Dev Watercooler: World of Warcraft Classic
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One of the things I enjoyed the most was seeing in chat a player that didn't know how to get from Iron Forge to catch a boat to the other continent, and I'd have fun showing him how to get through the Wetlands to the port. The Wetlands was a higher level than we were at the time the quests wanted us to visit the other continent, so it was a dangerous journey and you'd usually become friends by the time it was over.
Of course everyone knows how to get there now, so I don't know how they can recreate the fun of helping someone out that is inexperienced. The same goes with dungeon fights, etc., -- everyone will already know all the tricks I expect.
I certainly miss the days of exploring a brand new world, the likes I had never seen in a video game before, and helping others (and being helped by others) along the way. Wonderful times! :-)
So there might at least one 'new' player.
Full confession: after a few years I had never actually made endgame. I had a lot of characters that were close, but I never had the “efficient play” strategy down enough to really power level any characters.
I like how everyone conveniently forgets that hundreds of millions of gamers never played Vanilla WoW.
Everyone does not know the game like the back of their hand. I have tons of friends who missed Vanilla and she's looking forward to playing it for the first time.
A thousand times this. After trying the beta in it's last, open weeks, I played from the very start with an externally-organised guild, so there was always at least 10-20 people online, and we were able to be amongst the first wave of people to be levelling up on the server in a brand new game (certainly not the first, but in the top 30% of the server at least)
It was wonderful the sense of exploration - moving into places like Stranglethorn vale and not really having anybody higher running around, or all of the quest lines and items mapped out online. Definitely the best experience I've had in an MMO.
I'm under no illusion that this experience is replicable in a rebooted classic server.
Take balance. I'd be willing to bet they've done loads of bug fixes on unintended consequences of spells. So the Frostbolt of the new system might actually do a different amount of damage and slow than the Frostbolt of 1.12, once the data's been transformed.
So all the classes will probably be slightly different to how they were in 1.12 and combos that worked back then might no longer work now. Some classes might now be OP that weren't and vice-versa. Monsters that were weak might suddenly become strong, and monsters that were hard might suddenly become really easy.
Not that I'm saying it's the wrong solution, I think it's realistically the best one available to them. But it will probably result in a different gameplay experience rather than, say, just updating the visuals. How different won't be clear till later.
So much weird and cool stuff was possible in vanilla. I remember someone kited a Servant of Razelikh into downtown Stormwind. It could only be killed by activating some object back in the Blasted Lands, so a crowd of dozens of guards and PC’s who didn’t know any better just whaled on it for half an hour.
EDIT: Apparently this was not just for lolz as you could level up weapon skill on the thing. Neat!
This is the entire reason battlegrounds were introduced - balanced world PVP was unviable on almost every server. It was one of the primary complaints about the game, and could even have resulted in the loss of the PVP orientated player entirely if it had not been addressed.
I'm not too sure about this, but I think this was also before the introduction of cross-server pvp for battlegrounds.
Once cross-server battlegrounds came out, never saw her again. Or any of the other people on the server we normally played against. It really ruined the community built up on our server, and was about when I stopped playing PvP.
I do kind of miss those things, I admit. Instances where you could find keys that would persistently unlock shortcuts, so if you came back later you could bypass bits of it. (Or if you were a rogue.)
That said... the time investment required was quite ridiculous, in hindsight. I don't miss things like sitting in Ironforge for an hour saying "3DPS 1H LFTank" every few minutes... and then spending another hour getting from Ironforge to somewhere like Dire Maul (okay, or being the two? three? people in the group who volunteered to sit around by the dungeon to use the meeting stone to summon that tank when they showed up). The LFG tool exists for a reason.
The early dungeons had a massive range of levels, though. IIRC the mobs in outer Maraudon were low 40s (high 30s?) whereas Princess Theredras was lvl 50. You weren't really meant to clear the thing in one sweep.
It bothered me profoundly that the memory usage in the games was proportional to the details of the map instead of the number of players. One guy had built an entire world in the Thad Williams' Memory Sorrow and Thorn universe. It had a great text processing engine but it was built on a fatal use-after-free flaw that was beyond me to fix at the time, and the head of the project understood it less than I did.
Eventually he folded and worked on my second favorite one, which I built a text-deduplication library to decrease their memory footprint by half (there was pushback on expanding the map due to resource constraints). I'm not sure they ever used it. By the time I removed an obvious footgun they'd already said no.
Later I later took a computer graphics class, and when one of the assigments was based on fractal landscapes. I still believe that the right way to run a big world with a small team is to use a generated world as the base, and then have your team carve a civilization into it. The computer makes the river valley, the designers put a town in it. The computer generates a cave, the designers fill it with monsters. The backdrop is cheap as can be from a human and compute resources standpoint, and it's easy to have a big space even before you have enough stories to fit into it. The fourth bit of code I wrote in what became my primary language for years was a fractal map generator, trying to get coastlines and ridgelines that looked organic, but by then I had a real job and had begun to worry about the Skinner Effect in multiplayer games.
Someone who's willing to jump through the hoops to play classic WoW on a private server likely has a willingness to deal with glitches and troubleshooting issues with running a 12-14 year old game client.
Whereas Blizzard wants to provide a smooth official experience, which they're going to give to their mass market audience. They can't get away with saying "yeah, it crashes a lot, and runs terribly on New Video Card X, deal with it", because it makes them look bad.
(For that matter, I suspect things like saying "that crash bug was there in 2007 as well, so it's the authentic experience" wouldn't go over fantastically...)
Look at EQ. The base game is freemium, but if you want to play on the latest progression servers, you need to pay their subscription price.
And another minority who wants the equivalent of EQ's progression servers - they don't want to be stuck at 1.12, they want all the same content releases again.
And another minority who wants TBC. Another WotLK.
