WoW Archivist: World of Warcraft patch 1.5 part 2
Battlegrounds and dishonor
World of Warcraft, for the first six months of its life, had no institutionalized player-versus-player combat. You could PVP, but you didn't go to battlegrounds to do it, and you didn't gain anything material by doing it. It just happened. Patch 1.4 came along and introduced the honor system, wherein you earned points toward ranking up in your faction and earning a title. During all of that time, the one place to go for all of your PVP needs was the Hillsbrad Foothills. There was a constant ebb and flow of battle between Southshore (R.I.P.) and Tarren Mill. Patch 1.5 did ... interesting things to that conflict.
The implementation of battlegrounds was a long-awaited feature, but as with all things in the early days of the game, things were hardly perfect on day one. You had to physically visit battleground portals to queue for a battle back then. The locations marked above in the patch notes? You had to actually be there to queue. Warsong Gulch players all huddled around their faction's instance portal dueling for countless hours. Occasionally, they snuck over into the other faction's zone to gank duelists. Alterac Valley players were still concentrated in Hillsbrad Foothills and continued to fuel the epic Southshore/Tarren Mill battle.
Dishonor, which you were slammed with if you killed a "civilian" NPC, proved to be a huge thorn in players' sides. Due to the chaotic, frantic nature of WoW PVP and how NPC aggro worked, you simply couldn't raid towns or cities without losing honor. The Hillsbrad battle was actually very dear to people. It was a popular, accepted activity. If you didn't want to lose honor, you simply couldn't do it anymore.
Rather than give it up, an interesting thing happened: Players took dishonor as a point of pride. Rather than PVPing only for the prestige, glory, and honor points, players said Screw that! and continued on doing what they'd always done, even if it was damaging to them and kept their honor bottomed out at 0. Because it was fun. To have no honor was, in fact, considered honorable.
Players who didn't go that route did not have much fun trying to participate in world PVP anymore. If you were a player who wanted honor to progress your character and advance through the ranks, you couldn't join world PVP raids. You had to run battlegrounds exclusively and make sure you completely trusted those you were partied with elsewhere. Even if you didn't kill a dishonorable target but someone you were partied with did, you still got nailed with the penalty. It wasn't uncommon for someone to lose hours and hours of hard work in battlegrounds in just seconds because a player they were grouped with decided to slaughter a few civilians while traveling between quests.
Future patches made it easier to tell which NPCs were civilians and which were not, but it didn't really help. The "honored dishonored" movement died out as well, as players realized that the dishonor system probably wasn't going anywhere and they'd like to progress their characters eventually. The war between Southshore and Tarren Mill largely dispersed, as more and more players grew terrified of being punished for participating in the wrong type of PVP combat. However, the dishonor system was eventually removed, and the battle for Hillsbrad resumed.
A side note: For those of you that haven't been around since vanilla WoW, when you hear old school Alliance players complain about losing Southshore in Cataclysm, it's not because they don't want the Horde to have zones to themselves, and it's not because we feel the Horde/Alliance zone ratio is improperly balanced. It's because we fought a war for that zone for over five years, and Blizzard decided we lost.
Innkeeper meeting stones
As you've seen previously (and will continue to see as we look at future patches), Blizzard made numerous attempts to construct a Dungeon Finder feature in the earliest years of the game. Each and every one until the implementation of the Dungeon Finder we know today was a complete and utter failure.
The first implementation required you to go to the meeting stone outside of the dungeon you wanted to run and queue up for it. I'm sure some people used that, but I don't know anybody who did. And if you're going to the stone, why not just type directly to the other people standing around it? In patch 1.5, you didn't need to go to the stone itself anymore. You could queue up for the dungeon you wanted from innkeepers. Of course, that didn't help at all.
Queueing for those dungeons didn't portal you to the dungeon when you got a group, so if you queued for Razorfen Kraul as an Alliance player, you still had to run clear across the world to get to the instance portal if you were placed in a group. Would you get a group? Who knew? Cross-realm dungeons didn't exist, so the pool of potential party members was quite small. So if you couldn't be sure you would get a group, and you still had to travel across the world to the instance on foot, and you didn't know how long you would be queued so you couldn't go questing while you waited and simply had to sit around the innkeeper ... what was the point? There wasn't one. I won't say nobody use the feature, but I will say very few people used the feature. It was more effective to spam Orgrimmar or Ironforge general chat to find a group.
