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June 24, 2010

Battle Net’s Real ID, a Response

Filed under: Personal — K'vn @ 5:20 pm

A friend who hasn’t been playing World of Warcraft lately sent me a link to this article on Broken Toys, asking about the new Real ID feature and how it compared to the description the article gave of it. After reading through the article, I was rather surprised to see a lot of the views expressed and how they’re not quite in line with how the product actually works. I’m not sure if Scott Jennings, the author, has used the Real ID feature or not. If he’s as concerned about the feature as the article suggests it would make sense that he wouldn’t want to give it a try. In that case, perhaps the misconceptions arise from the frequently-asked-questions section of the Blizzard Website. Either way, I wanted to take a few moments to reply to some aspects of his article and then expand upon some of my experiences with Real ID.

First, a few facts about what it is and how it works. I realize not everyone is going to want to read the article I linked first. RealID is a completely optional supplement to the “Friends List” feature of both Battle.Net and World of Warcraft. If your parental controls are set up on a child’s account, they won’t even see this option at all, so there’s no danger that your child is secretly using this. Currently, you create a moniker such as “Brighteyes” when you play a game on Battle.Net or as a character name in World of Warcraft. It’s probably easier just to work off of World of Warcraft for the moment, because you can have up to ten characters on each realm, with a maximum of 50 characters per account. Each of your characters has their own friends list, which allows you to see when those other characters are online. So your friends list on “Brighteyes” is different from “Embereyes” or “Angeleyes,” and the characters you can add to a friends list are restricted to only characters on the same realm and faction as you. Simple and limited in functionality, but it’s what we’ve had for years.

What the RealID feature does is offers another way to add someone to your friends list. By default it’s off for everyone, and it only turns on if you try to add someone after giving you a short tutorial. The basic idea is that instead of adding the character “Brighteyes” to your friends list, you can send a request to add Kvn instead, pretending for a moment that Kvn isn’t technically a moniker and act as though it is my real first and last name. To do this you need the e-mail address that I used to register to WorldofWarcraft. Instead of typing “Brighteyes” into the friends list you would type my e-mail, and it would give you the option to send a short message with it. After that, nothing happens on your end. Maybe there was someone with that e-mail address, maybe not. If no one has an e-mail with that address or your request is denied you will never find out. However, if I know you and like you, I can approve you and now we’re RealID friends. Now you will see Kvn on your friends list, and to the right of my name is what game I’m playing. If it’s WoW, it will also show you “Brighteyes – Stormrage” underneath it so you can see what server and character I’m on. You can now send me messages or invite me to a chatroom that works across any faction, server, and Blizzard game with Battle.net’s RealID enabled (Starcraft 2). Now you’re in business.

In addition to seeing “Kvn” on your friends list, I now see your real name. There’s some added functionality, such as the ability to set a status that persists even when you’re out of game. You can choose to be notified when a friend changes their status or not (I quickly turned mine off), but so far I see people using it for short informative messages. “I have some time off work this weekend and plan to play, let me know if you want to run some instances.” “Does anyone know how to open the Crusader Quartermaster at the Argent Tournament?” (Obviously my friends don’t read my blog!) If it were just this simple it would be fine, but there’s another level of social networking that concerns some people. One is the ability to invite friends to a conversation chat room, and they can invite their friends. As the conversation uses your real name, I was pretty concerned. At least, it was showing my real name. After about 10 minutes of the conversation everyone was asking who “Brighteyes” is if they were invited by my other friends, so it seems that your character name is used in these chat rooms instead of your real name for people you aren’t RealID friends with. That makes me feel a little bit better. However, these cross-games-and-server chat rooms can be left at any time but right now there’s no prompt and the Interface Options don’t include an option to add a prompt. If you’re invited, you join the channel. I’m hoping this is an oversight as all other chatting in WoW requires a prompt before throwing you into a chat channel. The other concern is a big one, seeing your friend’s friends.

