Tag Archive: Guilds


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.

Advertisements

A lot of us are struggling to find things to do in WoW at the moment. I’m not at the point where I feel I have to cancel my sub, because we’ve started an alt raid, treating SoO as new with a different bunch of characters, some of us in completely new roles. And while this has injected a bit more excitement into raid nights, it’s only for a couple of evenings a week. Those of us who habitually log on most nights, if only for an hour or so, have found there’s no reason to do so. All our alts are 90 – and the few that aren’t we don’t have the enthusiasm to finish off – reputations are done, gear attended to. Transmog sets are completed, and rare mounts and pets have dropped obligingly. I have no desire to run LFR, starved now as it tends to be of competent players, in order to gear up alts I’ll never raid with properly. The ones I’ve already geared a bit will suffice for our guild alt runs, and the rest just have the odd piece here and there, plus Timeless Isle stuff, to take them into WoD leveling without too many tears. Yes, I’m ready to move on.

We’ve recently merged with another guild on our server – a bunch of great people who are much like us, being older players with busy real lives who just want a comfortable home in Azeroth and laid-back raiding. We were really lucky to join with these people, since if you hunted on your server to augment your roster by other means, I imagine it’d be nigh on impossible to find nearly a dozen or so individual players you get on with so well. But even with this influx we’re fed up with the dearth of new content in WoW. A lot of us dribbled over to Diablo to play Reaper of Souls together, but most of us have now got bored with the constant grinding to improve gear, which comes desperately slowly at top level in that game.

So, what to do? After Blizzcon last year I was convinced we’d see a Beta for WoD by January 2014 at the latest. All that buzz, that build up… the excitement. Yay! But now it’s May and not even a whiff of the Beta, and many of us are beginning to think it’s going to be the end of the year before we’ll see any new content. As a guild leader, that worries me. We’ve run out of things to do… almost. Is it feasible to run a third SoO alt team once we get to the end of it on our second? I think realistically we’ll be looking at a gradually diminishing roster until pre-patch 6.0 at the earliest. I think something went wrong with WoD, or changed drastically, and this unknown thing has caused the delay. Given the atmosphere at Blizzcon, (which I attended ‘virtually’), I’m quite sure Blizzard themselves intended for WoD to be nearer to release now than it’s turned out to be. But I doubt we’ll ever get to hear what caused this hold up. Once 6.0 hits, I expect people will be back in droves, but if that’s not till after the summer – well I’m sure many guilds and their officers are a bit concerned about the health of their guilds.

Like me, a lot of my WoW friends are reluctant to try other sub-based MMOs. Because we *are* still raiding a bit, and therefore don’t want to unsub from WoW, for many it’s not feasible to pay monthly for more than one game, and in any case, from experience I know it’s not easy to fully immerse yourself in more than one MMO – the games aren’t really designed for ultra ultra casual: you have to invest a fair bit of time to get the best out of them. But maybe… for a few months… it’s worth dabbling in another one, while we wait for WoW to be lifted out of the doldrums. Diablo was great while it lasted, but as that’s now petering out, I’m looking at other things to keep our group of friends entertained and playing together.

I’ve played a fair few of the ‘free to play’ MMOs, and most of them haven’t held my attention for very long. Some were just far too reliant on the misnomered ‘micro transactions’, which usually means you end up paying more than you would than if you paid a sub. Measly inventory and bank space, slow leveling… etc etc. In many F2P games, you have to pay real money to free yourself from such inconveniences. The best of the crop were Aion and Rift, and I know some people loved SW:ToR (although just about everyone I know who started playing it no longer do so. I never tried it myself, not being a fan of the franchise.) Aion – for me – lost its appeal when my characters reached around level 30 and I realised that PvP is forced upon you, with players of the rival faction literally dropping out of the sky to slaughter your lower level chars. No fun. End of Aion for me. Which was a pity, because I liked the way the game played and the way it looked.

