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Archive for the ‘Blizzard’ Category

Thumbs down for Real ID

07 Jul

Just to summarize, Blizzard forums starting in August are planning to have the posters name be their full real name (First + Last), with an optional display of their character name beside it.

I gave myself some time to process this instead of snap judging it. I am still of the same opinion though, this seems like more of a joke announcement then anything real or objectively thought out.

Here are several thoughts I have had on this changes they are hoping to put in:

1) It will reduce posts drastically, which may include a reduction in trolling type posts.

1.1) This will reduce forum bloat, possibly keep people more constructive and require less forum moderation.

2) Trolls/Forum bullys may not be reduced much at all. In my opinion, these types of people would be more protective of their character names in the game then their real names. Unless the point is they should fear reprecussions in real life. In that case, you have to almost say, wtf.

3) Harassment and very serious personal breaches will go up by many times. Just yesterday I was talking to a guild member who in past games had people track down his information and start calling his work, one time with bomb threats, another time accusing him of sending threatening emails with his work account. It is not that this stuff is impossible to find out without it being displayed, but handing them to the information ensures they dont even need to work at it to do it.

4) Privacy concerned people will simply no longer post. This means that in a base of millions of people, they will not be asking little questions and such on the forums, instead using CSR’s and other direct contact methods that won’t put their name out there.

4.1) Privacy concerned people may not understand that how exactly their name gets released, and avoid the games attached to real id altogether, just to be safe.

5) For many, games are a fantasy experience. They act and roleplay in ways that is outside of how they would act irl. Men play female characters, females play males, married people flirt with others and it is all hidden behind a seperate online persona from their personal life.

6) A lot of people do not want their gaming lives attached to their real lives. Professionals in many industries may not want to have a google of their name come up with gaming posts and opinions. Job searchers nowadays WILL google your name and look into your social networking. Looking just from a forum perspective, I assume a lot of these adult/professional people are providing the bulk of the -useful- information on forums.

6.1) Kids may not want other kids to know what games they play or how often. Their online hidden lives are now fodder for bullies.

7) While I think both males and females will have a pretty big dislike for this, I think women will tend to dislike this even more for obvious reasons.

It will be interesting to see if it ends up going through. There are already reports that there are ways to hack peoples full names from the Real ID system. With all the hate I have read so far, it must put some pressure on Blizzard to re-think this. However, if one company could just blatently ignore everyone and just stay their own course, it would probably be Blizzard.

What would be interesting is if Blizzard posted the real name of the champion of this idea. This should give them a pretty good idea of what it could be like for others that are no longer anonymous in an anonymous fantasy world.

 

“rng” – Warhammer PvE Loot System

02 Mar

When new games come out they are expected to have learned from previous generations of games. Looking briefly at WoW (one of the largest and most prominent MMO in North America), they started out with a random loot chance against a loot table and evolved into the token/progression based system. I am sure people exist that dislike this system, but I haven’t met them.

WAR releases years afterwards on a system of random chance for item drops, but adds even more need for these items by implementing a WARDS system whereby you can’t even progress in content until you ”get lucky” with drops and get the items you need for WARDS. The problems with WARDS were eventually corrected by implementing alternate ways to earn your WARDS through unlocking achievements, but this came late. The Tome would track the amount of times you killed a particular boss, and unlock the WARD if you still had not gotten your class drop. You could also earn WARDS from various tasks in RvR as well. This was a great step to help fix their unique progression system.

The loot system however, is still based on an antiquated loot systems and is as frustrating as ever. The people in charge need to find some middle ground between what they want to do and what players have been progressing gaming towards for the past 5-10 years. Obviously the random chance for good luck in PvE is liked by developers and players, but no one likes to be on the bad luck end of things, and I can’t imagine developers like that kind of thing happening either.

What I would propose is actually a hybrid system. WaR already has a great system in place with the Tome of Knowledge. Using the Tome, you could put a cap on someones bad luck.

You could keep the random chance at loot table items in place which enables people to always wonder if they are going to get lucky, but have you Tome keep track of how many times you have killed a particular boss that drops the item you need. I am sure most decision makers have some sort of plan for the average amount they would like someone to do a  particular instance/boss before obtaining their loot. Set the cap above that, or even double that. If someone hits that cap, it unlocks the item in their tome and they can pull it into their inventory. (the system for pulling gear out of your tome and into your inventory is already in place in the game, and can be done for various pieces of armor and accessories based on unlocks)

I lost great people from the guild/game due to this poorly designed loot system and the frustration they had trying to get drops for their classes, with no end in sight. Count me still amongst the disapointed in how far Warhammer has come in PvE item systems.

Thoughts?

If you play Warhammer, you can view my feedback suggestion on the official forums, here:

http://forums.warhammeronline.com/warhammer/board/message?board.id=pts_ff&thread.id=68847

 

“zerg” – Warhammer Online

24 Feb

Oxford defines the word zerg as “No results found for zerg:”

Zerg is an interesting word in gaming and has single handedly taken gaming communication down a notch. It is used for many situations and is about as far from precise information as you can get.

“The other side is zergy tonight”

“There is a zerg over there”

“The guild Whitelisted is just a zerg guild”

In most of these sentences, you don’t actually know what is going on. When someone calls out the zerg is coming, you almost need to reply back, “what zerg?” “What classes?”, “Is there zerg bigger then our zerg?”, “Should we engage their zerg or should we take our zerg and zerg an objective in another location?”

Where did the word zerg come from? A lot of gamers probably couldn’t even tell you. Only an educated guess on my part says it gained popularity and useage with the Starcraft universe and a race that had zerg units which did use numbers to win battles, but I am not certain that was the origin. I was not a huge fan of starcraft myself, but just like the first one, I do plan to try out Starcraft 2, which gets released fairly soon.

Early on in beta, I actually attempted to ban the word zerg for my guild, Jaded Souls. It lasted a while, but the useage of the word is so rooted in day to day lingo and communication that I eventually lost the battle. Who can really blame my effort though, it was like 1 person against a zerg.