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Posts with tag New-Players

Are pet battles too inaccessible for new WoW players?

Are pet battles too inaccessible for new WoW players
Recently there were some complaints on the official forums (shocking, right?) about how expensive pet battles are. The argument by many is that new players should have easier access to this feature.

In the Pet Battle Q&A from about a week ago, Cory Stockton explained:

Cory Stockton
[ ... ] the 100g training cost is going to make it difficult for a new player to get caught up in Pet Battles super-early, and that's by design, because everyone should learn how to play World of Warcraft first. Having said that, a new alt that can get 100g from another character can start the Pet Battle system at level 5.


In answer to the more recent forum post, Zarhym reiterated:

Zarhym
The cost is there, in part, because pet battles are intended to be a fun mini-game, particularly for players who've been around a while and want some new ways to spend their time while logged in -- it's not a profession. The system isn't really targeted toward new players while they're focused on leveling and character progression.

This is why there is a low level cap, but a buy-in barrier. It allows players with high-level characters and/or lots of alts easy access to the system, while reducing the risk of it being distracting or confusing for people just learning the core gameplay systems/mechanics.


More from Zarhym after the break.

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Filed under: Analysis / Opinion

Mists of Pandaria Beta: New strings hint at help for sweeping class changes

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One of the biggest complaints players have about the ever-changing system design of World of Warcraft is that each expansion brings with it sweeping changes or new mechanics that need to be relearned. In addition, if you were absent from World of Warcraft for an expansion or two, your class will not look the same in any way, shape, or form (with respect to rogues, of course). Blizzard has apparently been listening to these concerns, if these new beta strings are any indication.

With the release of a new beta patch comes new data strings and the information contained within. Recently uncovered was a family of strings called "What has changed," with some examples for the warrior listed in the files. "What has changed" looks to re-educate old players or bring new players up to speed on the design, rotation, and role of each class. The warrior, for instance, has four strings at this time, letting the player know about the Rend/Deep Wounds change, how some old talents are now just learned specialization spells, and some examples of the new rage mechanics.
  • WHAT_HAS_CHANGED - What has changed?
  • WHC_WARRIOR_1 - Many old talents have become specialization spells.
  • WHC_WARRIOR_2 - Warrior abilities no longer require specific stances. You can use any ability in any stance.
  • WHC_WARRIOR_3 - Rage is generated by Mortal Strike (id 12294), Bloodthirst (id 23881) or Shield Slam (id 23922). Only use Heroic Strike (id 78) when you have more Rage than you can spend.
  • WHC_WARRIOR_4 - Rend (icon ability_gouge) is now called Deep Wounds (id 115768). It is automatically applied so it won't appear in your spell book.
I couldn't be happier for these new helpful tips. I don't even know where to begin with rotations or strategies with new classes (especially mages, for some reason). Hopefully with these new tips, old players and players tired of mechanics changes will be able to slip into Mists of Pandaria much more easily, if that's what these strings indicate at all.

It's open warfare between Alliance and Horde in Mists of Pandaria, World of Warcraft's next expansion. Jump into five new levels with new talents and class mechanics, try the new monk class, and create a pandaren character to ally with either Horde or Alliance. Look for expansion basics in our Mists FAQ, or dig into our spring press event coverage for more details!

Filed under: Mists of Pandaria

Addon Spotlight: A UI primer for returning WoW players

Each week, WoW Insider's Mathew McCurley brings you a fresh look at reader-submitted UIs as well as Addon Spotlight, which focuses on the backbone of the WoW gameplay experience: the user interface. Everything from bags to bars, buttons to DPS meters and beyond -- your addons folder will never be the same.

World of Warcraft experienced numerous cataclysms over the last year and a half as Blizzard, the community, and everything in between had a weird hiccup moment. Mists of Pandaria seems to be shaping up to pull many lapsed players back into the World of Warcraft ranks, and the Scroll of Resurrection is a none-too-subtle way of facilitating that goal. Old players who thought WoW was down and out have been pulled back because of instant access to a lot of the features once reserved for the especially dedicated.

