WoW News

I guess Blizzcon is 90% Diablo content now.

Two bits of interesting news.  Mike Morhaine is stepping down from Blizzard leadership.  No reason given, but after 27 years of doing something, I’d be tired of it too.  I consider Mike part of the old guard, like the doctors from BioWare.  More passionate about the games than the market.  Instead of oozing charm, he was full of geek.  I thought that resonated well.

J. Allen Brack is promoted to his position.  I didn’t do much digging, but there’s an interesting video with J. Allen, Ion, and Tom.  I just think their personalities are really quite focused in this particular video.  As a people watcher, I find this quite entertaining.  Not from what they are saying, but how they are saying it.

 

Azerite Changes

Somewhat large changes afoot.

  • More drops:  You’ll eventually get up to 370 Azerite gear from world quests.  A quite inelegant solution to the problem, but it certainly fixes it.
  • More traits: A new outer ring on some gear in 8.1.  I don’t understand this one, personally.  It seems like it makes the situation worse, not better.  The problem now is that there are too many traits, without interesting choices.
  • Trait tuning: To make things more interesting.  Without actual examples, this feels more like number tuning.

By adding more traits, that’s further diluting the pool of available gear.  By adding Azerite gear drops to WQs, it goes completely against the design choice to target azerite gear drops for their specific traits.  WQ rewards are entirely random.  Combined, this appears to be making the problem worse.  Practical examples will help straighten this out.

Interesting vs Meaningful

This post as a base.  It’s a decent summary of the Azerite issues, with no potential solutions.  Which is smart in a sense, since people will focus on the problem, rather than the solution.  Lore responded.  One particular item:

The point about traits being “useless and uninteresting” is interesting considering that you also make the point of “every gear change requires simming.” These two points are kind of at odds with each other. The way to solve the simming issue would be to make the traits more simplistic in nature. Similarly, making traits with more outside-the-box designs leads to more complicated questions of “is this better or not,” which in turn encourages more simming. Either way, it’s an interesting challenge, and one we’re taking to mind as we move forward with traits in future updates.

Useful things are not always interesting.  A toilet is useful, but it is far from interesting.  A Ferrari is interesting, but far from useful.  A robot that vacuums the floor is both useful and interesting.  They are not binary, or in conflict.  It’s like saying something is red and big.  They are simply descriptors.

Azerite traits are generally uninteresting, because they have no impact on gameplay.  No matter the trait you have, the buttons you press stay the same, 99% of the time.  They are generally useful since they do apply a +damage/healing effect.  Some are much less useful than others (getting +haste on my Brewmaster feels bad man).

Azerite was meant to replace artifacts, tier sets, and legendary items.  All 3 of them had interesting impacts to gameplay.  So much so, that the majority of Shaman Ele changes in 8.1 are cut and paste from that model.

That the set of traits are so poorly worded that they require simming is a different point altogether.  Passive damage boosts require simming, and it’s actually practical to do so.  An interesting trait that changes your rotation… that’s something much harder to sim and compare.  It’s also a whole pile much harder to balance.  Pretty much why they were always restricted in the past.

I do get what is trying to be achieved here.  Simplification is every IT person’s goal.  It’s extremely hard to do.  I don’t quite understand what the changes above will actually do to fix that issue.  At least they are trying.

 

 

Diablo 3 – Season 15

Force of habit I suppose, but every new D3 season I make a new character.  More specifically, I re-use an existing one by converting them to season mode.  Long ago I ran out of character slots… and I cannot recall the last time I played in non-seasonal mode.

I usually level 2-3 characters then move on.  Typically the first one is a monk, since they are quite effective at leveling and are very fast in terms of movement with starter 70 gear.  This time, I opted for Demon Hunter, since it’s brain dead easy.

The leveling portion is as simple as always.  Get a Leoric’s Crown, run Nether Rifts until 60, then run bounties.  Or, get powerleveled and hit 70 in 10 minutes.  Going through the process solo, you can see that Blizz has streamlined where possible.  And spending 2 hours or so, doing it alone, isn’t too bad.  By the time I hit 70, I had the Ring of Royal Grandeur (so 1 less item for a set bonus), Kunai’s Cube (the magic making box), and a enough Death’s Breath/gold to upgrade every crafter to max level.

