BlizzCon 2010: BlizzChat Live!

For the first time this year, Blizzard introduced the BlizzChat: Community Live!, a neat little side event where anyone was welcome to come in and debate various topics of the game alongside a Blizzard moderator. The intent of this new "panel" was to bring the internet forums to life, in a sense, and allow the players to openly bounce ideas back and forth between each other with a direct line of communication to Blizzard present.
Although it wasn't as glamorous as having Ghostcrawler down in the trudges, the feedback that was being tossed around was taken seriously by Blizzard and the discussions themselves were highly informative. The discussions were so engaging that I ended up missing several of the panels down in the event proper that I had planned on attending, simply because the other players present were that engaging. Topics ranged across all spectrums of the game, from achievements to professions, PvE balance to PvP tactics, leveling and questing to the lore of the game itself.
There was a lot of skepticism about hosting this type of forum and to how effective it would actually be, but I can attest that there is nothing better than a room full of players from all walks of WoW actually talking about their gaming experiences and the changes they would like to see for the game.
A good idea
From all of the people that I talked to about this new event that Blizzard was hosting, the initial response that I had gathered wasn't overly positive; to many, it really seemed to them as though spending an hour in a room just talking about WoW was a waste of time. Nothing could be farther from the truth. Blizzard utilizes many tools in collecting feedback from their players when deciding the best direction to take WoW and one of the most prominent of those tools is the community forums. It's been noted time and time again by Blizzard and by the players that the forums have a very poor noise to substance ratio; valued discussions and few and far between, and you have to deal with the issue of trolls, whining, and petty infighting constantly. Don't misunderstand me, I love the community forums, but they often times aren't the best place for Blizzard to garner the feedback that they need. The live forum avoids many of these flaws; there are no trolls, there was virtually no infighting beyond playful banter, and players genuinely felt that their opinions mattered.
The moderator from Blizzard did a fantastic job of keeping the conversation on topic, plus he really did make everyone present feel that their voice was being heard; which it was. He wasn't there to answer any specific questions, just to observe, collect feedback, and at times mention whether a suggestion might already be in the works or offer Blizzard's perspective on the issue. If Blizzard continues to push this type of forum at BlizzCon, I can easily see it becoming one of the more popular events.
What came of it
Sadly, I wasn't able to attend every session that was hosted -- there was one every hour with a new topic, and I had to get my Diablo III time in too! -- but I did get to sit through a majority of them. Here is some of the highlights of everything that was covered:
- Achievements - Players would like for certain achievements to be applied to the account instead of the character, which is something Blizzard is working on doing.
- Achievements - They would also like to develop a method for players to view the achievements of multiple characters linked on a single account
- Achievements - Players asked for better clarification on completing the more involved achievements in the game which the moderator said they would work on
- Professions - Players wanted more "vanity" or "fun" items from other crafting professions besides Engineering.
- Professions - Getting more uses from gathering skills so they don't feel wasted on a main character
- Professions - Easing the leveling process for the professions that rely on more rare materials such as Enchanting and Jewlecrafting
- UI - Easier method of key binding various bars using the default interface
- PvE - Looking into buff equality in terms of application factors, not just strength
- PvE - Tighter control on gear scaling from a single stat to avoid extreme stacking issues
- Druids - Better balancing for Thorns to make it less penalizing towards fast melee instead of slow melee attacks
- PvP - Better trinket balance using methods other than resilience
- PvP - Equalizing of cooldown based and passive defenses for "weaker" classes -- particularly rogues
- PvP - Specializing the scope of specs to create better comps -- having certain specs favor burst, others control, but never both or limited in one if high in the other.
BlizzCon 2010 is over! WoW Insider has all the latest news and information. You'll find our liveblogs of the WoW panels, interviews with WoW celebrities and attendees and of course, lots of pictures of people in costumes. It's all here at WoW Insider!Filed under: BlizzCon






Reader Comments (Page 1 of 2)
razion Oct 26th 2010 9:21AM
Do want written recollections of the conversations--they sound interesting!
habbah Oct 26th 2010 9:29AM
"a collective sign of relief ". I think the saying is: a collective sigh of relief.. unless the folks at IHOP actually made a sign.... collectively.
Aaron Oct 26th 2010 9:31AM
Unless it was proceeded by a rude gesture. x-D
Tyler Caraway Oct 26th 2010 1:31PM
I think I saw some of them making picket signs in the back. :P
Pedro Oct 26th 2010 9:34AM
I like this account achievment stuff... we really need this!
Darthir Oct 26th 2010 9:56AM
Agreed. Account wide achievements would be incredibly nice. I'm not exactly a fan of having to grind reputation for a faction on each character I have.
Rakah Oct 26th 2010 10:47AM
well it would allow for achievements like "10 lvl 80s".
Pedro Oct 26th 2010 2:45PM
Thats nice, and imagine an achieve like: Grand Master in ALL Professions.
jklauderdale Oct 26th 2010 9:46AM
Typo in paragraph one: "collective sign of relief", should read "collective sigh"
Error in a typo, paragraph five: "Nothing could be father from the truth."
I'm assuming you meant farther, technically I believe it's supposed to be FURTHER. Farther is a precise measurement, as in "two miles farther in". Further is more of a loosely defined, metaphorical concept, "I've got a bit further to go before I'm awake this morning".
