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Cake day: June 10th, 2023

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  • I’ll start us off!

    In the MUDding world, specifically the Iron Realms brand of MUD, two games (Imperian, Starmourn) have been put into “legacy mode” by the company, which means that a lot of the more useful, grabby, and/or addictive features typically found in IRE games will be unsupported going forward, as well as disabling the ability for characters to retire INTO Starmourn or Imperian, while retiring OUT of them is still doable. Everyone’s expecting mass exodus. Vitally, entering legacy mode means that the administration of these games will no longer be paid by IRE, so if they intend to stay and keep the games going they’ll be doing so out of the goodness of their hearts - it can’t be their job anymore, so their time will by necessity be focused elsewhere, at least a fair amount of the time.

    Starmourn’s population in particular is panicky, as it’s very new in comparison to other IRE games and has a dedicated playerbase. Among other things like the literal end of the world looming on the Starmourn horizon, rumors abound that entering legacy mode will mean Starmourn, which already has a problem with over-indulgence in PK, to become fully “open PK,” because if the administration isn’t present then there will be no one to enforce the rules. The administration has countered this claim, but the panic continues.

    Meanwhile, on more popular IRE games with ostensibly less tOxIc playerbases, people are dreading an influx of undesirables from Imperian. I guess people don’t like those guys.

    This is a weird hobby.





















  • Legion

    The most remarkable thing about Legion was that it was, for the most part, a success.

    There is drama to be had, but it’s thin on the ground. This summary is mainly for non-players, or people who skipped Legion, so that we don’t have a two-year gap in the write-up between Warlords of Draenor and Battle for Azeroth (there will be PLENTY of drama there, I promise). If you just want the controversies, skip to the next section.

    It began with a teaser trailer , showing Gul’dan (the only important guy from the last expansion) awakening Illidan (beloved and iconic antihero from Warcrcaft III and Burning Crusade). It generated a lot of hype.

    Blizzard officially revealed their next expansion with a features trailer at Gamescom 2015, and then went into further detail with a cinematic and the usual presentations at Blizzcon a few months later. Like a beaten hound loyally returning to its master’s side, the community overflowed with excitement, and optimistic hope that this expansion would be better than the last.

    After the mess that was Draenor, Legion had a simple premise. The biggest big bad in Warcraft history was back. Led by the fallen titan Sargeras, the infinite Burning Legion had tried multiple times to escape the Twisting Nether and conquer Azeroth, but had always been thwarted at the last moment. Now it had arrived for a full invasion. The heroes and nations of Azeroth had to do the impossible - defeat the Legion once and for all.

    With the previous two expansions, Blizzard had done everything possible to avoid touching their existing lore. Now it seemed the shackles were off. Major changes were happening, major characters were dying. No one was safe. Everything was coming to its natural conclusion.

    That resonated with players who had been around since Warcraft first started. Everyone wanted to see the final battle between the Titans and Sargeras. When Legion released in August 2016, the number of concurrent players hit the highest peak since the launch of Cataclysm – though the subscriptions immediately fell again, as had become tradition.

    The expansion took place on the Broken Isle. It had always existed in the lore as a group of tiny islands, so Blizzard scaled it way up. Dalaran was copied (with a few improvements) into the skies above the new continent, and served as the major hub.

    Players began with an all-out assault on the Broken Shore, where demons were pouring through into Azeroth. But the assault failed (https://www.youtube.com/watch?v=GE9HVy1vgws). Both faction leaders were killed. King Varian was succeeded by his son Anduin, and the troll Vol’Jin was replaced as Warchief by Sylvanas (with whom we will get VERY familiar in later write-ups).

    There were five zones at launch, and players could complete them in any order they liked. Each held a magical item, vital in the fight against the Legion.

    • The Norse-themed Stormheim, full of steep ravines and jagged rocks, a deliberate call back to the popular Howling Fjord of Wrath. Players helped WoW’s version of Odin defeat Helya, the goddess of the underworld.

    • Tauren-focused Highmountain, with its scenic plateaus and snowy peaks, complete with a small city called Thunder Totem. Its story revolved around a dispute with the local Drogbar.

    • Azsuna was a wet, murky zone brimming with Night Elf ruins and haunted by their spirits. The main enemy here were the Naga.

    • The ancient groves of Val’Sharah played host to druid society, which had gathered around the world tree Shaladrassil. Its story focused on the Emerald Dream.

