Blue Posts and Other WoW News: In which Nethaera gives us much more on the Mists of Pandaria talent overhaul decision

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Blue posts
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So we're going to be forced into pvp in MoP? Are there going to be away to level Not by pvping?
~ Well, personally, I'm getting my Bloodthirsty and retire this lock so I never have to pvp again.
So we're going to be forced into pvp in MoP? Are there going to be away to level Not by pvping?
~ Well, personally, I'm getting my Bloodthirsty and retire this lock so I never have to pvp again.
Finding ways to make PvP enticing is not the same as forcing people into PvP. Please keep that in mind. I think there are too many people worried over something that isn't anything. We recognize that there are people who choose not to PvP. But, we also want to encourage those that may have an interest in it to be able to take part and still be competitive should they wish.
As he also said in his post that we are looking for feedback, just keep it constructive and keep in mind that the talents you see now are simply that. They are just the talents you see now. They are not final (in the "locked in place" sense). They can and will change as appropriate.
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Let's all take this conversation down a notch or two, avoid harassing or defamatory language toward each other, and avoid over-sensationalizing things. This isn't "us vs. them". World of Warcraft is a game that has a variety of play styles available to everyone that chooses to take part in them. There will always be some level of cross-over due to the fact that it would seem odd for there not to be. That said though, the development team takes great care to consider the impacts and whether it's "fun" or not.
That said, I will prune out trolling/harassing or defamatory posts if they continue. Treat each other and this conversation with respect please. There's no need for personal attacks here.
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the question is: How? How do you intend to make it interesting for those of us who can't find anything interesting in it? How do you intend to prevent griefing, botting, ganking and all those nasty things that plague current BG's and world PvP zones?
the question is: How? How do you intend to make it interesting for those of us who can't find anything interesting in it? How do you intend to prevent griefing, botting, ganking and all those nasty things that plague current BG's and world PvP zones?
I'm going to break this down a bit here. First off, there is hardly ever a consensus even by PvPers on what constitutes "griefing" let along "ganking". The act of PvP itself is all about killing/disabling the other person so you either win or help your team win. So "preventing" it would imply putting in specific mechanics that discourage a behavior that is naturally occurring in PvP.
As for botting, we're always working toward ways of being able to detect and negate bots. We also though, rely on players to help report these to us so they can be investigated. As I'm sure you're aware, we've taken action against bot programs in the past and what you may not be aware of is that we are regularly taking care of bots, but we don't spend time publicizing this. Bots continue to become more and more sophisticated, and we are doing what we can to find better and better ways to detect these. Again though, the report function is there for a reason. If you report, it gives us an action point to start from in looking into a behavior to see if it's truly a bot or simply a person.
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Ghostcrawler's post is clear, they are planning to bring PvP and PvE closer together in ways that may not be appealing to those of us who dislike PvP.
Ghostcrawler's post is clear, they are planning to bring PvP and PvE closer together in ways that may not be appealing to those of us who dislike PvP.
This is true, that we're trying to bring them closer together. But, I think it's a bit early for you to determine that this means you will be "forced" into PvP. It's about making choices in engaging in PvE and in PvP seem less punitive and make switching quickly and easily for the situation you're in easier all around whether you engage in PvE or in PvP. What may seem like a purely PvP talent now, may actually have a use still in PvE depending on the situation as well. Again, we have plans for the future in opening up more opportunities for PvP, but that doesn't necessarily mean that you'll be forced into it.
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I am very aware of this. I know they are not final or even close to being set in stone, but lets face it, some, if not most, of them are coming out as pretty worthless at the level they are picked. I mean, I think even Ghostcrawler will have a valid justification for the first tier druid talents, or believe that the first tier paladin talents are what a level 15 paladin actually needs.
Nothing has been said so far of any significant changes coming to the lower levels, therefore, none of the new talents, especially the ones for Druids, Paladins, Priests and Shamans, offer any particular utility at that level, especially if you are not interested in PvP. So, let's look back in the talents and think a minute about what players at levels 15, 30, 45 and even 60 really need vs what they are being given.
I can't be any more constructive because thus far little is known about MoP, but I can tell you one thing for sure: The proposed talents offer little to no utility for the levels they are being given at.
I am very aware of this. I know they are not final or even close to being set in stone, but lets face it, some, if not most, of them are coming out as pretty worthless at the level they are picked. I mean, I think even Ghostcrawler will have a valid justification for the first tier druid talents, or believe that the first tier paladin talents are what a level 15 paladin actually needs.