Aside from that, great article about a rather innovative forum by Blizz. :)
Coffeeeeeee
ArO Oct 26th 2010 10:58AM
The potential Freudian implications of that misspelling are enormous.
Tyler Caraway Oct 26th 2010 11:40AM
Thanks for that. I wasn't able to sleep going from Sunday to Monday because planes are evil, so my typing skills were bad.
RagingDaddy Oct 26th 2010 9:59AM
Once they have account-linked achievements, the next logical step are meta achievements that require each individual character to have completed the requirements. For example;
Achievement: Double Regicide (10)
Defeat the Lich King on Normal Difficulty with more than one character on an account.
Achievements motivate people in a weird way, and this would require you, early into the Tier of raiding for example, to have 2 highly geared characters.
This worries me, because if it was in the game, I would feel obliged to do them. The same reason they climb Mount Everest: because its there.
jfofla Oct 26th 2010 11:04AM
Rogues are a weak class in PVP?
Tyler Caraway Oct 26th 2010 11:38AM
That rogues have little passive defenses and basically go splat if they don't have their cooldowns up is generally regarded as accurate. Rogues are amazing good when they can Vanish, Evasion and/or CloS -- but without those they aren't much of anything. While it can work well in Arena combat where the cooldowns will always be up, in BGs it isn't as wonderful.
Shrike Oct 26th 2010 12:52PM
@Tyler:
Except that this isn't true anymore, no matter how lout the rogues QQ.(1) Sub-80, rogues utterly dominate, one-shotting people several levels above them. Even at 80, rogues are no more squishy than any other class, since the armor mitigation nerf means plate and mail has a lot less advantage over leather, and everyone's gotten or is getting a big Sta boost. Resilience is very powerful right now, and a small resilience difference completely offsets any slight advantage from the minor Sta or armor differences.
Add Recuperate to that, and the dizzying array of rogue cooldowns and control, and they're STILL in a better position than almost any other melee. Rogues claiming to be "worst" in PvP after 4.x are just bad.
(1): Every class QQs, even when they're the absolute best class in the game. E.g. Paladins are still QQing, despite being more than fine right now, just because they're not quite as faceroll as they used to be; they're still the best single-target healers and they still utterly and completely dominate BGs, they just take a little bit of skill now.
Shrike Oct 26th 2010 12:54PM
<sigh> Grznt's Law of Pedantfy strikes again.
That should have been... "no matter how louD".
Tyler Caraway Oct 26th 2010 1:30PM
Rogues are in a much better spot now than they were before, I will grant that, however this was also a specific direction that Blizzard was trying to take. They don't want rogues to be a purely cooldown based class.
PvP balance is always the trickiest thing to determine at the onset of a new expansion. How things are working now at level 80 do not accurately reflect how it is going to be at 85 -- which was just as true for Wrath came out as well. Rogues have generally always had the issue that they are a "burst" class of sorts in that they have the limited amount of time within getting an opener and before they run out of cooldowns to score a kill otherwise they become very easy targets. Sub has always been the more defensive based spec, however it wasn't viable in Wrath PvP.
Beta testing PvP has always been difficult as well. The population and gear just doesn't really exist for it. It's a very different comparison to pull many of the world top PvPers to use a base of comparison against all of the people that enjoy to PvP in the world, not to mention that now focusing on rated BGs makes limited testing even more difficult than raw arena testing.
I do not play a rogue, so I cannot attest to how well they transition between 80 and 85 in terms of PvP. It was just brought up in the discussion about their dependence on cooldowns -- and they were not the only class that brought these concerns up -- and I agree that it is a valid concern. Whether or not the changes that Blizzard has already made will be enough for PvP at level 85, I can't say, but it's worth following and certainly an interesting discussion.
I wish that I was more knowledgeable on rogue PvP because I would love to debate the aspects of it with you, but, sadly, I'm not.
Tirrimas Oct 26th 2010 11:58AM
I've always wanted more "fun" things for my crafters to make, like the engineering pets. My tailor doesn't get much to do except gear clothie alts, since I don't play on an RP realm. And yeah, ease up with the "weird" mats while leveling professions. Please.
Account-wide achievements? All sorts of possibilities arise...
Kynsi Oct 26th 2010 12:03PM
I was at most of those round table sessions (er rather, long retangular table sessions) and I left with the impression Blizz was genuinely interested in what we had to say. There were times when conversations drifted off topic... often... BUT, there was still a lot of good ideas, thoughts and suggestions made. They weren't the most glamourous part of Blizzcon to be certain. In fact, some might have found it rather boring, but it was still interesting to hear everyone's thoughts on the various topics. What's more, their ideas and suggestions didn't really differ much from my own so I'm glad other people had similar notions about game content.
Tyler Caraway Oct 26th 2010 1:20PM
I'd say it's one of those events that's really going to interest those people that enjoy spending their time in the regular forums. The panel discussions with the Devs that draw the large crowds are wonderful and you can learn a lot of interesting things, but they're just simple Q&A's that let players get ahold of some new information and an insight into the thought process of the development team.
This was more fun to me simply because I enjoy the feedback aspect of it. You don't really get to suggest or give feedback at the Q&A's, here you did, and you're right, they really did seem interested in everything that we had to say. It's a different kind of fun, but it's certainly worth checking out.