. I levelled several alts the hard way back in Wrath. Although I must admit that the first alt I levelled with Heirloom flying – my rogue – was like a silky dream. No more fighting through annoying mobs to get to a quest objective. No more fretting that some other ‘considerate’ player would pinch my quest item as I was fighting a path through to it. It was blissful. But that said, I’d be happy to wait for that in Mists. While I’m an impatient player, I could bear waiting a couple of patches before we get Eze-mode for alts. The land is more realistic from the ground, and it’s beautiful to quest through.

Ok, some players really hate questing. It’s not their objective for the game; they just want to get to top level, gear up, and raid. Any impediment to that is just going to annoy those people. They did it all on their main character, no doubt cursing all the way through, so why shouldn’t they be given leeway on their alts? Why be forced to do it all again and again the hard way. I understand this complaint.

The solution, I think, is to allow flying at earlier levels like they did in Northrend, but not immediately, and everyone’s first character should experience the content to 90 without flying. Just enjoy it. Trust me, it’s fun, if you forget the stress of gearing up and raiding. I personally would be very happy if two patches down the line, an Heirloom flying tome came in. But in the meantime, I’ll also be happy to level my alts slowly and look around.

This expansion is going to be with us for two years. Forget what they say about expansions being released quicker; we know this won’t happen. We have plenty of time.

 PvP Concerns

For some reason, some people want to play on PvP realms and then weep over the consequences. Sorry guys, but why? One concern that’s been voiced is that level 90 players being able to fly inflicts hideous ganking harm on those who can’t fly, so everyone should be able to. I can’t really sympathise with this. If it bothers you, why the hell are you on a PvP realm? Why would anyone want to level on a PvP realm, without being accepting of ganking and all that shenanigans? The idea, frankly, is just ridiculous. It’s amazing how many people are upset about what happens to them on these realms. What do they expect? PvP worldwide is just license to be a dick. And every dick on the realm will happily take advantage of that. Change to a PvE realm, guys, and just enjoy playing WoW without all that stupidity and exposure to the worst element of players. Leave PvP realms to the dicks who enjoy inconveniencing each other for the hell of it. Unless you’re one of them.

Faster Ground Mounts

This is a great idea I’ve read about, but sorry guys, the fact that WoW is both PvE and PvP means you’ll never get it. PvP spoils a lot of PvE play again and again. It’s hugely annoying for PvE players. Yes, having ground mounts go at 150% or 200% would be great, and probably a lot would happily pay for that to help with PvE levelling and get it over quicker, but it will never happen, because of the implications – apparently – in PvP battlegrounds. This is what I’ve read so can only assume it to be true. There’s enough previous form to suggest it’s right. I’ve seen the class of my main character – a Hunter – be butchered time and time again because of PvP concerns, which just emasculates him in PvE. I’m going to see it again imminently with the nerf to Lynx Rush, for no other reason than PvP players whining about Hunters being overpowered. It’s not like Lynx Rush puts Hunters way at the top of DPS meters in PvE. It’s just a great skill I’ll be sorry to see so diminished for burst damage, which is helpful in raids, never mind on all those sodding dailies I have to do, when I sometimes get swamped with fast respawning mobs. I wish PvE and PvP would separate forever, be different games. It won’t happen. So we just have to suck it up – continually. Some classes more than others. It seems unfair to me that Blizzard always listens to the PvP players and nerfs classes because of their moaning. It doesn’t happen the other way around. At one time, during Wrath, I had to stop playing my Hunter completely in raids because of what PvP adjustments had done to his DPS. I’m not bitter… noooo. But anyway, *cough*, where was I? Oh yes, faster ground mounts will never be.

Conclusion

I think we will see alts being able to fly earlier eventually. It will be like in Northrend, and it will come at the right time. Flying isn’t always the answer to everything as players doing all the level 90 dailies will be able to attest. Other ‘considerate’ players will still ruin your day whether you can fly or not. So with that in mind, levelling to 90 without flying isn’t really that much of a bind.

