Category: player housing


Been a while since I added to my WoW blog. Not because I haven’t been playing but because I’ve been so busy with work – and playing – I haven’t had time to write in depth.

WoW had been in the doldrums for me at the end of MoP. I wasn’t just fed up with the lack of new content but somehow with the whole attitude of Blizzard towards their customers. Couldn’t quite put my finger on it, but since the dearth of new stuff in WoW urged me again to play Rift, the generosity of Trion towards their loyal customers in contrast to Blizzard’s meaner attitude grated a bit. OK, Trion *need* to woo players. Bizzard doesn’t have to. But even so… grated a bit.

Still, WoD lured me back totally, and I’ve loved the majority of the new content. There are some fun quests, and lots of things to explore and discover in the landscape. I’ve enjoyed the story and even though I now don’t look forward to tackling certain quests hubs for various reasons, on the whole I’ve not got sick of levelling alts. I like the end game play and want to get all my characters to it.

On Proving Grounds, Pick Up Groups and LFR

I’m no great fan of the Proving Grounds, because on some characters it does seem harder to attain the Silver level and be qualified to do heroic dungeons, than it is for others. Also, how can failing by only a couple of seconds mean you’re unfit to do a heroic dungeon? The DPS challenge is the worst. It really is a DPS race and the tasks involved barely emulate what’s required in a dungeon team. Surely, the most vital requirement is moving from the fire? While my hunters and warlock sailed through PG to silver on their first attempts, my mage took a frustratingly long time. I’ve yet to succeed with my paladin, even though my DK sailed through like the hunters. I imagine that I find it easier on certain characters because I play their class the most, but I know others in our guild have had similar complaints and that’s with their mains. But I do have to concede the Silver PG requirement appears to have improved the PUG community. In dungeons – and maybe I’m just lucky – I’ve not come across any jerkish behaviour. Often quite the opposite, as people ask whether others in the team want to complete quests or do the tasks to gain followers while in there. The atmosphere feels lightened. This might be because the standard of play is higher so people get less frustrated. Or maybe it was the lesser skilled people who were the jerks, and they’re just not there anymore.

LFR too doesn’t seem quite so fraught. I assume that the level of gear form it, plus the removal of tier pieces, has put off a lot of the wannabe elitists who often used to make the experience so miserable. LFR is still great for alts, even if the gear isn’t as shiny as it used to be. However, I do think the ease with which people can use PUGs now, plus the fact they’re not as hideous as they used to be, has been a bad thing for guilds. On my alts, if I want to do the legendary ring quests, I have to PUG the heroic dungeons for that part of the chain. Everyone in the guild is either doing their own thing, pugging themselves, or attending to garrison maintenance. We only seem to get together for group play on raid nights. That’s rather a shame because I remember that the last time we were in Draenor – or its alternate version Outland in The Burning Crusade – guild heroics were available every night. Now, it seems rare guildies get together for them. Of course there’s no reason to do them now but for the ring quests and to get a character geared enough to start raiding. No currency to gain, and mediocre gear that’s appealing only to a character who’s just dinged 100 and won’t wear it for longer than a few days. Another reason, I think, is that PUGs of course get a buff that makes the task easier. Without that, taking lesser geared or skilled players along can still make a dungeon such as Slag Mines a possible wipefest. Given the choice, I know I opt for finding a PUG myself, rather than go with a team unlikely to find easy success.

I think heroics need to offer more than a tiny window between hitting level 100, completing legendary quests and then moving on. Being able to attain reputation with various factions in them, or apexis crystals and garrison resources as rewards for completion might be good incentives.

Garrisons

Although I really enjoy maintaining my garrisons, and hope this is a feature that remains – in one form or another – in future expansions, I must say that multiple garrisons on alts are now getting a bit wearing. It takes so long to attend to them all once a day! I wish some mechanism would come into play whereby we could manage the garrisons a bit more effectively. At the very least, let a follower in the mine or herb garden actually collect those materials for us. Have you tried keeping on top of these things on 8 level 100 characters? I don’t mind the constant repetition with garrison campaign quests and Harrison Jones adventures, but please let the mine and garden be a bit quicker to maintain.