Building on Molten Core
Patch 1.5 was another example of how vanilla WoW's raid scene didn't try to deprecate its own content. Molten Core and Onyxia's Lair had been the only raid content for six months. That was fine, because even six months in, not many people were into the raid game yet. Rather than just set it and forget it and move on to the next big thing, Blizzard continued to build on available content. It fixed weak itemization in places, finished item sets it hadn't had a chance to finish before the game went live, and fully implemented the Thorium Brotherhood. The Brotherhood exchanged Molten Core crafting materials for reputation. The reputation would earn you crafting patterns, which you then used against later MC bosses and, once patch 1.6 rolled around, Blackwing Lair bosses.
Yes, many of those things probably came around as a result of Blizzard's launching World of Warcraft with a completely unfinished and untested endgame, but it was still pretty cool to continuously get little pieces of content to spice up the raid, rather than getting it all in one big lump.
Next week ...
Patch 1.6: Assault on Blackwing Lair
The WoW Archivist examines the WoW of old. Follow along while we discuss the lost legendary, the opening of Ahn'Qiraj, and hidden locations such as the crypts of Karazhan.






Reader Comments (Page 1 of 2)
WNxSajuukCor Jul 5th 2011 1:21PM
Ah yes, the mage patch that fueled more fire for the Mage Union: the only change was a new icon.
Narayana Jul 5th 2011 2:02PM
It's funny to look back on that and remember how defeated I felt when that was our only change.
We complained that polymorph healed the target, that blink was broken, that our gear was largely poorly itemized and the only change we got was an icon for mage armor...
TimTheEnchantor Jul 5th 2011 1:30PM
I enjoyed the fights in SS and TM. I do wish more World PvP was in place, but I have no real solutions for it to come back. I enjoy being able to Q for multiple fights and play against varying amounts of skill in the battlegrounds we have now. However, in some ways, Blizzard should take note that we need to have some sort of realm-oriented activity. That is what people miss the most from the Vanilla days, myself included. You had an emotional attachment to those you attacked in those cities. Nowadays, people get snobby if a Horde Rogue waltzes into Stormwind and kills them while they are flagged from leaving a recent BG. Kind of kills the fun with that kind of attitude! Get revenge! Do something!
Gossamer Jul 5th 2011 2:25PM
Ahhh I miss the great battles between SS and TM. Why did we do them? Cuz it was fun! What did we get for it? Not much! Did we care? Not in the least!
I'm not sure what caused this perfect storm of world PvP, but there hasn't been anything quite like it since.
Nynaeve Jul 6th 2011 4:54PM
Nothing quite as funny as an entire raid fleeing from the mushroom vendor in TM.
VioletArrows Jul 5th 2011 1:49PM
And they took out dishonor because....?
VioletArrows Jul 5th 2011 1:50PM
Never mind, found it.
Dear god I hate gamers sometimes (most of the time).
Thrasher Jul 5th 2011 2:06PM
The main issue with dishonorable kills wasn't the gamers.
It was that it was easy to accidentally aggro a "civilian" and thus lose honor unless you ran far enough away to drop aggro. Would would be difficult to do without....aggroing another civilian.
You didn't have to actually hit them, you just had to get near them and they would attack you, as they were hostile.
It sucked.
You couldn't do anything world PVP wise because if you went into town, even just to attack other players, you couldn't AOE in a lot of places and your movement would get very restricted because if you got too close...boom, dishonorable kill.
Elmo Jul 5th 2011 7:50PM
It was terrible, even if you were grouped with a player who killed a civ it would count and you'd lose so much honor because of it.
add to it that civs can spawn guards and raiding towns was pretty much never gonna happen. (oh how I miss the random raids on Crossroads)
Back then I even thought there was a special title for people who had loads of Dishonourable Kills (the real DK) but then again I was a silly uninformed player who didn't read any fansites back then but had a lot of fun finding out 'secrets and rumours'.
Tadiermot Jul 5th 2011 1:56PM
Here's the video for patch 1.6 in english: http://www.youtube.com/watch?v=MZHkxKzAlmw
Amaxe Jul 5th 2011 1:57PM
"Dishonor, which you were slammed with if you killed a "civilian" NPC, proved to be a huge thorn in players' sides."
When I was on Burning Legion (a PvP server) and we launched retaliatory raids against the Horde towns we had no problems with this. Guild leaders would warn us to pick our targets with care.
I think the real ass-hat behavior began once the Dishonorable bit was removed. That's when you began to see the 60s/70s/80s indiscriminately killing everything and making life miserable for low level toons trying to quest and level tradeskills.