Blizzard is going to be disappointing someone with every choice when it comes to classic. And a lot more people are going to be disappointed when they actually go and play that game.
TBF, you couldn't pay me enough to go back and play a warlock with all the prep required to raid Molten Core (and all the "limited debuff slots" BS). That's a lie of course, I'd happily even mule a Paladin for your guild if you wish to pay me $300k+ a year.
Jumping back to Vanilla one thing I hate about the current expansions is quest helper and honestly this rings true for other games (Destiny for example) as well. I think the lack of a quest/mission guide is a better experience for the player. I remember playing BC and had a blast trying to complete quest. You had to really pay attention and read the quest for specifics and clues to figure out what was needed or where to go. The completion of quest back then felt so rewarding. Now you just look at your map and follow the "little dotted line"[1] then rinse and repeat. This struggling with quest is what I'm most looking forward to with classic WoW.
Edit: words
That crowd in the city, coupled with the worse trace options- back when mounts were for higher level players and were very expensive - made the actual quests feel a lot more remote.
Special mention to the griffins/hippogirffs. One of the greatest moments of joy I felt when I got on one the first time and could still look around as it flew.
I remember that experience of discovery. It only lasted as long as it was all ... undiscovered. I don’t think it’ll work for a repeat performance.
It'll be interesting to see how many of those calling for this to happen actually stick around.
I'm in my 30s now. I won't be playing the game because it was about the people you met, not the places you went to.
There is that screenshot floating around of the last player left in a guild under the screenshot of the full guild back in 2005: https://i.redditmedia.com/m4I50ji3u80G3FjSkFCcSpqb2ZHr-4Rcf0...
Just made myself realize that it will be the same time delta between the first and second picture and between the second picture and next year.
It won't matter if life gets busy and I can only log in once this week. At least I'm not aiming at a moving target anymore.
Casual gaming.
Even though there were tons of complaints from casual players during the vanilla period, I had mostly only heard about these complaints when they where directed towards top tier guilds. Grinding with small groups was often fun and wasn't so heavily tied to every goal and data point that tied you back into the 'realm/global' competition. Players seemed more likely to invent their own metrics of ranking other players and Guild members, which to me added a level of variability that in retrospect, should have reduced anxiety for game play.
I'm interested to see how it plays out. There's definitely an 'ideal' balance for an mmo that makes it a success, and I think classic WoW had that nailed down. I don't think it's related to GPU cores or cultural trends, some games are timeless beyond the nostalgia factor, and that's because they achieve that perfect balance of interactivity and reward.
Having guild members that did linear algebra to calculate optimal raid arrangements is one of the examples of opening that creative space, rather than closing it with an excess of status bars and shiny hats. Every MMO suffers from what metrics flag gamer status, but I'm simply interested to see what direction classic WoW goes in, and how that affects the general trend of MMOs out there today.
On the other hand I have to imagine I would play a lot more efficiently/smarter than when I was 16.
I see it as a case of YAGNI.
Also this specific issue likely wasn't a problem of mass: the number of spells in the game is not that high, even today. The issue was throughput, IIRC they had high expectations and they got 10x as many signups as they'd expected.
That’s true for servers running on modern hardware (lots of RAM, extremely fast SSDs), but when I’m working on desktop, mobile or embedded apps, some of them need embedded databases, and I still need to worry about it.
On desktops not all users have SSDs, so when the data is larger than a couple of GB i.e. can’t be cached in RAM, every IO takes 4-5ms because HDD seek latency.
Mobile/embedded devices typically have flash memory so the IO latency is lower, but that flash memory is not as fast as modern desktop or servers SSDs. E.g. some Android phones have 2000 random read IOPS, 220 random write IOPS https://www.phonearena.com/news/Android-storage-speed-compar...
P.S. I even need to worry about this when I’m designing RAM-only data structures. On modern systems, RAM is block device (the block size is 128 bit for dual-channel RAM), and there’s a pre-fetcher silicon in CPUs making sequential access much faster than random access.
Incidentally, they also quite often create new bugs in super-old content due to changes in newer content.
I mean, the work they do is incredible. But it blows my mind how they manage to maintain this game given the amount of intertwined legacy within it. I'm not sure what exactly caused it to become as bad as it did. It's probably a mix of the game being far more popular than they originally anticipated, the team being incredibly large, and the engine itself not being very accomodating.
After j Allen brack scolded the fans over how preposterous the question of classic servers was. And Blizzard shut down the two major classic servers.
It's possible that the well is poisoned and people won't want to play out of principle or that they just moved onto other games and the time to capitalize on this has passed.
There will be a tiny cohort of players who will play this and genuinely enjoy it. The rest will be people who thought it was amazing (it was, in 2004) but have not realized that for 2018, vanilla is in so many ways a bad game.
The schools are where they are polished and shaped, with a tiny bit from parents - if they even talk about these things with their children anymore.
If in the future we see "anti-swj" be the norm we could say that "well, we saw it in barrens chat". Similar with 4Chan back in the day and probably still now.
I wonder if there are experiments going on using the data from ancient game chat and IRC channels (and so on) to verify this, and to check whether we can predict what may happen next.
One scary part is some people may consider this as yet another platform and opportunity to manipulate and control the minds of the future.
Why are these spells even in a tabular database at all? It seems like each spell could simply be in a JSON file, or at the very least this seems like a suitable place to use a key-value store or a document database.
I'm not sure that's true. Implementing classic wow in the modern client sounds like a straightforward data migration that will have some hiccups.
The Diablo 2 code is probably a visual studio 5 project built in direct x 5, they'd have to port all that to something modern. Their server code would need to support their current login system, and is probably not even going to build on a current is without changes.
On top of that Diablo 2 players aren't expecting a monthly charge.
I don't think the money is there.