The Latest Wintergrasp Revision



Above are the stats for Wintergrasp battles on my server, Hyjal US. Each side must by definition possess the same number of captures plus or minus one, since the zone cannot fall into NPC control (i.e. you don't get to take it again until the enemy has first taken it from you). So, the only meaningful number is the number of times defenders are able to fight off captures. In our case, the numbers show a massive advantage to the Horde, which has held the keep in over seven times as many defensive battles.

In part iterations of Wintergrasp, the Alliance on my server often showed up in superior numbers, granting the Horde massive tenacity buffs. Today, it is not uncommon for a prime time battle to turn into a rout, in which my normally squishy mage is running around with 20 stacks of tenacity and 90K hit points, demolishing enemies in 2-3 hits. While this is strangely addictive (I've gotten 50-100 honor per kill in some of those situations, thanks to the tenacity honor buff), it is very unlikely result in capturing the keep. What happened to shift the balance?

The latest rules
Since the last time I addressed Wintergrasp, a year ago, Blizzard has completely redone the zone yet again. The current model requires players to either travel to the zone or two a battlemaster in major cities to queue up for the battle. This can be done no more than 15 minutes prior to the outbreak of hostilities, and was intended to reduce overcrowding. There is apparently an upper limit on how many people will be brought into the battle, and, in Blizzard's defense, I haven't seen much lag in the zone.

On the opposite side of the coin, though, the balancing of the factions is left purely to the tenacity buff. We can have a battle in which there are seven Alliance in a /who for the zone and a decent sized raid group of Horde. Unfortunately, Tenacity does not do enough to enhance the performance of vehicles - a 100K HP siege tank is actually pretty squishy compared to a 15-million HP raid boss. Without vehicles, the attackers cannot win the battle. You can stick around to farm honor points and watch insanely large crit numbers, but that will only stay entertaining for so long.

It's certainly possible that the population balance of the server has changed over the last year in ways that make the Horde suddenly outnumber the Alliance, where the situation was once reversed. The bigger issue, though, is the one that always hits games with non-instanced (or, in this case, non-size-balanced) PVP; the outnumbered side starts losing and becomes less fun to play, and even fewer people show up, starting a vicious cycle.

Consequences of the NEXT revamp
Blizzard's plan for the expansion (to be tested in Wintergrasp and finalized in the expansion's new version of Wintergrasp) is to limit both sides to relatively equal number of players (with a minimum cap to ensure that one side cannot deny the other victory by refusing to show up and leaving the cap at some number that's too low to complete the objectives).

Like the last half a dozen iterations of Wintergrasp, this one has some problems. Off the top of my head, the more popular side may quickly realize that they are less likely to get in off of the queue due to their numbers and level alts on the opposing faction to enter the battle just to raise the population cap for their real comrades. With Blizzard's new account-wide chat feature, they can even be relaying intel about enemy movements through in-game whispers. There's no stopping players from using third party chat to accomplish this, but it hasn't been conveniently and officially in game before now.

The bigger issue, though, will remain how to keep this kind of PVP - in which one side, and often the same side, will lose more often than not - interesting enough for the losers to choose to continue. This is where Warhammer fans have always claimed that the game went wrong by not emulating DAOC's three-faction model; you might be outnumbered, but there's always the chance of the two smaller teams joining forces against the big guys.

In the absence of changing the system to make sure that victory is always somehow in reach, Blizzard has attempted to use incentives to keep the losing side happy. In Wintergrasp's case losers can snag maybe 1-2K honor and a token (good in quantities of 25 or 40 for a second-tier PVP item, and only redeemable if your side owns the keep), with additional points for any of the weekly quests you are able to complete. Apparently, in an era where all the other forms of gear have also seen massive inflation, those rewards aren't cutting it.

Earning Gear Offline

Age of Conan recently made headlines with a change that offers players free levels simply for having an active subscription. Not to be outdone, Blizzard handed me four major gear upgrades, just for signing back into the game.

Technically, the upgrades in question were more of a correct bet on the pace of gear inflation than a literal handout. Due to my Wintergrasp habit, I wrapped up the patch 3.2 era with 90 marks and 67K honor. Rather than spend them on items that offered minor upgrades, I opted to save them for the following arena season. Now I have cashed in these currencies for the ilvl 264 PVP bracers, ilvl 251 shoulders, and ilvl 245 neck and cloak - I had ilvl 200 or 213 items in these slots previously, so even the PVE->PVP swaps were major upgrades. The hardest part of this transaction was waiting for the apparently dispirited Hyjal Alliance to capture Wintergrasp for access to the vendor.