    • Suramar was the stand out zone of Legion. This ancient capital of Night Elf civilisation had been protected from history by a huge magical barrier, which had only recently fallen. It was basically ‘Elf Venice’, and remains one of the most visually stunning cities in WoW – or any game. Since the Nightborne of Suramar were working against the Alliance and Horde, players could only explore the city with a disguise. Certain NPCs had the ability to see through it, and would voice their suspicions whenever the player got too close. This made navigating the city frustrating for many, and caused the NPC lines (which were repeated ad-nauseum) to gain meme status.

    Each player joined a Class Order – a secret society where the most iconic lore characters of each class worked to repel the Legion. Each class got a separate ‘Order Hall’, a uniquely designed headquarters that no one else could reach, with its own story and mounts. The halls carried forward several aspects of garrisons, but lacked major conveniences like hearthstone points or auction houses, so players never spent too much time in them. The community loved the Class Orders, though some of the campaigns were better than others (LINKS TO REDDIT). Priests were particularly screwed over, and had to be rescued by the Paladin class hall in their own campaign. But some, like the Death Knight story, had repercussions that are still playing out today. Since every class had such a different experience, it was a good time to level alts.

    Then there was perhaps the most well-received addition, the Demon Hunter class. With a dark aesthetic, a double jump, and fan-darling Illidan as their poster child, they became wildly popular. Players have been begging for demon hunters four years, and Legion was the perfect time to make them available.

    The dungeons were good (and there were ten on release, an improvement over the previous expansions), and both of the first raids were excellent. The Nighthold ended with Gul’dan’s spectacular death.

    Patch 7.1 brought with it a short raid and a fantastic remake of Karazhan, one of the game’s most popular raids (the new version was a dungeon). It also added to the story in Suramar.

    Patch 7.2 began when the final General of the Legion, Kil’Jaeden, made his big move, and the armies of Azeroth pushed back against him. Players returned to the Broken Shore, where they gained Legionfall reputation through a mix of world quests, rare bosses, treasures, and story quests. There was also a new dungeon called Cathedral of Eternal Night, and a raid to pair with it, the Tomb of Sargeras. Players repelled the Legion and defeated Kil’Jaeden. At the end, Illidan opened the space between Azeroth and Argus, the fractured homeworld of the Legion. It became visible in the sky in every zone.

    Patch 7.3 took the fight to Argus. Players boarded a Draenei spaceship and began their offensive, meeting with the Army of the Light (the new reputation) and working to take the Legion capital. Argus had three small zones, which players could navigate by moving their ship, the Vindicaar. They were Krokuun, Antoran Wastes and Mac’Aree. The latter, a reference to lead level designer Jesse McCree, was renamed to Eredath when he became accused of sexual harassment, but that’s a clusterfuck for another write-up.

    Blizzard introduced Invasion Points, which were like world quests, but they teleported the player to small alternate worlds to sabotage the Legion. And of course, there was a dungeon and the big raid: Antorus the Burning Throne. Players worked with the Titans to trap Sargeras once and for all, putting a conclusive end to the Burning Legion. In the climactic final moments, Sargeras thrust his sword into Azeroth.

    (Original post by Rumbleskim on /r/hobbydrama)


  • ”FOR THE HORDE!”

    When it came to the Horde/Alliance split, very few servers had ever been equal. Often, one faction would vastly outnumbered the other. In the fifteen years since the game began, Blizzard had worked tirelessly to find a solution. Some ideas had worked, but all of them had come at a cost. Whether it was combining servers or splitting them up or developing systems that moved players seamlessly from one to another depending on the need, it always meant messing with the delicate ecosystems and communities of the game’s many ‘realms’.

    Faction ratios were just some of the many problems Blizzard recreated in Classic. Racial abilities were much stronger when the game first came out, and certain classes were exclusive to one faction or the other. After many years of debate and investigation, it is generally agreed that the Alliance had an edge in PvE content, whereas the Horde pushed ahead in PvP. The two were different, but surprisingly balanced.

    That all changed (LINKS TO REDDIT) with Burning Crusade.

    ”Even during Classic WoW, there are many arguments about which side is actually best. In the Burning Crusade however, the player base pretty much unanimously agrees that one side is better than the other.”