I also think we need some tweaking with the garrison followers. As we can collect so many, being allowed only 25 active ones seems a bit mean. OK I get we can’t have a horde of followers chomping at the bit to devour missions, but perhaps things could be changed so that followers working in profession buildings or the Barracks don’t count towards that 25 man total. Also, couldn’t the inactive ones still appear spontaneously as npcs in our garrisons? We’re allowed 10 mini pets to wander around, so why can’t followers be the same? When our main team are out on missions, our garrisons are sparsely populated.

Paying 250 gold to reactivate a follower you’ve put into retirement also seems a bit steep to me. If we can only have 25 active followers, I think the remaining idle ones should be swapped in and out of our active team as we please, at no cost. As it stands, on my main character I have a bank heaving with bits of gear for my followers that I can’t use, and I don’t want to swap an idle one in temporarily just to slap a couple of 615 pieces on it, then retire it again. It would be nice if it were easier to bring some lower level ones onto the team quickly and easily to level them up and provide more options for our best team. Or alternatively, let follower gear be bind to account, so that our alts can benefit from all that gear lying useless in our mains’ banks.

It’s become clear that the Dwarven Bunker and the Salvage Yard are absolute musts for our characters, especially for alts, yet the poor tailors/enchanters struggle with levelling their followers because many will opt to have the Tailoring/Enchanting buildings, at least until top level, so miss out on the Salvage Yard. Conversely, those of my characters without professions other than gathering end up with a wasted small building slot. So I do think some flexibility needs to be introduced somehow.

Travel

My only other complaint is the continuing lack of flying. On the one hand I get why flying would ruin a lot of the little features in the game, like reaching difficult treasures, but on my 9th alt heading towards 100 I’m utterly sick of fighting my way through every annoying little mob en route to objectives. I remember when flying was brought in for alts in Wrath of the Lich King, and it felt sublimely liberating. Could do with that now too. Yes, we have these odd individuals who want the game to be as hard and irritating as possible, but I imagine the majority feel as I do. Yes, we did the content at worm’s eye level, enjoyed it – even did it on a few alts – but now we would prefer convenience and speed. We’ve already seen all of what Draenor has to offer.
I also think the lack of flying has killed world boss fights. In MoP, I’d regularly log on and join a team to kill the world bosses every Friday evening. I never see that in WoD. Maybe people just do it silently on the Group Finder, but I find myself passing over those bosses continually as I’m being taxied around for quests, and no one’s fighting them. Rukhmar – who can drop an amazing mount, ironically a flying one – is always flapping around Spires of Arak unmolested. Reason? I don’t think people can gather quickly enough, so don’t even bother to try. The bosses are too spread out, but then the starting zones for Horde and Alliance are as well, so that must also contribute to the problem. In MoP, both Galleon and the Sha were very close to the home cities (or shrines) so were quick to reach. Oondasta and Nalak were a bit further away, but didn’t feel as far as the WoD bosses are, mainly because we could fly to them. When you reach Spires of Arak or Gorgrond, even if your taxi is quick, you then have to ride on the ground, around mountains and through areas thick with mobs, to reach the relevant boss. Chances are it will be dead by the time you get to it.

I absolutely understand Blizzard’s reasoning behind why flying was not allowed at the start of the expansion. Being confined to the floor did bring a lot more depth to the levelling experience, but now I truly believe it’s time for Blizzard to relent. Also, doing archaeology without flying is vile. I just don’t do it any more. Not only might you have to ride round an immense unclimbable hill or cliff to get to your next spot in a dig site, (then have to go back to where you started for the next one), it also takes far longer to reach the different sites on ground mounts. Archaeology was never fun for me in WoW – I far prefer the Rift take on it with random artifacts, like the WoD treasures, to be found in the landscape. The mechanics of archaeology are clunky. Your surveying equipment seems dysfunctional to say the least. It can direct you for a long way in one direction only to change its mind and direct you another way. Flying at least made the profession slightly less tedious.