I’ve dipped in and out of Rift since it was launched a few years ago. I lost interest when I reached top level in the original game because I couldn’t raid in there – not having the time to get my characters raid-worthy, or being in there enough to warrant joining an active guild. Sadly, the best of the MMOs seem to model themselves on WoW – end game is forced teaming if you want anything to do. When Rift went free to play, and their new expansion came out, I started playing again, and after a juddery start got back into it. Then there was a new content patch for WoW, and there was plenty to do again in there, so I stopped playing Rift. I’d always subbed to it, since I had a founder member’s really cheap deal, but I even cancelled that. Now, because on some nights I really feel like I want to potter around in a virtual world, I’ve gone back to Rift and taken up where I left off. It’s quiet in there. I’ve only seen a handful of other players, but then I am in the starter areas of the expansion and the majority of players will have long moved on. The original cities are full of tumbleweed, but the new one, the Dalaran of Rift, is buzzing. As all the crafting dailies are now based there too, it’s obvious why the old cities are empty. Tempest Bay is the new central hub, for players of both factions.

As it *is* now free to play, and after I’ve given it a few days to see whether my interest keeps up, I intend to tell the guild about it on our forum, and see if any of the bored people want to come and dip their toes into Telarian waters too. Yes, there is a game shop, with many enticing things in it, but it’s still possible to play the game without touching it. If you ever subbed to Rift in the past and come back, you’re given a generous amount of free tokens to spend in the shop, which could net you a mount or two, or a couple of armour sets (the transmog of Rift). The clothes department is massive, and the armour sets fairly priced. I worked out that a single piece of armour in the Rift shop works out at about 38 pence, as opposed to the £15 Blizzard tried to charge for those hats some time ago (do you *ever* see people’s characters wearing those?) There is also a very big mount store, including a great deal of the ones available in the game (not extremely rare ones, of course). However, in game they cost a fairly big chunk of platinum, yet some are sold for mere pence in the shop. As player housing is quite a big feature in Rift now, there are also lots of items to buy for your ‘dimension’, as the housing is called.

But anyway, cosmetic temptations aside, Rift is genuinely free to play. The two new continents are each around the size of Pandaria, so there is a ton of content to take you through to whenever Blizzard get their act together. While there are ‘story’ quests to reveal the ongoing plot line, just about every creature on the map has a kill quest associated with it. This means there are oodles of quests all over the place. You only need to kill one creature for a quest to pop up to kill some more of that type. So while you’re doing the regular quests, and killing mobs to get at your objectives, you’re also doing these secondary kill quests. Lots of experience, and loot to sell, or to salvage or equip. The one downside I’ve come across is that is that some of the dynamic quests, such as defending outposts from invasions, aren’t easy to do on your own, if not impossible. As few players are around in the areas I’m questing in, this means I have to ignore those quests and leave the outposts to their fates. Again, this might be down to the gear I have. I don’t do dungeons and I don’t raid in Rift, so my gear is only adequate at best, picked up from quest rewards and from crafting. Admittedly, crafting is really good and actually useful in Rift, but still not as good as gear you would get from multi-player activities.

This brings me on to something I’ve thought about concerning *all* MMOs. I’ve mentioned it before, but I think it’s more relevant now than ever. MMOs, by their very nature, are games designed for group content. But the problem is, group content is only viable while a particular zone or patch is current. Once the players have moved on, the content needs to be soloable, otherwise it’s redundant. To a large extent, this has been addressed in WoW, concerning earlier areas of the game, but more solo content would prevent much of what we’re seeing in the game now. Just because players are offered this kind of play doesn’t mean the social side of the game will be detrimentally affected. You’re still playing in a virtual world full of people, but are free to do things on your own if you want or need to. In Diablo, for example, players still talk a lot to each other in the general chat channel, even though the majority are playing alone. In an MMO, solo content would prolong the life of a patch or an expansion, and people would still interact, either in their guilds or, as now, in General chat. If you’re restricted by needing more players to do anything interesting, and those players aren’t available, or simply don’t want to do what you want to do, then that means you’ve got nothing to do at all, so just log off. Not everyone wants to risk teaming with strangers, offered by the various tools for herding random people together. You could end up with incompetents who can’t play properly, social inadequates whose only relief in life is to insult others, or elitists who call you on your actions every moment of the way, unless you conform to their unrealistically high standards. Or – most likely of all – you could just a get a silent group who blast through the activity without any communication, so you might as well be on your own. Faced with that, I’d rather go play another game, and I know I’m not alone in feeling that way.