    Without going into too much detail, it all came down to Blood Elves. They were the one Horde race that could play Paladins, which had been an Alliance-only class in Vanilla. To differentiate them, Horde Paladins got an ability called ‘Seal of Blood’, and Alliance got ‘Seal of Vengeance’. Combined with the overpowered racial ability ‘Arcane Torrent’, Blood Elf Paladins had a major PvP advantage. The Undead racial ‘Will of the Forsaken’ was equally overpowered, and nothing on the Alliance could compete with it. To make matters worse, BC introduced arenas which pitted players against one-another in groups of just two or three. In that setting, a small boost went much further.

    This imbalance left a legacy that remains even now. The Horde still dominate high-end raiding and PvP on retail.

    ”For some, this radical asymmetry is the biggest scar of the Burning Crusade.”

    Blizzard had no choice. When BC Classic came out, it brought this problem with it. Whether they wanted to or not, they couldn’t betray the spirit of the original, or incur the fury of the #NoChanges mob.

    And so, as expected, the faction ratio slid inexorably toward the Horde. Their majority quickly grew from 53% to 62%. On PvP servers, the Horde simply had no one to fight against. Queues to get into battlegrounds and arenas got longer and longer, so players went out into the world for their fun, which usually meant ganking low level Alliance as they quested in the zones of Outland. In the face of these roaming death squads, those Alliance players either quit, switched to Horde (LINKS TO REDDIT), or fled to the safety of PvE realms, where they formed a majority of 65%. That just made the problem worse.

    ”Obviously not all horde are like this (LINKS TO REDDIT), but there’s soo many that seem to just try to do whatever they can to make alliance experience a frustrating experience. My last straw for me was leveling in Zang. I realized out of the past 3 hours I had played, about an hour of it was spent corpse running. I could never get alliance to come help. And every day it seemed like I saw less and less alliance. Finally after seeing a horde blockade around one of the towns, I just threw in the towel. Switched to a PVE server and never looked back.”

    The end result was a lot of servers where one faction made up over 99% of the population.

    “My server at the beginning (LINKS TO REDDIT) of phase 2 was healthy and strong pop with the most balanced h:a ratio at the time.

    It’s like 5:1 ratio now and the alliance has basically all stopped playing, or left the server.”

    In retail, Blizzard had fixed the problem with ‘Mercenary Mode’, a feature that magically swapped players to a race of the opposite faction to fill in gaps. It had never been around during BC, but Blizzard piloted it anyway. It was either meddle with the game, or let it die. Horde players were given cardboard masks with Alliance races painted on them.

    ”A lot of players aren’t happy with the idea of Mercenary Mode coming to Classic because it does nothing to fix the underlying issue.

    The #NoChanges community saw Mercenary Mode as just the first step to destroying the greatness of BC. There were even calls to reboot the whole project. And with ‘Classic Classic’, we’ve come full circle.

    If Classic starts solving ‘old’ problems with modern solutions, at what point will the two MMOs become indistinguishable?”

    Some disagreed.

    ” You know, it seems like people seem to not get that there’s a HUGE gulf of QOL improvements that could be added to Classic and wouldn’t “make it retail”. This is a strawman at its best. You can like parts of Classic and, god forbid, parts of retail and it’s not binary.”

    […]

    ” I think people just look at the differences between classic and retail and assume anything that retail has that classic doesn’t is “retail” and bad.

    The truth is that the problems with retail are numerous, but that not all things that changed are bad.”

    Should Blizzard implement modern changes, or preserve the game in its original form, no matter how broken it may be? This debate has come to define the Classic community, and corrupts all discourse surrounding it. And as long as the developers keep trying to find a way forward without upsetting either side, they will be paralysed as well.

    Glad that the classic wow community has devolved into the world largest trolley problem. (LINKS TO REDDIT) You can either not pull the lever and let the game run into the same problems that have been there since the original release or you can pull the lever and implement the fixes to these problems that came later in the games lifetime BUT someone will say its retail bullshit

    In the days of Nostalrius, fans had one simple goal - they knew what they wanted, and everyone was on the same page. Their united effort was able to change the will of a billion dollar company.

    But that is the past. Now everyone has a different idea of where the game should go. And so the problem remains; lots of the people are mean, and most of them are miserable, even the ones with digital deluxe editions.

    (Original post by Rumbleskim on /r/hobbydrama)