If you click a RealID friend and select “View Friends,” you get a list of who they are friends with. It shows their full names, but nothing about their characters. Also, while one of you needs to know an e-mail to invite initially, no e-mail addresses are ever displayed again and they do not show up on this list. You get the option without an e-mail address to invite the people your friends are friends with. As an example, a few days into the new system I received a request from Red Bunny. Red Bunny was also friends with KHAOS KITTEN, who was my friend. They couldn’t tell anything about me except that I do play a game called World of Warcraft. No information about my e-mail, server name, or characters showed up to them. They couldn’t tell if I was online or not. As before, they could request, but for all they know I don’t play anymore. Feeling a bit snobbish I opted to decline their request. Still, it bothers people that others may know they play World of Warcraft. I can understand that, I certainly wouldn’t admit to my real life friends that I play World of Warcraft, either.

Now that we have that description out of the way, allow me to discuss my replies to the articles. The article works off of the assumption that this feature will be popular. I imagine it is quite popular among groups of real life friends who play World of Warcraft. I’m certainly enjoying it, for the most part. Her first point is that being able to chat with your real life friends cross-realm is a big problem, that it is sending a mixed message. I’ll have to double check and see if I can find it, but I feel like this was addressed when the new Battle.Net was announced months ago. To put things into perspective, originally you could use special characters to send messages between Horde and Alliance with an awful mix of leet-speak and numbers. There are still cases where people abuse the language filter to yell at their enemies in battlegrounds. Blizzard has squashed things like this in the past to try to keep up the barrier between Horde and Alliance. I think it’s a bit of a stretch to claim that RealID is in violation of this. RealID is intended for your friends, and these are people you can call and chat with on the telephone, voice over IP, or an instant messenger program. Scott Jones asks “Why bother scrambling cross-team chat if you’re going to enable it in a different interface?” I would say that this isn’t the case. The faceless Horde you come across are people you’ve never met. A server has thousands of people on it. Preventing you from speaking to Horde on your own server using RealID would be silly, as these are people you already know. I wouldn’t be surprised to find out that most people have characters on both factions, as there is no rule about that. I think we have always been heading in this direction, and this is just a continuation of the ability to make Alliance and Horde characters on the same PvP server. To be honest, I was fairly surprised when that happened, because I didn’t realize that rule was still around.

The next argument is that this “essentially disengages the player from the avatar. Now, World of Warcraft is only very, very peripherally a role-playing game…” The arguments works off of the issue that your RealID name is your account’s owner name. I’m not sure I’m qualified to respond to this simply because I never felt particularly attached to my avatar. With 50 avatars to chose from and the ability to make a character and then delete it later, my attachment is more of a fondness. I don’t feel like “Brighteyes” is a real person with a real story. World of Warcraft just isn’t that sort of game. In fact, my MMORPG experience is so limited I’m not sure this is the case with any game. Maybe I would feel differently if I felt as though I were sending a message to Lord Kittenwraith, Destroyer of Worlds. Or if I felt that when I typed something, Brighteyes was “speaking” it to the world. But most of the time the messages I send are in guild chat to people strewn across the game world or whispers to people in similar situations. I can’t say I’ve ever really attached the thought that an avatar is real or that World of Warcraft is a role playing experience to my play time. Do I stop feeling immersed in the experience when my healer tells me that his lawn is on fire and he needs to go away for awhile? I play primarily on an “RP” server, too, so it isn’t that I’m sheltered from the idea of role play. I’ve heard rumors of people playing the game who supposedly become their character from the moment they log on to the moment they log off. I’ve never met them, but I imagine this potentially small minority is probably okay not turning on their RealID.