Last Thoughts

Despite my gripes, I think WoD is a fine expansion and I’m not sick of it yet. Blizzard have brought in many quality of life changes that I think enhance the game hugely. I’m all for simplification in an ageing game that had in many areas become cumbersome. I’m glad to see the back of the overcomplicated gemming, enchanting and reforging for gear. It’s great to do a raid, win something, and be able to wear it straight away without it damaging your delicately-tuned reforging etc. I like the changes to gathering professions in that you can start them straight away, wherever you are, without having to spend days in the starter areas, picking the right herbs or whatever. Players have wanted player housing for a long time and garrisons are moving us towards such a thing. All we lack now is a customisable personal house in our garrison!

I expect an announcement from Blizzard at this year’s Blizzcon concerning the next expansion. I’m eager to discover what they’re planning for it and whether the good parts of WoD will be built upon, and the weaker areas strengthened. We still have at least one major patch for this expansion, and that too might spring some pleasant surprises on us.

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I’ve not had much to say on my gaming blog for a while, not least because I’d run out of content to do in WoW. I’ve been playing Rift again over the summer, and really enjoying that, not least because of the player housing, which I’ve really got into. Well, player housing is rather a misnomer, as what you get in Rift is not exactly that. You get areas of land called dimensions, which are segments of the actual game world, some large, some fairly small, that you can build upon and transform – in some cases people have done so radically. These dimensions are instanced, but you can set them so that the public can view them, or just friends. Some amazing artwork goes down in these dimensions. I’m only a noob at it; some of the pros, who’ve been doing it for years, are amazing. Yes, you can have a house in your dimensions, which you can build and furnish yourself, but the best ones are when players do things with the landscape, or dream up incredible scenarios, illustrations from books or films, or just their own dreams. So, while WoW has been quiet, that’s been my interest – both building dimensions and spending a lot of time viewing other people’s.

Last week saw the prepatch to Warlords of Draenor arrive, so I’ve been drawn back to WoW, but at the same time (or rather this week), Rift released its new xpac, Nightmare Tide. So plenty to do now in both games. I feel I made rather a mistake abandoning Rift while I threw myself into WoW’s Mists of Pandaria, not least because I used up all the content in Mists and was left with months of nothing to do. When I went back to Rift, there was some catching up to do and I’d cancelled my sub at founder member rate, so would never again be able to have the risibly cheap 5 quid a month sub. Even though Rift is now free to play, I did resubscribe, because the privileges for ‘patrons’ (or subbers) are just too great to do without. If you can afford it, go for it. I believe it’s still a bit cheaper than a WoW sub. I cancelled one of my WoW accounts, just keeping one going so I could visit the guild now and again and meet up with friends. I think now if I’d kept both games going and had divided my time, both Mists and Rift’s xpac Storm Legion would have lasted me perfectly until the games had new content to offer. It’s my plan now to do that. I don’t play as much as I used to, so keeping steadily at both games when I have the time seems best. I enjoy both of them equally, but for different reasons.

Anyway, my thoughts on the WoD prepatch and also Nightmare Tide in Rift.

I’m happy with the changes to my classes in WoW, which in some cases are quite radical. The only one I had any trouble with when doing the new Iron Horde quest chain in Blasted Lands was my priest – but I think that’s down to the fact I don’t play him much anyway so I’m not familiar enough with the playstyle. However, that said, my shaman, who I hardly ever play, did well and seemed far hardier and more powerful than before.

There’s divided opinion over the character model revamp for WoD, which of course came in with the prepatch. I play mainly Night Elf males and Draenei females, and out of the crop these seem to have drawn the short straws with the new faces. Bodies and animations are fine but… I suppose I’ll get used to them. I’m not disgusted enough to turn off the new models and go back to the clunky versions, even though I did prefer the faces.

It’s great we can now go into raids like Firelands and Dragon Soul and zip through them quickly and easily with just a couple of players in a team. Some classes can even solo them. As the mount runs for those raids are on my list, this is a welcome innovation. I’ve done the Iron Horde quests on my main account so now just waiting for WoD to drop. Debating whether to revive the second account, but it seems a bit lavish when I’m playing Rift too.