That said, questing through Townlong Steppes and Dread Wastes without flying is really quite horrible. It seems to me those zones were designed for players who could fly, because of the amount of mobs and their fast respawn rates. My recommendation is to do every zone before that with your alts so you get to 90 before those last two zones. It is far more pleasant, even if it does take a bit longer. And with alts, there is surely no rush to get there.

I’ve already had it ‘up to here’ with dailies in Mists. It started off fairly benignly, as if soft-footed maidens wafted over to me in Shrine of the Seven Stars and whispered to me about farms and cloud serpents. To be fair, Tillers and Order of the Cloud Serpent were fine. I didn’t suffer any undue pain (other than that hideous monkey cave for the Cloudies, but we won’t mention that). But then… Golden Lotus. The name itself conjures images of serenity, balmy sunlight and peace. Surely these dailies will be nothing more than setting forth upon a gilded barge upon a gilded lake, trailing my hand in the water to catch the enchanted fish that leap eagerly to my touch.

Not Quite.

Other players are involved. While the dailies themselves, unto themselves, are not that bad (most anyway), it’s as usual other people who turn the whole experience into a disaster. There are just too many of them. I really don’t mind actually doing the dailies, and I accept they are optional. You don’t even need revered with every faction in order to raid. The game has been designed so you can start raiding without; a couple of those faction pieces just help a bit. The daily quest option is clearly also for people who can’t stand raiding, so they get a chance for nice gear as well. That’s utterly commendable. But that said, I do think Blizzard hasn’t got it right with the mechanics of the dailies. As I’ve said before, too few mobs, too few drops, plus too many players = meltdown. Would it really hurt for every Mushan in Dread Wastes to have a tongue, for example? Today, I slaughtered dozens of the things, thigh deep in a veritable abattoir of Mushan corpses, in order to get my four. Dozens of other players were trying as well. Seriously, it could have been a skinner’s paradise, only some players have got so jaded and mean with the whole experience, they refuse to loot, so the corpses are unskinnable. While the bison of Pandaria were left to rot in the rain, players were hovering red-eyed seeking a spawn to kill. Spot one and everyone homed in. Fabulous. One tongue per kill would be good, or even one tongue per three kills. Please Blizzard. It’s not that hard, surely, and will it really alter the game that much, other than making players less angry?

Then you have quests where it’s necessary to fight some mobs in order to get to your objective, which is handy for another player who can nip in and steal what you need while you’re fighting. That’s not great, is it? There are several quests like this.

I appreciate that the introduction of these dailies makes the factions relevant and pertinent to the game, and everyone will know who they are. I personally don’t think that rep should just be gained by wearing a tabard in a dungeon, but for the sake of the August Celestials, is it really necessary to punish players unnecessarily while doing dailies by making them needlessly frustrating and time-consuming? Many have limited time to play. I can spend hours a night (if I so opted) doing the dailies for all the factions, not because the quests are hard, but simply because of the sheer amount of other people trying to doing them too. I can’t remember Molten Front at its most frenetic being this frustrating. I have opted, more sensibly, to work on one of the busy factions at a time. That includes Golden Lotus, Klaxxi and Shado Pan. Inexplicably, the August Celestial dailies are utterly benign, sharable by whoever’s there and over in minutes. So anyone can do those and have plenty of time for more. I assume this is because we’re supposed to regard the AC as well, august and celestial – thanks for the painless dailies, your honours, we appreciate it!

Don’t get me wrong, this isn’t a moan about the existence of the new dailies. I actually think they’re a great idea. What isn’t a great idea is herding massive amounts of people together into a small space and making them fight over very limited resources.  Despite the hostility this engenders, it just wastes everyone’s time. What these dailies must be like on a PvP realm I just cannot imagine. No, I really don’t want to imagine…. Blizzard, please let people get their four Mushan tongues with a reasonable amount of kills, so there are fewer players after them at a time. Let all the quests be like that. I really can’t understand why this wasn’t implemented from the start. Unless, of course, it’s deliberate that a player should spend two and a half hours on one set of dailies (me, the other evening on Klaxxi). Well, that definitely is one way to make the content last longer, isn’t it? Whether people will remain to stomach it is another matter.