The continued argument talks about how important it is to go by a moniker and not be associated with your real name to the crazy freaks out there in the internet world. He doesn’t want to be bothered in game about the articles she writes. But bothered by whom? If he gives his RealID to friends, they already know his real name. The only danger is if he shares his real name with strangers. Even if someone sees his name by viewing “friends of my friend,” all they’re finding out is that someone named Scott Jennings plays World of Warcraft. They don’t have his character information or his e-mail or any information about him. I suspect that someone writing about MMORPGs probably has played World of Warcraft and probably has friends. How has this changed anything? If he plays in some sort of hardcore role-playing setting with his hardcore role-playing friends, they can still send him messages at “Lum the Mad” even if they are RealID friends with him. That hasn’t changed. What I do agree with is that being able to set an alias would be quite nice. Most people have nicknames, and having your real name show up there is a big deterrent to allowing people I’m online friends with online to be RealID friends with me. I actually think this is deliberate and well thought out, however. I’m only willing to give my e-mail address to real friends I’ve met in person and trust. If it were just an alias, I would be willing to give it out to more people, who would then potentially know the e-mail address I use for World of Warcraft. It’s a sort of built-in safety feature. Of course, in a perfect world I would get my alias and I would also not require an e-mail address to be RealID friends.

His final gripe is that there is no way to not use the system. I’m not sure why he takes issue with Blizzard’s comment that you can simply not use the feature and it isn’t a problem. Parental controls allow you to opt out of it completely, for one. Also, someone has to have your e-mail address you use for World of Warcraft and know that’s the e-mail you’re using for that purpose and send a request and have you go into your pending requests and accept it and go through a tutorial to open it up. While that’s not a time-consuming process if you want to start it up, it’s not as though it’s on by default or you’re stuck with it. Mr. Jennings compares it to being flooded with marketing ads and being told you can opt out by not looking at them, but that’s not quite accurate. When you log in, nothing has changed. You have to go in and change things, and there’s no obligation to do so. The game hasn’t changed if you decide not to do this. It’s a fun little thing for people who have real life friends playing, but it isn’t affecting anyone who doesn’t want to use it.

Now, he does touch upon the friend-of-friend issue. I’ve covered it before, but I would like to say that it would be wonderful to be able to disable this feature. Add in this, an alias option, prompts for conversations, and it would go a long way towards making me feel better about this feature.

June 21, 2010

Frost the Ice Lord!

Filed under: Holiday — K'vn @ 6:27 am

Hello everyone! It’ll be later today before I get up my Fire Festival guide, but I wanted to put out a quick guide for Lord Ahune since he’s changed so radically this year. Instead of finding 4 other friends and going to Slave Pens or Heroic Slave Pens like the previous years, this year you access him through Dungeon Finder. For those who haven’t used Dungeon Finder, it’s the green eyeball icon between your action bar and your key ring and bags, between “Player Vs. Player” and “Game Menu.” When you access this you will see options for specific dungeons, heroic Northrend dungeons, and regular Northrend Dungeons if you’re 80. I don’t yet know if you can access the level 70 version of him or not — EDIT, level 75 has no option for him. During this holiday only you will see an option for “The Frost Lord Ahune,” click it and you will enter Dungeon Finder for just this boss. So far on two separate battle groups I’ve had very short (under 5 minute) queues for him, but that may change. You are transported to a phased version of Slave Pens when it finds you a group. Kill Skar’this the Summoner and you can use the ice stone to summon him once. If you want to go again, simply requeue for the boss. Ahune’s loot is divided into the things he drops and the things that come out of the Satchel of Chilled Goods. There is no limit to the number of times you can kill him, but you only get the Satchel of Chilled Goods once per day. Lord Ahune can drop item level 232 cloaks for almost all specializations (includes agility and strength cloaks as you can see in the list below). The Satchel of Chilled Goods drops two Emblems of Frost, rarely the Frigid Frostling small pet, and also rarely a new item level 232 version of the Frostscythe of Lord Ahune. In an easy-to-read format, they each drop the following.