Nothing has been said so far of any significant changes coming to the lower levels, therefore, none of the new talents, especially the ones for Druids, Paladins, Priests and Shamans, offer any particular utility at that level, especially if you are not interested in PvP. So, let's look back in the talents and think a minute about what players at levels 15, 30, 45 and even 60 really need vs what they are being given.
I can't be any more constructive because thus far little is known about MoP, but I can tell you one thing for sure: The proposed talents offer little to no utility for the levels they are being given at.
Generalities of "this doesn't work, this looks awful, there's no utility there" aren't helpful. We need specific examples. We also acknowledge though that giving your constructive feedback isn't going to always be easy (at least while we're just showing snippets), but that feedback could still be the spark we're looking for to make a change, so don't be discouraged.
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So you think a good way to encourage that interest is to design a core game system with ONLY those people in mind and ignore everyone else?
I'm sure there are plenty of those people who'd love to PvP, and I'm glad they are getting more options. But I'm not one of them, and I hate that they are getting options at my expense. So far as it is, I'm not excited about any of the new talents my class will be getting, I don't see any "choice" there. For all intents and purposes for me the talent system will be removed completely.
So you think a good way to encourage that interest is to design a core game system with ONLY those people in mind and ignore everyone else?
I'm sure there are plenty of those people who'd love to PvP, and I'm glad they are getting more options. But I'm not one of them, and I hate that they are getting options at my expense. So far as it is, I'm not excited about any of the new talents my class will be getting, I don't see any "choice" there. For all intents and purposes for me the talent system will be removed completely.
This is not what was said at all. You're completely twisting things to apply to your thoughts and opinion. No one is getting these options at anyone else's expense and if it seems that way to you, then you're not looking at the whole picture. Though, as I said before, I can also understand how you aren't able to get the whole picture since it's not quite out there yet for you to see it all.
Also, I'm going to state this one more time. Generalizations about what you don't like about the new talent system are not helpful. Saying you don't get anything good, doesn't tell us, what in particular you dislike. Saying you don't have PvE options likewise, doesn't say what it is you think isn't something you could use in PvE.
Again, I think people are taking this discussion way too extreme. This isn't us swinging the pendulum to one side or the other. The expressions of "If you make me do this, I'm leaving" likewise aren't constructive or helpful. We value your thoughts and opinions, but it's important that if you express them, you take a deep breath first and think about what those thoughts and opinions really mean and how they can be applied toward improving things versus simply voicing a concern to air it.
Lorne says it well here:
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True, little is known about MoP.
But you can easily give feedback on the current build of the new talents that is available to us on the website.
http://us.battle.net/wow/en/game/mists-of-pandaria/feature/talent-calculator
If you have ideas, suggestions, concerns or outright criticisms, get cracking! Just remember you're not going to help them with "this is stupid, change it." because they have no idea what you'd like to see in its place.
True, little is known about MoP.
But you can easily give feedback on the current build of the new talents that is available to us on the website.
http://us.battle.net/wow/en/game/mists-of-pandaria/feature/talent-calculator
If you have ideas, suggestions, concerns or outright criticisms, get cracking! Just remember you're not going to help them with "this is stupid, change it." because they have no idea what you'd like to see in its place.
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Much better Moonshroud. It's a start at least. Hopefully, discussions like these will become more prominent with give and take thoughts and ideas. We'll keep track of these discussions and do what we can to answer as we can. The most important part right now is that the discussion occurs.
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Right now, I have a working 31 point talent tree that allows me to make a character. In MoP, I will have a bunch of pvp talents I don't care about. That's the whole picture for me. Every PVP centric MMO has failed, and now to see WoW pushing recklessly into it is depressing.
Right now, I have a working 31 point talent tree that allows me to make a character. In MoP, I will have a bunch of pvp talents I don't care about. That's the whole picture for me. Every PVP centric MMO has failed, and now to see WoW pushing recklessly into it is depressing.
No one is "pushing recklessly". This is another embellishment that isn't necessary to the discussion. You will still have a working character in Mists of Pandaria. Your choices will matter more than choosing +1% to X etc. You will be able to adjust your character more quickly and easily to situations and to your preference. World of Warcraft is not becoming a "PvP centric" game, but it will continue to consider the impact of all changes on both PvE and PvP and as a part of that consideration, find the best "sweet spot" for making them more harmonious with each other so that IF you so choose to engage in one or the other, it feels rewarding.