I don’t know why MMO developers are so hung up on forcing people together, even when it’s unreasonable or impossible. Solo dungeons, (as seen in a couple of other MMOs I’ve tried, though not in plentiful enough supply), or dungeons for two or three would be great. Yes, scenarios are for three, but there’s no loot from mobs, and once your character is geared up and you no longer need valor points, there’s no incentive to visit them again. They are, in fact, rather boring. The ultimate MMO would have group content that’s accessible to *any* size of group, whether that’s a person alone or a group of 25. Of course, the mechanics of working out that scaling in terms of loot might not be easy – I’m no game designer so can’t say – but the minute some game cracks this perennial problem of content running out, simply *because* you need other people who aren’t there, will be the game that everyone will want to try. I wonder what the result would be if, on WoW’s log in screen, every player had to answer the question of whether they would like more optional solo content or not? I’m betting the vast majority would opt for ‘yes please’.

On the whole patch 5.4 has been a big success for our guild. We’ve teamed up with another guild to do Flex raiding and our two visits so far to Siege of Orgrimmar have been a lot of fun. We’ve got the first couple of bosses down and nearly got the third the other night before people had to leave because of work the next day. For a new team getting used to working together we’ve done really well, and most importantly we’ve had some enjoyable evenings’ play and have made some new friends on the server. While we’ve struggled over the past few months to get 10 people together for a raid, this Tuesday we had 19 in the team. Some people who’d given up formal raiding in favour of LFR have come back to the team and because people can come and go from the raid without affecting everyone else, guildies who have to start late or finish early could also join us. The difficulty of the encounters adjusts to however many are in the team. This is such a great feature for people who get home late from work, or have kids to put to bed or, at the other end of the night, have to leave especially early for whatever reason.

As well as getting together with another guild who’d been suffering the same problems as us, we’ve also picked up some new guildies who are friends of existing members. I know from experience that the state of guild rosters can – time and time again – change dramatically for the good and the bad, and I’m happy we’re now going through a good time once more.

The Timeless Isle has also been fun to explore and at the start was an absolute gods’ send for alts. I’ve geared up quite a few already with the bind on account epics that can be found in treasure chests and from mob kills. It seems now the drop rate for epics has dropped quite a bit, but the initial week was great. The only thing that’s spoiled the island for me and my friends is the PvP aspect. Yes, we get that Blizzard loves PvP and occasionally, (legendary quest line, Long Strange Trip achievement), likes to force it on players who hate it, and yes, we get that many players actually like it and want it, and we also get that the Timeless Isle is supposed to have a world PvP element to it. But the amount of griefing that goes on does nothing to change my mind about mixing PvP with PvE. For example, late the other night a couple of friends and I decided to team up and find some rare mobs. As we were killing random creatures around us, a group of Horde, all flagged for PvP and all riding huge Traveller’s Tundra Mammoths, congregated on top of us as we were fighting, clearly with the aim of making one of us accidentally hit them. They were taunting us as much as possible with emotes, supposedly to make us even more annoyed with the situation. When these tactics failed – we simply moved to a different area – they followed us and grouped up on our kills as we were looting, again with the clear intent of making someone click on them by mistake and thus initiate combat. There are enough Alliance actually wanting to get involved in PvP, so these idiots should go and pester them instead. If this is world PvP then I don’t think it belongs among PvE players. Also, how brave they are in numbers! It’s not something they’d try alone or in a small group. Cowards.

But anyway, apart from that aspect, which if you don’t like PvP you just have to take a little extra precaution to avoid, the island is a fun addition to the game. Not sure how long that fun will last, but there are at least a lot of pets to collect off rare mobs, which will extend the interest for some. For those not into pets, I don’t imagine there will be much left for them to do once they’ve earned the timeless coins to buy the items they want. As with all content, the island won’t have an infinite allure – things get used up and players move on. I’m trying not to use it up too fast. Some people are obsessed with grinding the rep for the Emperor, and that’s all they do. But once it’s done, and if done too quickly, what will be left for them? I think it’s better to pace yourself and make the most of the content, rather than gobble it up and then complain about having nothing to do.