Lord Ahune’s Ice Chest Loot Table (infinite attempts)

Satchel of Chilled Goods (Once per day) Loot Table

Lord Ahune’s strategy is pretty simple as he only has two phases. Phase One lasts about 1 minute and 45 seconds, during which he will spawn a large Ice Elemental called an Ahunite Hailstone that has an aura of Frost damage called the Chilling Aura. Burn him hard and fast to remove the aura, this is the only thing that needs to be “tanked,” and an off spec tank in a decently-geared group could just be a dps with taunt. During this first phase you will face waves of two smaller elementals caled Ahunite Frostwinds and Ahunite Coldwinds that appear every few seconds, also. If you let him go into the first phase more than once the number of elementals increases, so there’s a soft enrage on this fight due to the increasing number of adds. Ahune will knock you back if you get too close to him, but ranged can attack him if the adds are under control and their damage isn’t needed on adds. Also at this time you will notice small swirls of mist that appear underneath random players. A few seconds after the swirl an ice spike will appear from the ground, dealing damage and sending anyone standing there into the air. While moving out of the way is easy, spreading out will guarantee that only one person has to move per ice spike. During this phase his defenses are formidable so damaging him is less effective than it will be in phase two. Another time you may want to damage him in phase one is if you do not manage to quite kill him and just need to finish him off. Lord Ahune’s second phase is much simpler, after a few minutes he will hide inside his frozen core. During this period of time he stops spawning new adds and the ice spikes seem to reduce in frequency. He will take much more damage, so hit all of your cooldowns and use Bloodlust or Heroism if you have a shaman. Most groups should be able to take him down during the first time he enters phase two. Just before he returns you will get a warning. If you happen to kill him after this warning an ice elemental will still spawn after his death, so be wary as it would be silly to die to a piece of rock after besting the Frost Lord! If you do not kill him after the first phase two be aware that that the number of adds you will have to deal with increases. All-in-all, a pretty simple fight.

You may requeue and kill Ahune as many times as you’d like for the Deathfrost enchant or the cloaks, but you only need to kill him once per day if you are after the Frostscythe of Ahune or the small pet.

June 10, 2010

Gearscore, a Classic WoW Problem.

Filed under: General — Tags: , , , , , — K'vn @ 4:59 am

Ah yes, Gearscore — does anything else elicit such a negative response about the current state of World of Warcraft? Or maybe it’s just me, rolling my eyes at the very concept. Is it pride that makes me refuse to link my gearscore? Is it my dislike of acronyms that makes me refuse to even respond to comments of “GS plz?” Well, perhaps. But listening to some of my friends complain about it, someone commented on how it’s a recent problem that’s cropped up. This got me thinking about how while Gearscore is a recent development, the problem has gone back to original “Vanilla” World of Warcraft. Sure, maybe we didn’t call it Gearscore back then, but the basic problem still existed.

World of Warcraft Classic, Vanilla Flavor

Allow me to take you back to the old days of Vanilla WoW. You’re running something like 10-man Scholomance as an undead rogue and you have your wonderful Dire Maul Bracers of the Eclipse, a wonderful mix of agility and attack power. Suddenly, Shadowcraft Bracers drop. There’s no Tier 0.5 upgrade quest, but my goodness, don’t they sound like something a rogue would want? You upgrade and remove your awesome agility and attack power bracers for… a huge downgrade. Why? Well, because it’s your set. You feel cooler. It sounds better. Sure, the item level is way below what you’re wearing but no one knew item level back then. Is this isolated to the casual players? Nope! Watch as an army of cats “upgrade” from their lame “blues” like Chitinous Shoulderguards to the amazing Blackwing Lair purples of Taut Dragonhide Shoulderpads. What, are you “chitin” me? Why would anyone go from the best stats for a kitty to…. attack power and stamina in mediocre amounts? Well, it was called purple fever. If it was purple and you had a blue, you rolled on it because it was purple. If it was purple and from a raid later than yours, you rolled because it must be better if it shows up later in the game, right?