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personally, my problem with PvP is that you can't just "Do it!"
You have to spend hours getting one shot by people in full latest-tier PvP gear until you can inch your way into getting gear to PvP...
If you could just go and PvP in a balanced manner, regardless of armor quality, then yeah, PvP would be great.
Not saying I don't love to PvP... I just hate the grind-before-you're-capable-to-defend-yourself part.
personally, my problem with PvP is that you can't just "Do it!"
You have to spend hours getting one shot by people in full latest-tier PvP gear until you can inch your way into getting gear to PvP...
If you could just go and PvP in a balanced manner, regardless of armor quality, then yeah, PvP would be great.
Not saying I don't love to PvP... I just hate the grind-before-you're-capable-to-defend-yourself part.
Just a quick additional point in regard to "bringing PvE and PvP closer"; When we say this, we're also talking about making the idea of having to collect separate gear for each less of an issue (like it became in Wrath of the Lich King). For those who are concerned about having to "grind" to get good enough PvP gear to even step into a Battleground, our intent is to make this less of an issue. We want PvE gear to be useful in PvP and vice versa, but neither should be quite as good as the other. You'll still be able to be viable either way. Meaning, if you want to go from your Raid into a Battleground for a bit, you won't necessarily need to swap gear, and if you go from PvP into a dungeon, people shouldn't get immediately incensed that you didn't change for the occasion.
While we would like to explore some options for adding more world PvP (because clearly many players keep asking for it) it would purely be optional. PvE players with no interest in PvP should be able to ignore it and vice versa. We just want to provide more opportunities for crossover (again for players who keep asking for it) than exist today.
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The issue I think is that talents were always viewed as a defining aspect of the character and many people are upset that this aspect is being remade into an optional utility tool for easier pvp-pve crossover.
I don't think cookie-cutter talent builds as they are now are so terribly detrimental to the game as we are led to believe. You can't remove cookie-cutter builds without either concealing mechanics completely or making everything uniformly bland. If you remove cookie cutter talent builds, there would be cookie-cutter specs, that simply perform better than others. If you fix those, there would be cookie-cutter classes.
If you really want to introduce these new utility pve-pvp talents, you can do it ALONGSIDE the current talent system.
The issue I think is that talents were always viewed as a defining aspect of the character and many people are upset that this aspect is being remade into an optional utility tool for easier pvp-pve crossover.
I don't think cookie-cutter talent builds as they are now are so terribly detrimental to the game as we are led to believe. You can't remove cookie-cutter builds without either concealing mechanics completely or making everything uniformly bland. If you remove cookie cutter talent builds, there would be cookie-cutter specs, that simply perform better than others. If you fix those, there would be cookie-cutter classes.
If you really want to introduce these new utility pve-pvp talents, you can do it ALONGSIDE the current talent system.
By your argument though, you're saying that cookie-cutter specs aren't bland. If you talk to players who have been "forced" into cookie-cutter builds, I think you'd find many of them do find this detrimental to their ability to play the game the way they want to play it. We're working to provide options that avoid the "you must" mentality as much as possible. We tried to tweak the current talent system as a part of Cataclysm, and it just wasn't where we wanted it. Yes, this is a more "drastic" approach, but the freedom it allows for making choices that matter on an individual basis have the potential to be far more fun for people to make those choices they want.
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You're taking a system that you admit works today, and completely changing it to an untested one. You're taking a system people are comfortable with and we know accomplishes what the players want, and you're changing it to a system that appears to have engendered quit a bit of... well, it isn't vitriol so much as it is a complete lack of caring. The fact that players are discussing simply randomly taking points because it doesn't matter for the type of gameplay they prefer would seem to be a rather massive black mark against the new system.
You're taking a system that you admit works today, and completely changing it to an untested one. You're taking a system people are comfortable with and we know accomplishes what the players want, and you're changing it to a system that appears to have engendered quit a bit of... well, it isn't vitriol so much as it is a complete lack of caring. The fact that players are discussing simply randomly taking points because it doesn't matter for the type of gameplay they prefer would seem to be a rather massive black mark against the new system.
Actually, we said that the talent system as it is today, is "fundamentally flawed".
We didn't really like having separate queues for each tier of Heroic 5-player dungeons. The random option should be all-inclusive. We also changed the Valor Point reward structure in 4.3, which kind of nullified one of the main reasons for splitting them up in the first place. Now the Random Heroic Dungeon option will choose any random Heroic, though you'll never get the Zandalari or Hour of Twilight Heroic dungeons if you're item level isn't high enough.