I’ve not tried the Celestial Tournament pet battles scenario on the island yet, as I want to get more of my pets to level 25 before embarking on it. Also, you need to put aside quite a few hours to do the scenario while you’re learning it. Friends who’ve done it have taken up to six hours to complete it, (not necessarily succeeding on their first attempt either) and at the moment I don’t have such a chunk of time to devote to one activity. One friend had got almost to the end – bearing in mind you cannot heal or revive any of your pets throughout the scenario – and then failed on the last fight because he literally ran out of level 25 pets to do it. (He has around 100 of them.) He’d spent four hours getting to that point. You can’t ‘save’ the fight – you have to complete the whole scenario or start again. Another friend, who completed it on the first day, has 250 level 25 pets, so as I only have 70 or so, I know I need a far bigger stable of available pets before I attempt this challenge. Once you have learned the fights and if you have enough of suitable pets for the battles, then it takes less time to do the scenario. One friend completed it in 40 minutes today, when he was taking hours to do it last week. I dare say more and more strategy guides will appear for the fights as people complete them, and I’m content to wait a while until others, through trial and error, work out the best teams. I’d rather do the scenario in a couple of hours than in the equivalent of a working day!

It’s been a while since I wrote anything for my WoW blog – mainly because I’ve been playing the game less and had little to say that wouldn’t just be repeating what I’ve said before. Like many, I’d run out of things to do in WoW, found playing alts rather a pain, and was often logging on only for raid nights. I’m happy to report we’ve managed to keep our raiding going, when many other guilds have had to give up for a while. We’ve had few cancelled runs, even if we’ve been short of people, because it’s possible to do Mogushan Vaults now with a diminished team of well-geared characters, and we could often take an under-geared guildie along with us to help get them some shinies.

Like just about everyone in the game, I’ve been waiting for the next patch 5.4, not least because of the Flex Raiding it will provide. It seems that at last Blizzard will accommodate all those guilds who want to do proper raiding rather than the jerk-pit of LFR, but who have found Normal raiding too taxing, simply because they cannot field 10 perfect players and/or have had problems with team consistency and numbers.

There has always been conflict between the so-called hardcores and casuals, with both sides screaming that Blizzard caters more for the other side. Reality is that the ‘not hardcore’ element is far more numerous than the ‘not casual’ element, yet even so, despite the ‘not casual’ carping that the game has been dumbed down and ruined, raiding has actually become more complex and difficult over the years. It seemed insane to me that Blizzard could countenance the crumbling and dissolution of numerous guilds, simply because Normal raiding was tuned too high for their raid teams of mixed ability. Surely Normal was meant for those people who weren’t expert enough, or couldn’t devote enough time, to attempt Heroic mode? But even within that broad band of ‘casual raiding guilds’ there would be teams of differing skill and team consistency. For some the current Normal mode tuning was fine because their players could handle it and they had the time each week to tackle it effectively, with a consistent team. For others Normal was a trial, because runs often had to be cancelled due to a lack of people, or different people went each time and fights had to be learned over and over. I assume it was intended that all these players should be herded into LFR and be happy with that, but of course this didn’t happen. They might have accepted the herding, but this didn’t mean they were happy. Admittedly, in most LFR runs, you’ll only have 2 or 3 jerks mouthing off. The other 22-23 players just keep their heads down and keep quiet. I was given some advice very early on – never engage LFR jerks in conversation. Ignore what they say, no matter how offensive or wrong or unfair. Don’t even stick up for anyone, no matter how incensed you might feel on their behalf. It will just bring the jerks down on you like a ton of silage. Consequently, I saw cruel bullying happen, but said nothing. Neither did anyone else: including all those players who would no doubt rather be doing Normal raiding with friends, but whose guild rosters had diminished beyond the ability to raid.

Because for many players Normal raid progression was so slow, or wasn’t happening at all, LFR felt mandatory to gear up characters for when raiding was possible. It was good for getting valor points, and of course essential for those stalled in Normal mode who wanted to pursue the legendary quest and its rewards. I’m really hoping that Flex raiding will offer a sound alternative. I believe surviving guilds will do more to ensure they can attempt this mode, whether that’s allying with others in the same position as they are, or else picking up a couple of random people by advertising in Trade. If you have a group of 3 friends who want to join you for a run, but you have 8 people from your own guild in the team already, you’ll now be able to take those 3 extra people. That just opens up huge possibilities for alliances with other guilds that previously had been constrained by the 10 player limit – too many people for a team – or the 25 player limit – too few. There will also be more incentive now for people to join guilds again. It will be interesting to see how it all unfolds and I sincerely hope it offers a new lease of life for raiding – and perhaps more importantly for guilds – in WoW. More to report once we’ve tried it!