So on to Rift’s Nightmare Tide. The xpac was delayed a couple of weeks, partly because players on the PTS (public test shards) reported on tons of bugs. I went on there myself and fell foul of a few, literally falling through the world on one occasion! But the bugs seem to have been ironed out. Playing in the first zone hasn’t yet thrown up any horrors to me. Rift’s main theme has always been interaction with the elemental planes, and NT’s theme is the Plane of Water. Those who disliked the zone Vash’jir in WoW’s Cataclysm probably won’t feel entirely comfortable in it. Not all of the zones are underwater, but there are underwater parts to them. And for those who hate the camera giddiness of 3D water combat, never mind edging yourself close to NPC’s and objectives would no doubt hate it. I don’t mind it. The first zone is beautiful, a realm of exposed coral reefs and deep dark pools and grottoes. There are several new water-themed races to encounter, one of which is mer-people, somewhat prettier than the Naga of WoW. Their realm is under attack and we’re there to help them, not least to prevent it drying out completely. (Think WoW’s BC Zangarmarsh type of scenario.) If you bother to read the quest text, the new races have some witty banter about us hairy dry skins! The game play is evenly paced, not too challenging but interesting. Rift was once a PITA for questing, sort of old fashioned in that it was often too difficult with far too much you couldn’t solo. That has changed now, and I’m glad, even if hardcore players whinge about dumbing down. When I’m questing and levelling, I just want to work alone, although it’s fun to group up with others for rifts and other world events. The only gripe I have is that a few quest objectives, such as interacting with certain objects or collecting them, aren’t plentiful enough. This has happened often in WoW too, and is especially annoying at the start of an expansion when hordes of players are about in the starting zone. However, in Rift you can ‘shard hop’, which means crossing from server to server instantly, so on the most problematical quests, I found myself an object I needed to collect/interact with and simply parked at it and shard hopped till I fulfilled the objective. Cheating a bit, but beats riding round and around and around, searching for coral polyps and such like when every other player is doing the same. I’ve really enjoyed the questing so far and annoying quests have been few. The first city you come across, an underwater one, is pretty awesome.

Another new thing in Rift is minions, which is similar to the Garrison followers that will be coming to WoW in WoD. Minions go out on missions for you, such as gathering artifacts (similar to archaeology in WoW), gathering crafting materials, earning notoriety for you (reputation) with game factions and collecting items for your dimensions. I’m only at the start of it, with low level minions who don’t have the most exotic abilities, so not sure if gear rewards come later on. Missions come in various lengths – just a minute to get minion xp, 5-15 mins for slightly better missions, then 8 hour and 10 hour ones, with the longer missions obviously giving better loot. So far it’s been great fun to claim all the rewards. Looking forward to this in WoW also. The game gives you one minion to start off with, but you can buy others in the game store – not expensive either. There’s also an NPC in the game who sells one of each elemental type for 1 platinum each, so again not expensive. Others can be picked up from quests and random drops in the game world. The idea is to match minions to all the quests that pop up in the Minion Window, which are random. You might get a quest such as gathering artifacts from a graveyard, which is a Death mission, so would be best to send an undead minion on that to get the best rewards. If you haven’t got a Death minion you can still do the mission, but a Death minion would be more likely to bring better rewards back to you. The quests and minion matches get more complex as time goes on, so that a mission might do best with – for example – a minion who gets dimension items for you, who is also fire. Some minions have the diplomacy skill so are better for sending off on missions to gain notoriety with the various factions. If the notoriety faction offered for the quest is water-based (very likely at the moment), your best option is to send a minion with both diplomacy and water affinity to complete it. I imagine the trick is to build up your minion collection to match all quest objectives to ensure you reap the fullest benefits from the quests. You start with the ability to send two minions on missions at a time, but can buy extra active minion slots from the game store. You can have as many minions as you like but if you’ve only got 2 slots for missions, only two can be out doing things for you at once. However, if you’re not impatient, two is enough to cycle through the random quests and get nice loot.

Anyway, in summary very happy with both the WoD prepatch in WoW and Rift’s new Nightmare Tide expansion. Can recommend both.

Like everyone madly awaiting news of the new WoW expansion, I’ve got my own wish list of things I’d like to see to appear in the game or things that could be refined or changed. Here is my top ten!