If you want to run the newest dungeons, you have that option. But if you want to run any random Cataclysm Heroic dungeon, we want the system to choose from all of them.
As others have stated in this thread, you're probably getting the news ones more frequently because more players are queuing for them specifically. You're being grouped with those people by the system so the wait times are as short as possible.
If you want to run the newest dungeons, you have that option. But if you want to run any random Cataclysm Heroic dungeon, we want the system to choose from all of them.
As others have stated in this thread, you're probably getting the news ones more frequently because more players are queuing for them specifically. You're being grouped with those people by the system so the wait times are as short as possible.
Be sure to tune into Spike TV's Video Game Awards tomorrow night, December 10 at 8:00 p.m. / 7:00 p.m. Central. Diablo III's full opening cinematic will make its world premiere during the show. It seems an appropriate time to share how the tone is set for our forthcoming game, as Spike has announced that they'll bestow their second-ever Gamer God Award upon Blizzard Entertainment's three founders, Mike Morhaime, Allen Adham, and Frank Pearce.
Check out Spike TV's official announcement for all the show's details and make sure your /popcorn is at the ready.
Check out Spike TV's official announcement for all the show's details and make sure your /popcorn is at the ready.
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Filed under: Today in WoW






Reader Comments (Page 1 of 4)
Bellajtok Dec 10th 2011 1:16AM
I appreciate all of the hard work involved in that argument... But somehow, I can't help feeling that trolls got fed.
Sebastien Dec 10th 2011 2:44AM
I would have to agree with you. Hopefully next time they can pick less angry unhelpful feedback.
Gniver Dec 10th 2011 5:56AM
Well, I thought that the argument about levelling players not needing roots, stuns, snares, interrupts and temporal movement boosts had some merit.
When you level up you mostly don't need that stuff. Mobs go down quickly, and even if a given enemy had some special ability that might call for a given utility ability response, you will be leaving their habitat long before you get into the routine.
As to special bosses and targets? The first thing Blizzard does when designing something "interesting" is making them practically immune to stuns and what-not.
Personally I have no problem with Blizzards non-stop tinkering model; it is what keeps the game alive. But I can see why average players would be less than excited about these particular talent choices.
Noyou Dec 10th 2011 7:27AM
@Gniver
Maybe I just suck, but when I am leveling I do in fact need CC abilities. Do I use them on every fight? No. Do I need them every 10 fights? Maybe not. Ever level a mage or a rogue? Maybe you are the exceptional player that can level a fire/arcane mage and never die. Most of us are not. A lot of us like to do some PvP while leveling, before it becomes so very lopsided at max level.
What people are failing to see is that they are taking basically all of the CC abilities and giving those to you as talents, which gives you, in most cases, the spells you would have had to use points on as learned ones.
Gniver Dec 10th 2011 8:01AM
I have never levelled a fire or arcane mage, but I have levelled an ice mage and a combat rogue, and my son is levelling a fire mage. The ice mage I levelled back in WotLK, and I'll grant you that it was plenty hard. Now? Not so much. In Cataclysm survival abilities have been spread around and creatures seem to have abilities and placement that support a streamlined gaming experience.
Or maybe my son and me are the king of ninjas. I am open for that thought. But if others can't use the current abilities to down levelling mobs efficiently I would guess that it is because they are using the wrong abilities. Say, frost and arcane spells when they are fire specced. Which is understandable since the game actually don't tell players not to. Quite the opposite. It is "Ding! You have gained X ability! Go see your trainer!" not "Ding! You have gained X ability! You are Y specced! For god sakes don't use it!"
Now, if Blizzard is in the business of fixing that, it's great. But if they are piling PvP-ish utility abilities on top of a pile of abilities where you should only ever use 1/3 or do poorly, I don't see how that helps the average player. I think it is the last possibility people are reacting against.
byronius_prime Dec 10th 2011 9:43AM
@Gniver
People keep forgetting though that besides the talent trees there's also the abilities that are given to you simply by choosing a spec. Abilities that, currently are talents given to the player as talent choices.
The commenter to whom Nethaera answered for example cited Paladin tier 1 of talents in MoP as talents a Paladin won't need while leveling. Sure these are movespeed boosts mostly, however by L15 a Paladin's kit is rather well rounded with some of their core abilities given.