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.

A couple of subjects I want to touch upon in this post.

After getting a *tiny* bit tired of the new dailies on Isle of Thunder, I wanted something different to do when I stopped work on Tuesday evening. I reviewed my languishing alts and decided ‘I choose you, Jassenah!’ my Priest. Poor old Jass. He was the bee’s knees in TBC and Wrath when he raid healed a lot. Well, I did, but it was on Jass. (He’s not *REAL* you understand.)

Anyway, after I felt he was well and truly thrashed to a pulp by class changes and dungeon/raid changes in Cata, and never enjoyed healing on him then, he was shelved for a while. Shame, because he was actually the second character I made, after Velaxis, all those years ago, and for a long time was even guild leader, before Vel pushed him off the cliff, being played more.

Happily, MoP has brought Priests back with a vengeance. I should know, because on a couple of raid runs we actually had four of them in our team – a healer and 3 Shadow Priests. OK, that’s really pushing it, and far from ideal, but we lacked bums on seats and wanted a run. What more can I say? Jass is a little powerhouse for levelling. Well he was, because I hit 90 on him the other night, so for him the levelling is over. I’d got him to the Shrine of the Seven Stars a while ago, because I hate having characters wallowing about the landscape with no true city to live in, and no portals to anywhere else in the world, and you have to be level 87 in Pandaria to get to the Shrine. (Not counting the creative jumping off the Wall to get there, but I like to do things proper.) Over the last couple of days, I bit the bullet and pugged relentlessly on Jass in Normal dungeons. No blood was shed. He was easy to play, did good for himself in respect of DPS, so no goggle-eyed pugger was going to shout at him, and I got 3 levels in two nights, plus a ton of gear, so he can laugh in the face of the tough level 90 mobs, which we face when we begin our reputation grinds with dailies. Happily, for alts, that is much easier nowadays, so I don’t mind doing a bit of it.

I can see why so many people want to play Priests in Shadow spec at the moment. It really is a walk in the Heartland, and although Jass wears cloth armour like other caster classes, he is so durable he might as well be in plate. I love it when I don’t have to be mincingly careful around mobs, which with so many caster classes in MMOs you have to be. I’ve already said on this blog I’m rather impatient when it comes to levelling quests and dailies, so if I can shoot a lot of mobs in the face in one go and survive, that’s dandy. Mind Sear, the Priest AOE skill is marvellous. It hasn’t been emasculated like my Hunter’s AOE, and I can use it a lot. I know Hunter players who have abandoned their main characters because they hate the focus mechanic so much. Plus Hunter AOE is a shadow of its former self in the glory days of Volley. But I digress…

Jass has been a dream to level from 85 to 90. I won’t really be able to use him much in the guild since we’re swamped with Priests already, but I’m not shy to pug with him, because in comparison to a few other classes, (notably DPS melee), I’m not going to play him badly and get yelled at. I’ve dropped into the rotation of Shadow Priest really easily. Whether I will heal with him or not is another matter.

I’ve already written on here about the problems with tanks and healers in the game at the moment. I’ve taken Ysobi, my Druid, into LFR raids up until the second part of Throne of Thunder. After seeing the new third part on Vel, I wouldn’t take Ys in there yet. On Vel, (like two thirds of the raid group I was part of), I struggled with the mechanics on Durumu, which I found as hard as Normal raiding. I don’t want to try healing when I’m still being killed by the floor. That’s just not fair to my team mates. Once I have my head round it, I’ll risk taking a healer in there. Healers have to be focused on the raid frames to heal. Skipping around the shit on the floor is a tiresome addition to all the other things they have to do. I need to be 100% on avoiding the purple maze before I can heal. It didn’t help that when I first did Durumu in LFR we had some comedians in the group, who had clearly benefited from practicing the raid relentlessly when it was on the PTR. That is, they knew it very well, even from day one. Smugly, these people took delight in calling other players ‘retards’, because they were struggling with the mechanics, which in my opinion are badly-designed. Why on earth should players have to turn down their graphics settings on their computers in order to be able to deal with an encounter? Shouldn’t that encounter really be designed so any level of graphics can deal with it? If it isn’t, isn’t it just, well, too gimmicky? Anyway, I’ve read today that Durumu and his floor have been hotfixed a bit as the LFR posse have been struggling with them so much. If I get chance to go in there this week, I’ll be able to see if the changes have made that much of an improvement.