Last week, I gave you some tips on what to install on your brand new player's game in order to facilitate a smoother first-game experience. This week, we're going to address old players from all past eras of WoW's lifespan and help them get back into the game without too many bumps along the way. It's a very different game, but the core components are exactly the same. Blizzard correctly pointed out that when WoW's got you and your character's boots on the ground, the game works the best.

But first, before we begin with the article proper, I wanted to proclaim victory for the WoW community with regard to AoE looting. Blizzard has announced that AoE looting will be making the release of Mists of Pandaria, and I could not be happier. I've been championing AoE looting for some time now, and I want to send the happiest thoughts possible to the dev who got this feature on the launch list. You have no idea what types of quality of life changes that this will bring to everything from old raid farming to time spent waiting around in dungeons.

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Filed under: Add-Ons, AddOn Spotlight

Knowledge, newbies, and why kindness pays off

I played WoW on dial-up for a while, and during that time, it was close to impossible for me to raid anything but add-light 10-man content. So I did the only thing that seemed doable: leveled alts. A lot of them. While previously I had vowed to only level my rogue (my original main) to max level in any given expansion, I was suddenly the proud owner of six level 80 characters.

Even after I got back on actual broadband internet, Cataclysm's introduction of new races (especially Races That Are Worgen) gave me some more incentive to bring my number of max-level characters up to, well, its maximum level. So I finally listened to Matt Rossi and made a worgen warrior. He's awesome. And he tanks, a first for me. I've been leveling him almost exclusively through the dungeon finder, taking advantage of the instant queues for a dog what wears plate armor.

I'm still pretty new to tanking, but between new talent trees, heirlooms, and questing/dungeon gear with better stat balance, most low-level instances are a breeze. So I move fast. Sometimes a little faster than other people. The same kinds of people who attack from the front as a melee class or hit "need" on spirit weapons as a mage. And I would make snide remarks to those kinds of people.

Then I realized something. I was being kind of a jackass.

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Filed under: Analysis / Opinion

Trial account restrictions and the 30 percent problem

A few days ago, we posted on a very interesting statistic: Only 30% of all WoW trial accounts make it past level 10. On some level, it's been assumed that this number explains why Blizzard's taking such care to smooth out the beginning game a bit, to make it easier and more fun to stick with the game past level 10 or so. In a large way, this makes sense. But there may be other reasons beyond game play in play as well.

If you're picking up a trial account, chances are that you heard about it from a friend or a blog or a news report. But chances are, you were shown or described a massively armored warrior engaged in fierce hand to hand combat on the back of a dragon flying through the air, or a finely robed mage flinging a fireball at the face of the lord of all magic, or something similarly epic. With that in mind, it might justifably get discouraging to show up in game to find yourself dressed in rags, wielding a toothpick, and being sent to collect wolf pelts that inexplicably only drop off about half the wolves you kill.

With that in mind, it's easy to see how a trial account user could get bored pretty fast. But for me, there's one other angle that very few people seem to be bringing up: The social angle.

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Filed under: Analysis / Opinion

70% of trial players quit WoW before level 10

When Blizzard put all characters below level 10 on easy-mode and added the tutorials in patch 3.3, I thought that was because they were expecting a huge influx of new players for the holidays. But I was wrong. CEO Mike Morhaime stated in the quarterly conference call for investors yesterday that only 30% of all Trial Accounts make it past level 10. This would account for the priority of making the beginning of the game new player friendly, over other development we veteran players would like to have seen. He goes on to say that the changes to the leveling game in Cataclysm will be good for retaining new players while giving better replay value for the rest of us.

Now, I know what you're thinking. How many of those trial accounts are scammers, so of course they don't make it to level 10? Good point. I don't know the numbers, though I'm sure Blizzard could just look at how many of those accounts made character names by facerolling. However, the account thieves aren't strapped for cash and have been known to not only purchase full accounts to do their evil bidding; but will also reactivate lapsed accounts, slap an Authenticator on and farm/scam away. So the 70% may very well include a large percentage of potential subscribers by process of elimination, since the scammers can afford multiple accounts.

As I've said before, the pre-level 10 changes we already have help us introduce our loved ones to the game. And I think we're all looking forward to the new starting zones and leveling experiences we'll find in Cataclysm. Particularly now that we've had a taste of the new quest mechanics in the Love is in the Air quests, such as PIlfering Perfume and Hot on the Trail.