I’m sure you can already see the problem here. People were more worried about where something came from than whether or not the item was actually worthwhile. People should be looking at the stat distribution and how important those statistics are, but instead they’d just wear whatever was “more purple.” The only benefit it had is that you could easily spot the poor cat druids because they were in epics while the good ones were wearing blues from Zul’Gurub and Ruins of Ahn’Qiraj. Man, I’m glad this was just a Vanilla thing…

The Burning Crusade

Except, of course, that it wasn’t. The same problem existed in The Burning Crusade, except it was more a matter of the “more purple” issue instead of blues to purples. People continued to work off of the assumption that if something came from a later instance, it must be better! Instead of taking a smart approach to gearing up, people would just grab their next set piece and work onwards. I’m sure I’m giving away that I raided as a cat druid in Vanilla and Burning Crusade, but there were some big itemization quirks and a lot of extremely dumb cats out there. Some set bonuses were amazing (Two pieces of Tier 4, lovingly called 2pc T4, granted energy per attack). Some were awful or useless (Tier 5 offered a caster increase… for cats.) I’d see cats upgrading out of extremely well-itemized gear for set pieces that did nothing for them. Then I’d see cats putting away their Tier 4 with a nice AEP value of 500 attack power for two more strength from their Tier 5, losing their set bonus. While Damage Meters are another issue altogether, surely seeing your dps plummet from your “upgrade” should be a clue? Then from a class that lives off agility many cats would take attack power idols from Black Temple simply because of where it dropped. Taking set pieces that lower your dps greatly combined with grabbing whatever gear seemed newer made it feel like I was pugging Lower Blackrock Spire all over again. What’s wrong with these people?!

Wrath of the Lich King

And now we have Gearscore. People are taking gear with a higher item level over gear that’s good for them because it inflates their gearscore. In some cases, the old problems exist exactly the same way they did before. For classes like hunters, two pieces of tier 9 gives such a huge DPS boost by allowing Serpent Sting to crit that “upgrading” to Tier 10 and losing the bonus will tank your DPS. Some of the Item Level 264 relics have a ramp up time and can fall off easily, making the 245 relics a big dps increase most of the time. Darkmoon Card: Greatness is a great example of a trinket with near-perfect itemization. It’s item level 200, but it ranks higher than a good deal of the 245 trinkets. While I could continue to list many other examples, it is worth noting that overall itemization tends to improve as the item level goes up. The important thing is to be able to think for yourself and know your class. Which brings me to the interesting problem this poses: requiring gearscore to do pugs and raids and bragging about your gearscore. This rewards players for making poor choices. Your gearscore does not show your DPS, your skill, or your experience. If you can click need on the item with the highest item level, you are rewarded by having your gearscore go up. The problem is that we use a sort of mental gearscore sometimes when people ask us about gearing up. No one worth their kitty paws would say “get 5,700 GS before you should look to Trial of the Crusader,” but we might say “Try to get some good badge 245 and heroic 232 gear before you look into ICC10.” If that player goes and builds a Darkmoon Card: Greatness, great! It probably beats their trinket. But again, I suspect giving out advice like this probably encouraged things like Gearscore.

On a tangent, I think the best bet would to be to develop an add-on or system that works off of AEP. Perhaps if we had to link our Tossk Kittypoints or Rawr simulator score it would be better. Then again, to remain accurate those are constantly being updated and worked on, and they don’t always update immediately. But at least there is some thinking going on there. At least the statistics and set bonuses are weighted. Instead of complaining (too late!), I just hope this is the direction we’re heading. I would love a mod that replaces the Item Level on the item with AEP. (AEP is a generic term for Attack Equivalency Points, basically a way of comparing stats. Think of it as “For your current gear level, how does this compare to another piece, comparing how things equal out in attack power.”)

I’d love for someone to defend Gearscore, feel free to e-mail me or leave a comment below.