The irony is that I was actually willing to run a few dungeons for some gear. Prior to my shopping spree, there were a relatively large number of items in the ICC 5-mans that represented substantial upgrades. Also, the gear threshold on Heroic Halls of Reflection appears to have been increased since I beat it twice in random pugs on the week it came out - my gear was suddenly no longer good enough to guarantee an easy clear of the place until I cashed in those upgrades, and I otherwise might have had to grind out some upgrades to regain access to the game's toughest 5-man.

Looking ahead
Strangely, the previews for Cataclysm say that Blizzard is keeping this old system, in which players will be allowed to bank currencies that will be usable to purchase better items in subsequent "seasons". Moreover, the system is expanding from PVP (where it makes some sense - your opponents may be wearing the good stuff) to PVE content. The Wrath era has seen several rounds of emblem quality inflation for the same 5-man dungeons (which have gotten comparatively easier as players become more and more overgeared), but those changes have never been retroactive to currency earned in the PREVIOUS season in the way that PVP honor points are.

At the end of the day, I suppose the moral of the story is that players should do whatever they enjoy most and rest increasingly assured that Blizzard will somehow manage to award them with raid quality loot for doing it. Perhaps banking currency for the future is even necessary as a way to encourage players not to call it quits as the end of a season approaches if they don't have anything left to purchase. Even so, it just seems odd that, in this timesink heavy genre, the trend would move towards allowing players to skip a timesink by banking currencies for future tiers.

A Quick Solution To WoW Goldselling?

Random thought of the afternoon:

What portion of WoW gold selling would be eliminated if Blizzard changed the character transfer service to strip your character of everything but the clothes on their back, and returned the balance of your inventory after 24-48 hours? Gold sellers depend on server transfers to move goods from compromised accounts to servers where potential customers are waiting. Most accounts that are worth stealing are worth it because they log in often enough that a character transfer would be noticed within a day or so.

Obviously, not having cash or consumables would be an inconvenience for players who legitimately want to transfer their characters to a new home (though really, routine questing does not require consumables, and I guess you could provide a 100G stipend for repairs and reagents). Then again, if you're moving to join friends or a new guild, someone can probably loan you the stuff you'll need for a day or two until your stuff arrives. Moreover, how many players would this really affect? How does that number of players compare to the number that are affected by the illicit gold trade? To the numbers who have had their guild banks looted, or had to wait for weeks for character restorations?

Don't get me wrong, I don't think that the gold selling problem can be solved entirely by impeding the transfer of assets. In this particular case, though, I'm wondering if the effect on legitimate players isn't so minimal that there is no real downside. Can someone point out the stupid detail I'm missing that argues why Blizzard shouldn't do this tomorrow?

Privacy Implications of Real ID

Consider the following two statements on a guild application:

- To facilitate contacting players as needed, all raiders are require to add the raid leader as a friend on their real world Facebook account.
- To facilitate contacting players as needed, all raiders are required to add the raid leader as a RealID friend on battle.net.

The former statement would probably raise some red flags with most people, though Uncle Ferrel's stories from his days as an elite EQ1 raider suggest that they're not unprecedented in MMORPG history. By incorporating the functionality into the default UI using the Battle.net RealID friend system, along with newly announced Facebook integration, Blizzard has legitimized the latter (which effectively leads to the former).

I've written before about real world privacy consequences of linking your gaming to your real life identity. This new push - all character alts in all Blizzard games will be included - adds in consequences for your virtual life as well. Spinks observes that we may be seeing the end of the virtual identity.

For some players, this type of functionality might be a good thing. I would be happy with allowing the raid leader in my WoW guild to contact me on my WoW alts in the event that there's a vacant slot in a raid that needs any warm body (the only circumstance under which I would potentially be worth bringing along). However, this would expose my real name to all of his realID friends, which I would be less thrilled about. And, as with any social networking oversharing, the consequences of making the "wrong" decision may not be immediately obvious at the time the player makes them, and may be hard to correct in any discreet fashion.

The unfortunate part is that there is nowhere for players to hide. Every game out there has its own web portal these day, and we can expect sites like Sony's Station, Turbine's my.game.com (my.ddo and my.lotro), and Bioware's version (used in Dragon Age and presumably SWTOR) to include Blizzard's new features ASAP in a push to gather more marketing data. If the genre is changing for the worse, players have no alternative other than to give up gaming and go take up books (until someone starts releasing iPad and Kindle-only books that require Facebook integration, which may not be that far off either).