Filed under: Blizzard, Cataclysm

Incoming newbies, but why?

I think this is an interesting post by Grancran over on the official forums. We've already talked about how Blizzard is revamping the newbie experience in upcoming releases (including the next patch and the expansion), but he wants to know: for whom? Sure, there are going to be lots and lots of people going through the starting experience again when the expansion rolls around, both because of the new class combinations and the new races, but all of those people have already played the game. Why update a tutorial system when the majority of gamers have already played WoW?

It's an interesting question. Neth answers pretty tamely, saying that we were all noobs at one point, and that they want to make the starting areas as welcome as possible. But the question remains: is Blizzard expecting an influx of new players at some point in the future?

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Filed under: Analysis / Opinion, Virtual selves, Odds and ends, Blizzard, Instances, Leveling, Cataclysm

Patch 3.3 PTR: New tutorial system to be bigger, better

Patch 3.3 has had a lot of awesome small tweaks aimed at improving the starting experience for new characters and new players, likely in preparation for Cataclysm. In addition to streamlining the first few levels, Blizzard has added something else to the latest patch notes: A new tutorial system. According to the patch notes, the tutorial windows will now be larger and contain pictures and other visual cues to better direct new players where to go, what to do, or what buttons to press on the UI. In addition, new tips have been added, and other existing tips will appear at more opportune moments.

With this, we have yet another good example of Blizzard's preparations going into Cataclysm. Despite having somewhere north of 10 million players, they aren't resting on their laurels, but are adjusting their game to invite in even more players, making it easier for them to get into the game, and ushering in a new era of the newbie (in a good way) for the expansion.

Tips for Strand of the Ancients and how to win it

Eye for an Eye has a great set of tips up for the Strand of the Ancients battleground. Their tips are aimed towards Ret Pallies, but they're useful for almost anyone, and especially any melee-based classes. And the general idea -- focus on the relic and getting to it, not the players attacking you or other teammates -- is great for anyone to know.

I don't know what it is about Strand and Wintergrasp that has pulled new players into PvP, but there's something new there -- DanO also has found himself PvPing in those places when he never guessed he would. It seems like the objective is a big part of it; the goals in Strand and Wintergrasp just seem more epic than the skirmishes in Warsong and Arathi Basin (and they come with none of the major issues in Alterac Valley).

Still, while most of the tips are common sense, some of them are worth listening to if you haven't though of them yet (I liked the tip about sniffing out Rogues around the tanks -- whenever I've played Strand, I've always headed for the walls, but protecting the tanks is a great tactic, too). If you haven't tried either of the new PvP areas yet, give them a look, and bring these tips along with you.

Filed under: Analysis / Opinion, Tips, Instances, Raiding, Battlegrounds

Reputation roundup for new players & new level 70s

Some of the best rewards in WoW can only be achieved if you have the appropriate level of reputation with a specific faction. Whether you're a brand new WoW player or a freshly-minted level 70 dipping your first toe into the endgame, you need to educate yourself about reputation (or "rep" as it's usually called). Fortunately, here at WoW Insider, we have a lot of tools that can help you find your way through the rep maze to the piece of loot you desire.

For new players

WoW Rookie: Introduction to Reputation
New players should start with this article to learn what all the terminology means and how rep affects your gameplay.

WoW Rookie: Azeroth Reputations
This article is the next step in understanding rep and how it works for the world of Azeroth. Since you should start worrying about rep long before you hit level 40, this article shows you how to start preparing for getting your first mount -- especially if the one you hunger for is not your toon's racial mount.

Breakfast Topic: Reputation grinding
Here you can see what your fellow players have to say about what it's like to grind rep after level 60.

For new level 70s

Ask WoW Insider: Do you optimize your rep grinds?
Advice from us and other readers on how to streamline your rep grinds in Outland.

Faction frustrations eased in Wrath
A preview of how rep may change in the Wrath of the Lich King expansion.

Rep calculators

Here are a couple of rep calculators we've reviewed.
For extra credit

WoW Rookie: Pre-Burning Crusade engame reputations
This is a good primer on how rep worked prior to the release of The Burning Crusade expansion. Rep grinding in Azeroth after level 60 is not overly relevant now, but you may still be curious as to how it worked.