Angus Dec 10th 2011 11:18AM
I'm still trying to figure out why anyone would consider the paladin tier 1 worthless.
You get it 5 levels before you can train a mount. That means that the movement speed boost is timely and effective. It WILL speed up those 5 levels and it will always be useful even after.
The Druid tier has a similar theme and the CD versions will give on demand speed boosts that can be used to chain pull.
The shaman one can be used to hold mobs in place in case of adds. Once upon a time that was a big deal. (Murlock kill quests come to mind) but it may not be all that great, this one I am with the person on.
The Priest... WTF? Two are only good CC if the feared models are rooted in place, otherwise the priest is going to wish they had the third instead. Like the shaman one, it is a failure for PVE.
Basically if they want this thing to be a good system, they need to stop doing what they did with how they made the tiers.
EVERY class should have a movement improving effect T1.
And so on, with all the classes getting the same KIND of utility at the same time. This means giving them all a DPS talent at the same time, roots at the same time, etc...
Tanks should get a CD or self-heal at the same time as healers get a healing CD or new heal as well.
If they don't do this, the system will be inherently flawed. Because everybody will be mad that "such and such class got 3 talent tiers which shook up rotations and gave them new abilities, while all I got was stuff for snares or CC, none of which matter on a boss."
Snuzzle Dec 10th 2011 11:20AM
The only time I need stuns and CC when levelling is transitioning to a new expansion. If I'm still in Classic greens, I'm going to get my butt handed to me by Outland mobs. It's not nearly as painful as it was in TBC but that first step is still a doozy.
Once you get expansion-appropriate gear it becoms a coast again, until Northrend when you suddenly have to be careful again. And the first step into Cata is especially painful.
Youl notice these transitions less if you have heirlooms (especially heirloom weapons) though.
zmckrakken Dec 10th 2011 1:19AM
Here's hoping the VGAs rock-out and the DIII cinematic is the singular, most epic trailer that we have ever seen.
I, for one, am hoping that they melt my face right off!
And grats on GODMODE! (again)
razion Dec 10th 2011 1:33AM
It really disappointed me that they couldn't come up with literally anything in regards to griefing "due to the nature of killing being natural in pvp". Well sure, it's natural in battle-grounds and arenas and such where you're supposed to kill players -- of the same level brackets. There are plenty of ways this sort of thing can be worked out:
If a players is ten or more levels lower than you, and you slay them, you do not incur a penalty immediately but it is, however, kept track of. And if, then, you repeat the action in the space of a certain amount of time (say, two to three minutes or whatever) then a penalty starts to be applied to the griefer that will say can say reduce stats, and/or start taking away honor (a 'dishonorable kill').
The act of griefing is different than regular PvP in that the defender doesn't stand a breadth of a chance, and also in that the griefer is intentionally killing the lower level player and *continuing to do so without respite*. The solution isn't to immediately give them penalties for doing so (because in such a way if a low-level attacked the higher level, then they can't defend themselves without getting penalized. Indeed maybe a better option would be to track who initiated conflict).
Implementing such a "dishonor or debuff" system for killing much low-level players would discourage griefing greatly (after all, would you attack someone ten or more levels lower than you if you had stacking Rez Sickness? Probably not).
Swaggatron Dec 10th 2011 3:03AM
if you don't like it, go play on a pve server
gethynsb Dec 10th 2011 3:43AM
How can you be griefed? Res, flying mount, leave.
Al Dec 10th 2011 5:07AM
"Res, flying mount, leave."
Stun, kill victim, camp.
Noyou Dec 10th 2011 7:34AM
I agree with you Raz. I think there should be some very real ramifications to deter people from griefing. There are multiple facets here. I think the griefing they were talking about was lvl appropriate. More specifically, in areas such as the molten front and in the up in coming MoP. Waiting for a quest giver to respawn in an area where you cannot fly certainly makes you a sitting duck. If you are on a PvE server, this isn't such a big issue, unless you got flagged from being in a BG or buffing a flagged player.
On the other hand, people who have only PvP'd once or twice or when they were "forced" into it for a holiday ahieve should not be so negative on it. I think they also need to put another bracket in with BG's. Figure out when the best point would be, whether it is 2k, 2.5, 3k resilience and separate those from people with less. Now I am not saying people with 0 resil should be able to be competitive in PvP but often times people with less than 3k are being hammered, mostly by people in high end gear.
Clearly, they have a lot on their plate to sift through before figuring out what is appropriate for the masses. I think as WoW goes forward you will see less and less being catered to the smaller percentages, whether it be raids or PvP.