Personally I miss the whole Dishonorable thing, though friends who were hardcore PvPers (I was casual and only got up to Sergeant Major) tell me they don't.
Spark Jul 5th 2011 3:50PM
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Amaxe Jul 5th 2011 1:57PM
Personally I miss the whole Dishonorable thing, though friends who were hardcore PvPers (I was casual and only got up to Sergeant Major) tell me they don't.
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I have to say, I don't miss it. It was a nice idea. It just didn't work out too well.
Our group was involved in a fair amount of world PvP. Astranaar was our main defense point. As such, we were constantly responding to attacks and heading out to do some in-kind. Nothing ruined an evening of good battles than someone screwing up, killing a civillian, and then having various individuals rage out of the raid due to lost honor. It didn't happen often; our crew was pretty good at avoiding these things. But it wasn't always just our crew. And in the heat of battle, mistakes are made.
With that in mind, killing quest hubs happened before dishonorable kills. Killing quest hubs continued with DKs (we had one rogue who used to love ripping Astranaar to pieces and wore his dishonor as a badge of pride). If killing quest hubs happened more after DKs were removed, then it was probably pent up rage from previously lost honor. ;) I don't really think DKs solved much or made the game much more enjoyable (and I'm not a griefer who thinks ganking newbies is the reason to be on a PvP server).
MichaelBerean Jul 5th 2011 8:30PM
This was the patch where I gave up on playing my paladin. I still played some over the next few months but it was here I realized Blizzard had no plans to make it possible for me to tank, dps or heal. Buffs and cleanses and an occasional tiny heal, that's all we brought to group play. You have to hand it to Blizzard, BC and WotLK were great especially compared to anything that was done before.
Snuzzle Jul 5th 2011 2:10PM
Oh well do I remember the rage from the hunter community when casters were given a wand autoshoot toggle. I'm a bit ashamed to admit I was one of them. The fear was that was *our* niche, we were the only ones who could autoattack at range. The fact that wands hit like a wet noodle though helped calm the storm. :)
Matthew Jul 5th 2011 2:19PM
Discipline Priests had a wanding talent!
jonas Jul 5th 2011 5:26PM
IIRC, so did arcane mages! (not that it helped!)
Artificial Jul 5th 2011 6:15PM
When I first started playing WoW, having played many games where autoattack is a standard feature, and noting it worked fine with my daggers, my rogue assumed the fact that autoattack wasn't working with my thrown weapon was a bug. It never occurred to me that anyone would be so bad at basic UI design for a game that they'd make autoattack work with certain weapons only. It's completely against the whole idea behind RPGs when your weapon skill is not determined by your character's attributes and skills but your user interface. I didn't quite grok that WoW is really intended to be an FPS with RPG-like trappings rather than an actual RPG, and combat is supposed to be a sport, relying on the physical skills of the player, rather than a RPG or chess-like game, relying on the mental skills of the player, the physical skills being the province of the character, not the player.
dkhar Jul 5th 2011 2:11PM
The dishonor thing never really bugged me and I never really understood why it did to so many people. It seemed that it affected alliance more than horde, and that seemed to be more because ally's raiding the entire town of TM instead of just attacking the guards. Whenever we(I was playing horde at the time) would want to start up a battle we would just go and kill some southshore guards and it wouldn't take long for the big PvP battle to start. They had to implement something to stop people from killing the quest givers that many people went to TM for(it was the best place around that level range to level). They really should have done it differently though, like make quest NPC's immune or something, or just leveled them all to 55. This is all from what I remember off top of my head anyway, could be wrong, its been many years. Biggest thing that killed world PvP in itself though was the battlegrounds, as most the people that wanted to pvp was in AV after that lol
Zabre Jul 5th 2011 2:20PM
Well, the quality of patch trailers sure has increased since then!
VSUReaper Jul 5th 2011 3:48PM
I know! I clicked on the videos to see some cutscene or story telling, and instead found.... Game play footage.
blizz sure had come a long way.
@ the people wanting world pvp back, blizz would have to do the following:
1.) remove flying mounts from certain places
2.) balance populations on each server. Some servers are VERY lopsided.
3.) funnel us into a zone and bottle neck us constantly (not fun btw)
4.) make an instant gratification reward for killing people other than honor or ranks. I.e. Gold, not silver, in addition to honor. Right now the risk of lost time doesn't outweigh the benefits of honor, and you know what they say about time: "Time is money".
Until then, world pvp is nothing more than a memory.