A while back now, Blizz put in Headrig’s Gifts for completing 3 specific steps of a hero’s journey.  Each of those gifts gives 2 drops of a specific armor set, per class, per season.  For DH, this is Unhallowed Essence, which is primarily a Multishot build.  You buff this with a Yang’s Recurve Bow, and a Dead Man’s Shot quiver.

The “trick” here is to craft level 70 gear and clear out the first Gift task.  Very easy.  The 2nd one is a bit tougher, and you’ll need a decent weapon for the damage boost – doesn’t really matter what type.  With the gear from the 2nd Gift, the 3rd task should be doable for most classes.  Worst case, you run some public rifting groups to gear up a bit.

So I ended night 1 with a level 70 DH, and all 3 gift steps complete.  Night 2 was spent initially getting the gems I wanted from Greater Rifts and getting the good ones to level 25.  Each successful run gave +5 levels to a gem, and runs took 4 minutes on average.  It was a bit more than an hour to complete this step.

After that, it’s more about chain running public rift groups, at the highest comfortable level.  That started at T6, then T8, and a while at T10.  T10 was where the big difference was in gear drops.  It was raining legendaries/set pieces.  I easily swapped out my current set for “optimal gear”, found a really good Witching Hour belt (great for any DPS), some Nemesis Bracers (for extra elites at every shrine), a set of 2 rings that had crit%/critdamage + socket, and a near perfectly rolled amulet with dex/crit%/critdamage + socket.  Those last 3 pieces were a massive DPS boost.

What was left was a decent weapon.  No real luck in drops, so I went another route.  I crafted 20 bows and tried upgrading them with Kunai’s Cube.  Of the 20, I ended up with 3 Yang’s Recurve, 1 of which was Ancient (meaning higher stats).  It had generally good stats, but the damage was on the low side.  I enchanted a much higher damage range (from 1400 to 1950), put in a ramaladadingdong to get a socket on the weapon, and proceeded to face melt everything.

T13 (or GR60) is where I draw the finish line for any character.  My DH hit that goal in 2 nights.  At this point, there’s only marginal gains to be had on each piece of gear.  I am quite literally searching for perfection in order to progress.  Even Paragon levels are coming 10+ at a time when I close a GR, so I’m well ahead of that curve.

Did RNGsus gift me with good rolls on the 2nd night?  Darn right!  My Crusader from season 14 didn’t ever get past T10 due to bad luck.  But that’s it now.  The DH is, for my purposes, done.  And with that, I think so is Season 15.  No way I can replicate this luck again.

Chipping Away

September is generally a rough month in our house.  My wife teaches, 2 kids, and sports restarting, it goes from relax mode in August to full bore in short order.  Combined with some large scale issues at work, I’m starting to feel the bits pulling me down.

I tend to go full out in things that I do. I don’t like half-speed.  That usually means that I go until I drop.  For a long time that meant that during vacations my body would just shut down and force me to sleep.  I’ve taken steps in recent years to find a better balance on that, so that I can actually enjoy my vacations.

The past 4 weeks haven’t been so neat.  Stomach flu and now what feels like a man-cold.  I’ve had runny noses, coughs, headaches… all sorts of fun. I just work through it.  Even workouts while feeling a bit down.  Right now, it’s more like overall exhaustion.  And the mind games that plays is not so fun.

I know that being off work doesn’t stop work.  I know my team is in a crunch mode right now, and I’m trying to keep some of the brass from pushing down.  Stepping away to heal up would help me, but would negatively impact 20 people.  And I’m hard headed enough to believe that.

It makes me think more about what motivates me now as when I was younger.  I’ve always had the mindset of “one step, and then another”, but the raison d’etre is the kicker.  I’d be motivated by internal forces to prove myself to others, even to myself.  That’s still there in parts, but nowdays I do it because I know of the impacts on other people.

Still, I know it’s self defeating.  The body will win out in the end.  Where I could take a day or two and get better, as compared to being 50% effective for a week+…that should be a fairly easy call.  Dumb brain.