DarkWalker Dec 10th 2011 8:18AM
I only lasted until Cata playing WoW because world PvP had mostly died. This talk about trying to rekindle world PvP in MoP - and more so in a zone where players will be unable to fly until they reach the new level cap - has made me postpone my decision to get back to WoW until, at least, a month after MoP launches; before that, I will be monitoring the forums and fan sites to see how the PvP situation is evolving, and only get back if, among other things, it seems like I can level up and do whatever content there is to do in MoP in relative safety.
It's not that I dislike PvP. Instead, I really dislike both non-consensual PvP and imbalanced PvP, to the point I almost always refuse to play any PvP game or mode where there is any kind of power grind - such as WoW's gear grind. I do play quite a bit of PvP, though the only MMO where I do so is DCUO - due to it's Legend PvP mode, where players use pre-made characters and, thus, there is no real power grind (players do have to get the marks to unlock the other pre-made characters, but extra characters add flexibility and not power; besides, it's reasonably fast, and since losing gives half the rewards for winning, even if a player always lose, he will end with every character unlocked).
In the end, though, if GW2 launches before MoP, the chances of me going back to WoW are rather slim. GW2 will simply not allow PvP in the leveling zones - something that really pleases me.
Also, I fear that, if MoP can actually make World PvP alive again, there will be an exodus from the perceived weaker faction to the stronger one on each server, resulting in even more imbalance than right now. WoW does a really lousy job trying to draw players to help the losing side. Though this do mean I would most likely never have to worry about World PvP, since I'm already in the stronger factions on the servers I have characters, so if the imbalance increases world PvP will become extinct :)
BTW, I'm not going to change from my current PvP to a PvE server unless Blizzard offers free transfers to some good PvE server. I'm not going to pay for a character transfer, ever; I would rather stay out of WoW than pay for this kind of service I really think should be free - and is either not needed or offered for free on most other MMOs I play. And I'm not going to re-roll, because since Cataclysm, I can't stand playing 1-60; already done the quests once, too boringly linear and too boringly easy, and I'm not going to pay a subscription just to be bored out of my mind.
loop_not_defined Dec 10th 2011 8:58AM
Anti-griefing systems are only effective if they're incredibly harsh. And when they're harsh, people abuse them. I'm sorry, but you really don't know what you're asking for. This has been tried time and time again in many other MMOs, and it rarely achieves the results one would hope, often penalizing the wrong people.
Noyou Dec 10th 2011 9:14AM
@ Loop
I think some sort of stackable debuff that makes ganking you back easier, would be appropriate. Again, you really can't institute it on level appropriate pvping, it would have to be against targets 10+ levels under you. It would also have to take into account if they attacked first or not. In the end, that is probably a lot of design manpower used for minimal gains, so realistically, it won't happen. Not having sanctuary in a zone where people won't be able to fly in is a shitstorm waiting to happen, in my opinion. What do you think max level players are going to do when they are honor/conquest capped and have nothing better to do? It will be a gankfest.
Amaxe Dec 10th 2011 10:36AM
I've always thought Blizz should bring back Dishonorable Kills and put some teeth into them.
I wonder how many people would gank low level toons if the ganker started taking hits to ALL his reputations every time he instigated combat with a player 10+ levels lower than him.
Perhaps it could work like this -- the greater the level difference, the greater the reputation penalty, as decent people would be appalled with such a dishonorable individual.
Now of course things would have to be worked out to apply only when one attacks (to prevent some sort of "reverse griefing" by having low level toons attack high level players)
But given how rep gear is important in advancement, each player would have to consider the consequences of indiscriminate slaughter.
There's a lot of issues that would need to be worked out of course to cover reasonable concerns of course, but I think this would even discourage those 12 year old kids who think it is funny to wreck the game for low level characters, when they discover that they're suddenly Unfriendly with their own factions.
EverythingRuned Dec 10th 2011 12:20PM
Okay, so let's say your level 30 friend is being griefed by a level 35 twink. You are level 90. What do?
NetherLands Dec 10th 2011 12:37PM
Phasing could help.
Characters within say 5 levels of the 'maximum' level of a Zone or lower would be in the same Phase, toons of higher levels in a different Phase. Special areas like Sanctuaries and Cities would be excepted.
This would solve the issue immensely, could get rid of a lot of 'Raid Boss level' guards etc. and would also discourage boosting to boot. Pretty much win - win.