1. The Mighty Wall of Leveling

Creating a new character now from level 1 is daunting to say the least. Maybe not so for a new player, who has so many exciting things to discover and explore, but for the veteran wanting to try a new alt it’s not a happy prospect. You might have leveled an account full of characters already, or even two accounts, or have another set of characters on a different realm. Do we really need to grind though all those quests and zones we might have done over a dozen times before? I think Blizzard should do something to remove that wall of leveling for alts. I’m not sure what, because there are different ways it could be implemented. I’ve read the suggestion that a ‘micro transaction’ of real money could be involved via the game store, but by experience we know that Blizzard’s concept of micro is rather larger than anyone else’s. I wouldn’t like to see another £15 cost added to the services. What would be better would be the ability to create a character of higher level, perhaps just before the level of the current expansion, or at least higher than Death Knights begin at now. If new races and classes are introduced, whether in the next xpac or one after, people will want to try them. But for many the wall of leveling will be a huge turn off. I wonder how many Pandaren are languishing unplayed just beyond their starter zones? I know for a fact in our guild it’s quite a lot.

2. Guild and Player Housing

As I’ve played several MMOs that already provide these features, it’s something I’d love to see in WoW. While it won’t be for everyone, many players enjoy creating imaginative homes. Buying items for such things can create another gold sink in the game – which we’re always told is needed. Again, as with some other games, items could be sold via micro transactions in the Blizzard store, as long as they’re not too expensive. I liked the way player homes were introduced in Rift, where you got a quest line to acquire your first one. During this, you were rewarded with a decent amount of ‘furnishings’ to start you off. Some players excel at landscaping and interior design and can create some pretty eye-popping domains. The best of player housing includes grounds to the main building that can be landscaped. In Rift, your ‘dimension’ (as your home is known) can be open to the public if you want it to be, so other players can admire your creativity. You might even pick up some commissions!

As for guild housing, I think it’d be fun to have a guild quest chain to acquire and start building your castle, palace, mansion, or whatever. Players could gather resources or donate gold to help with the construction. Features could be added as they’re earned, such as rooms like a Trophy Hall, where the heads of boss kills could be displayed, vendors, crafting areas and so on. In Runes of Magic, high level guild castles have grounds where players can farm resources, much like the farms we have at Halfhill in Pandaria now. Guild Housing in other games is instanced, so everyone enters through the same portal. It would be cool if the Guild Halls could be themed to particular areas, so (like in the original Guild Wars) you could choose the appearance and ambience of your Hall to suit your tastes. The Arathi model could be an old time castle, the Durotar one an Orc fortress, a Duskwood one like a haunted mansion, Stranglethorn like a jungle tree village, and so on. The potential is vast.

Blizzard has always maintained that guild and player housing would empty the cities, but if the portals for them were situated in cities, and things like the AH and the Bank (which let’s face it is the only reason players visit cities now) are still in the main square, I can’t see it making much difference. Especially if guilds could have ‘open nights’ (or days, weeks, whatever), so others could enter certain areas of their domains. This could aid in recruitment. Apart from Orgrimmar, Stormwind and the current City of the Year in whatever expansion we’re in, the cities are pretty much dead anyway. In Rift, on the housing interface, there is a list of dimensions you can enter. It couldn’t be that difficult for Blizzard to do something similar. It would be cool for guildies to have somewhere to hang out together that they have created themselves.

3. Character Model Overhaul

Well, we’re all waiting for this. It might happen in the next expansion, or partly, or it might not. I think we can conclude it will come eventually. What would be a welcome feature is the ability to customize your character much more, including the option to have different skins, i.e. Taunka or Yaungol for Tauren, and so on. The majority of MMOs now allow you to adjust all aspects of your characters, allowing for a more realistic array of different appearances in-world. While you might not be able to change the height of your gnome or goblin, (as a giant of either of those would be plain silly), you could perhaps adjust their weight or body shape. We could do with far more face and hair options, or the ability to tweak those ourselves.