I’ve not tried a Priest as a healer for a couple of years now. Our best healer in the guild is a Priest, but during Cata I felt the class had become more complicated to manage. Druids are really easy to heal with, once you know the lay of the land. Still, I will give it a try, preferably in a guild group first, if I can get one. And that is another story…

Things are a little quiet in our guild at the moment. We’ve had a couple more people drop out of raiding, and it’s nigh on impossible to get any group activities going outside of raid nights. We lost a couple of good social members, because raid drama spilled over into guild chat and the public part of our forum, which they found distasteful, and not something they wanted to see after a day’s work, when they were intending to relax. This is not good for a guild that has prided itself on its mature atmosphere and lack of drama, but still… Nothing incites drama in WoW more than raid politics. I figured all this was a message from the universe to get over my fear of WoW strangers and pug more. If I want to play the game, and take part in activities that need a group, I have no choice. Hopefully, I might meet some new friends, who might even join us.

People have said to me before, and I have found it to be true, that joining random dungeons on the way to top level is a far more relaxed and friendly experience than when you are at max. I really enjoyed the two nights I did this with Jass, talking to people who were bringing alts up as tanks and healers, and everyone being somewhat forgiving of mistakes. Once you hit heroics at 90, (and of course the Normal dungeons are no longer available to you then), the atmosphere changes radically. This is probably because people simply regard them as an inconvenience they have to suffer to get their Valor Points, and they have no interest in socialising or taking things easy. Many have no patience or tolerance either. I really wish the WoW community didn’t have its toxic elements, because when you come across the best of it, it’s a great way to spend an evening. And unless we get a few new people for our guild, or I resign myself to more solo play, I have to brace myself to face that community and hope I find more good than bad.

Every guild goes through hard times. Some survive, some don’t. We’ve been through worse than this since we began in Vanilla, including two mass exoduses of players, with such a high amount of drama involved, I was moved to write stories about them. On at least two occasions, disgruntled people have flounced off and also attempted to take a lot of guild members with them. Poison whispers; don’t you love them! Both attempts failed – ultimately all that those people could take with them was the friends they’d brought in – but it wasn’t nice to experience, and for a while thereafter a hollow wind always blows through a guild as the dust settles and the departures are accepted. It’s interesting that in the two cases I mentioned, the exoduses occurred after one person brought a lot of friends to the guild, then (certainly so in one case) attempted a coup to oust the existing officers. The first time it happened I was horrified people could behave like that in a game, the second time, (which wasn’t so much a takeover bid, but more of a poaching extravaganza), just wearily resigned that the worst in human nature showed through again. But because we have weathered such storms, I have no fears about us surviving. But, yes, a couple more good people on the roster would be nice. Here’s to positive thinking.

I know a lot of guilds have suffered from game decisions, as they always do. There’s always something that drives players away for a while. At the moment, it is the over emphasis on dailies, and the fact that Normal raids are really hard for people who can’t commit more than a few hours, two nights a week to it. Frustration sets in, because progress in raids is slow, or even stalled, and people become more upset about issues, which if things were better in the game they wouldn’t worry about so much. The annoying thing for us is that we have the personnel, even with the recent departures, but because of real life family and work commitments, it’s incredibly difficult to get 10 on at the same time. Hence, I think we need a couple more people to get over that problem. But recruiting is a nightmare at the moment, because every guild is recruiting. We’re trying, and will continue to try, but we can’t just accept anyone who applies. They have to fit well with us, for their sake and ours. One thing we don’t want to do is compromise the atmosphere of our guild just to get more raiders. We know from experience this never works. And at worst, you end up with the sly snakes, who will turn on you with a poisonous bite some way down the line. We really don’t want any more of those, thank you.