Filed under: Tips, Factions, Guides

New Players Guide: Your first login



Ok, you're done clicking sliders and choosing your race and class as part of the character creation process. You've watched the opening cinematic - you watched the cinematic, right? Did you stay through the credits to see the bonus scene? No? Good thing there wasn't one. Now you're sitting in starting area for your race, staring at the user interface (UI) for the first time and could be going, "Oh, man. What do all these buttons do?"

As far as UIs, World of Warcraft's isn't that bad actually. If you want to see a game with a horrid interface, take a gander at Second Life; that UI will scar your brain.

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Filed under: Tips, Tricks, How-tos, New Players' Guide

Breakfast Topic: When they are not prepared

It is very rewarding to help new players adjust to World of Warcraft. It can also be extremely frustrating. In some cases, I wonder if we may ruin players by giving them too much help, like helping a butterfly from its chrysalis.

I remember when I first started playing WoW, I made some serious rookie mistakes. For example I didn't know how to repair my gear until I was level 17 and had no idea that one should train all three talent schools. I got a lot of advice along the way, but I kept more or less to my IRL companions even in game. I never really experienced the MM part of MMORPG until I was level 60 and running Zul'Gurrub. It was exciting and exhausting, but for the first time I really felt like I was experiencing the entirety of the game.

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Filed under: Analysis / Opinion, Breakfast Topics, Instances, WoW Rookie

Simplified WoW lore

The WoW community is growing ever larger, and for lots of people the entire Warcraft story is a puzzling maze of overlapping tales. I know if I were a new player and someone told me, "Oh yeah, you can go play this other stategy game to get some of the story... or you could read some books!" I might balk at the time commitment required just to understand the background story for this new game.

Dawnbow has a solution though. This is the cliffs-notes version of WoW Lore. It won't keep you on the edge of your seat with spine-tingling suspense, but it'll give you a rough idea of what's going on behind the scenes of the game, without you having to spend extra time and money on other things.

A few responders to her original post on the forums say that there may be a few errors here or there in her summary, but don't worry too much about that. Lore fans often disagree on details -- sometimes they're both right, sometimes both wrong, and sometimes Blizzard just hasn't been consistent. Either way, if you're looking for a quick catch up on the essentials of the WoW story, spend a few minutes with some simplified WoW lore, and then check out WoW Insider's own Know Your Lore column for some the juiciest character portraits you'll ever read about a game story.

Filed under: Lore, Forums

Newcomers in the WoW community

Most games have a beginning and an end -- if people want more, the developers produce a sequel. But games like WoW are different, of course, because everyone is paying by the month in order to play together, and the developers are constantly adding some new content revising the old.

As time goes by, though, a rift appears between people who have been playing a long time and people who are just getting started. Not only does the game development company have to make some hard decisions about whether it's more important to keep people playing every month or to get new people to start from the beginning, but the old players have to figure out how the new ones are going to fit into the social system they've developed.

The Burning Crusade tried to appeal to both sorts of gamers, with added content for both ends of the player community, but Wrath of the Lich King is taking another direction, with most of its content only for people who are ready to leave Outland behind. But the patch 2.3 changes reveal a different strategy for attracting new WoW players: rather than adding new content to attract new players, Blizzard can just make the old content faster, more streamlined, and get new players into the new higher-level content more reliably. Will this keep new players coming? Does Blizzard even need new players, financially speaking, or are they content to just try and keep all the existing players subscribing for as long as possible?

Either way, a more vital issue is at stake: As the WoW community has gotten older, we have noticed some old-time WoW players like to complain about "noobs" a lot, in a way that doesn't leave any room for new people to join in on the activities. For a newcomer, it feels like an exclusionist attitude. The "noobs" are running around in all the wrong gear, using all the wrong strategies, precisely because no one has interacted with them enough for them to learn how things are done here. Some aspects of WoW are not at all easy or intuitive, and it's counterproductive to blame the noobs instead of reaching out and lending a helping hand where appropriate.

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Filed under: Analysis / Opinion, Expansions, Leveling

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