4. Vanilla Pet Model Overhaul

Some of the original companion pets in the game are a pretty horrible lump of polygons – rabbits, prairie dogs, frogs, etc. Most of us use at least some of these pets for battling, if we’re into it. The humble rabbit can be a dreaded foe, hard as it might be to believe. It would be great if the old pets were tarted up a bit to look like the rest of the pets, i.e. realistic.

5. New Races

While I love new races being introduced, especially if they’re exotic, the point I raised first – leveling – is the only downside, unless you’re prepared to pay for a race change. I’m torn between the desire to have a cool new character, such as an Ethereal, Saurok, Naga, Vrykul, etc, and the heart-sinking prospect of leveling another character from scratch. So, for me, new races should only be introduced if an option is given to start at a higher level.

6. New Classes

While I read of players’ desire to have Demon Hunters, Tinkers, Battle Mages, Bards and so on, I wonder if any new class could be different enough to warrant its introduction. To me, those desired roles could be better fulfilled by offering them as new and exciting specs for existing classes.

7. Inventory Space

There can’t be a player in game who doesn’t want something done about our lack of storage options. If tabards, toys and other paraphernalia we tend to collect and carry about with us can be made like the pets and mounts and placed in our spell book, that would free up a lot of space.

6. Gear Sets
An extension of the above point, I think it’s clunky that we have to have different sets of gear for different specs, and these items have to be carried about with us in our inventory. Either make it that one set of gear functions for all specs or let us have a wardrobe feature like in Rift, where such gear sets are stored on the character, and easily changed, and not in the bags.

7. Gear Customization

We’ve got used to gemming, enchanting and reforging, as it’s been introduced a step at a time over the years, but it must be a daunting prospect for new players. I don’t like the way that changing only one piece of gear can mean a whole reforge is needed, which often doesn’t come cheap. Reforging is fiddly if you don’t use an addon like ReforgeLite to do the work for you. Otherwise, you have to use third party web sites to get the relevant information, unless you’re adept at working out all the stats yourself. Personally, I don’t want to spend a lot of time doing that. I think it’s time Blizzard overhauled the matter of stats on gear and made it more stream-lined and comprehensible. Do we really need 3 types of gear adjustment? Just seems like too much to me. Stats should be designed more cleanly so that reforging isn’t needed and gear enhancements are a boost rather than, as with reforging, a necessity to reach certain caps.

8. Cross Faction Contact

Perhaps the most controversial of wishes, and one shared by many, is the ability to team across factions, and in fact simply have communication between them. We have all these sophisticated races, yet they still behave like primitive bullies and, despite nods towards diplomacy, trade, co-operation and peace, WoW is still very much a school-yard us versus them scenario. I don’t think the rivalry should be done away with completely, and political relations could always be potentially volatile, but as so many NPCs of the opposite faction are willing to talk with, trade with and befriend members of the other side, why can’t players do the same? I know the argument against is that the second W in WoW is Warcraft, but after 10 years of virtual existence can’t the inhabitants of Azeroth start growing up a bit? PvP enthusiasts could still have their battlegrounds where characters fight for honour, perhaps in a more gladiatorial sense than we see now, (and on PvP realms still have their all out dog eat dog situation). Not everyone would have to see eye to eye, or join hands and skip among the daisies surrounded by chuckling kids, but there could be more realism by allowing players to make choices themselves about who they wish to hate, or not hate.

I prefer the Rift model of the factions, where the leaders of each regards the other with contempt for their views, politics and way of life, but out in the landscape, away from the politics, players are able not only to talk to those of the rival faction but play alongside them. You can’t actually team, but you can run around together closing rifts, taking part in world events, and such like. I would very much like to see this in WoW, but I’m aware the game population is probably divided right down the middle about this subject.

9. Resource and Mob Tagging.

Get rid of it. It works perfectly well in Guild Wars 2 that any player hitting a mob gets partial credit for the kill and therefore loot, whether teamed with other players or not. Resource nodes can be farmed by more than one player; they only disappear for you once you’ve mined them and another player can then come along and take their turn. We know that Blizzard can make mobs free for all in respect of tagging, as we see on the Timless Isle. There would be far less hatred and anger among players competing for limited resources and mobs if tagging wasn’t an issue. First nights of new expansions would be a far more joyous occasion if this was brought in – except for those whose pleasure is to turn on PvP flagging and make the whole experience more miserable for everyone. But we could do with fewer of those types couldn’t we?

10. Let PvE Realms be PvE

If people want to attack other players, what are they doing on PvE realms? Ah, of course, your average PvE player is easy meat for them. In my opinion, PvP should only be available in battlegrounds and arenas on PvE realms. Why make those of us who rolled characters on realms specifically to avoid that shenanigans have to put up with PvP players trying to trick us into hitting them and initiating combat and just generally making a nuisance of themselves, i.e. the notorious early days of new expansions and zones.

These are my ten wishes, and I know some of them are highly unlikely to happen, and there is massively divided opinion about others, but there’s no law against wishing, is there? I can also say that my wishes are not mine alone; I’ve seen them repeated across forums by many other players, as well as discussed with friends. Ah well, we’ll just have to wait until Friday when Blizzcon gives us the first of the revelations about WoW’s next chapter.

Let’s speculate about the next patch to WoW… the 5.2 mystery. We know some of what’s coming and I don’t need to list it all here – it’s available elsewhere in abundance – but the other day Ghostcrawler, aka developer Greg Street, coyly teased the players about a ‘thing’ that might or might not be coming. A thing to rival LFD or LFR in terms of game-changing.

Suddenly the posting fraternity are thrown into a frenzy wondering about what this little tease might mean. Fact is, it might mean nothing. Or it might mean something immense. At present, we just don’t know. Mr Street, whose patience borders on the saintly, might just be trolling for a laugh. Personally I wouldn’t blame him.

On the plus side, what I would wish this ‘thing’ to be is player/guild housing. Musing about it, and in the light of Mists not offering guild advancement, I had this sublime fantasy. A future patch would bring in the ability to level your guild via its hall or castle. You start off with a basic building and then level it, as we levelled our guilds through Cata. Activities guildies take part in could help build the guild accommodation. It needn’t be the sole privilege of big guilds, just that smaller guilds – as it is now in game – would take longer to level. I don’t think guild halls should be the privilege of level 25 guilds. Just a new avenue of levelling. Another thought came to me, remembering original Guild Wars, of the different cultural flavours of guild halls that were available in that game. Think on it. We could choose a guild home in Arathi and build a castle like Stromgarde. We could elect to build our guild home in Elven territory  and get something Darnassian in flavour. In Horde territory we could build an iron fortress in Orc vein, something more tribal for Tauren and Trolls. In Pandaria we’d get the architecture relevant to that zone and so on. Starting off with a basic home, guilds could build on that through all the guild activities available to us. I think this would be a fantastic way to progress guilds beyond 25. Augmentations could include guild crafting stations, vendors, bank, and so on.

It’s been said that Blizzard developers keep an eye on what other MMOs are doing and in Rift, for example, player housing has really taken off, with competitions to see which is the most creative. We’ve seen a gentle nudge towards player housing with our farms in Valley of the Four Winds, which we have been led to believe will include a hearth in 5.2 so our farm can be our inn… player housing by any other name, lacking only the customisation. Guild housing could just take this further.

One thing I really dislike is what I’ve seen from players wanting to go retro. Please, why? They want your characters to be scaled down to all previous content, so that nothing is soloable again. Really, why? ‘Oh we like things difficult.’ So unless you can find interested guildies to do 40 man MC again, rather than do it on your own, good luck. Are these people mad? If I’m farming any old instance/raid for mounts/pets, do I really want to find suddenly I need a stack of people with me again? For the gods’ sake, masochists, get real. This is not going to happen.

Then we have the ‘get rid of flying mounts’ brigade. I won’t go into the multiple arguments against this Luddite stance, other than the most potent: ‘I bought a flying mount off the Blizzard store or from the Trading Card Game. Now it’s ruined. Money back please.’ OK, Luddites, that isn’t going to happen, is it?

In my view there is nothing at all to be gained by going backwards. We might not love everything Blizzard does to further the game, but on the whole what they do is good rather than  bad.

Guild housing…let me dream. J