Final Space & Dragon Prince

In fits and spurts, I’ve watched both Netflix series.  They only have 1 season, and they are relatively short episodes at 20 and 30 mins each.  They are both worth the watch, but for different reasons.

Final Space

This is more like 2 series in one, and that really swaps over in episode 7.  The first part is a near absurdist buddy comedy, with what amounts to verbal diarrhea.  The second part is more of a mix between Voltron and Cthulhu.

Where is lacks in consistency, it makes up for in sheer drive.  Gary Goodspeed is half bumbling idiot, half hero… and when he does go idiot, he goes full bore.  He ends up befriending some interesting folk along the way; a time travelling captain (both versions), a cat and his son, a demented robot, a lisping nutjob, and an army of cloned robots.

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The typical joke

Where the first part is more US comedy fare, and simple at that, it’s when it tries its hand at larger things that the story really splits off and has trouble holding on.  The overall arc that a bad guy is trying to open Final Space is passable, but the reasons why make little sense.  The ability to prevent it make little sense either, as it feels more like a McGuffin chase than much else.  It doesn’t take itself seriously, as much as it tries to make emotions come to the font.  I mean, there’s only so many times you can watch Gary’s dad die before it just doesn’t have any real resonance.

Side note – Fry from Futurama was is a good comparison in this.  Futurama earned those heart felt episodes, because you saw the characters develop.  Find me someone who didn’t have a tear at Jurassic Bark and I’ll show you someone who’s dead inside.

That said, the overall arc is well framed with a 1 minute countdown at the start of each episode which foreshadows the final one.  Or I guess 1-9 are each flashbacks.  Pick your poison.  It has solid pacing, and that to me is worth more than gold.  Other Netflix series all seem to want to pad an hour with nothing.  Final Space takes the 20 minutes, and fills it to the brim with forward movement.

Curious as to how season 2 will take this.  Either the galactic storyboard that was alluded, or a more episodic approach.

Dragon Prince

Lead by the same guy who brought Avatar (animated) to the screen, Dragon Prince is the story of, well, a Dragon Prince.

The backstory lasts a couple minutes, and generally revolves around nature vs man conflict.  Humans found a new type of magic, that steals life force from the other natural magic sources.  A war breaks out.  The king of dragons (feel I should capitalize that…) defends the border between humans and elves (at least 6 kinds of elves).  Humans manage to kill him, and destroy his only egg.. the aforementioned prince

Elves want revenge, plot a coup to take out the human king and prince… things go wrong.  Seems the egg wasn’t destroyed, but taken.  Who knew?

The elf assassin sees that this would stop the war, and leaves with the prince and the prince-in-law (that will be an interesting backstory I’m sure), and shenanigans occur.  Still the 3 character party + animal companion from Avatar, just no demi-god in the ranks.  Each character has strengths and flaws, hidden secrets.  The team dynamic works well, and it doesn’t take long for it to seem more like a family than a party.

The humans though… that’s a rough bit.  The king had an advisor who is an expert in the evil magic.  He appears to be his best friend… and when that friend proposes using said magic to protect the king, the king decides to go all righteous.  Where was that righteousness for the years where he was the advisor?  The king maybe dies?  I don’t know.  Then the advisor goes full evil mode for the rest of the series.

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My favorite human character.

The advisor has 2 kids, a not-too-bright knight and a smart-ass mage.  They are tasked by the advisor to kill the princes and take the egg back.  They apparently have zero moral struggles with this… but then again there’s maybe 5 minutes total across all episodes between the two.

The Dragon Prince deals with theme of loss and growth.  All good stories do.  There are hints of a much larger world, and this feels just like the initial journey of a grand adventure.  That final shot really isn’t a cliffhanger as much as an “ok, time for the real stuff to start” message from the writers.  It follows the book format of avatar, with a potential of 7 seasons of episodes (if 1 per source of magic).  Avatar was 61 episodes, so it’s pretty close.

The head team is open to audience feedback too, which is a mixed bag of risk, but certainly a novel *cough* way to pick a direction.  Should be an interesting journey.

Comfy Questions

While I’m sure I’ve done this a few times over the years, here’s another pass on oversharing.

comfy_questions

  • How do I drink my tea?

I am not a mixer.  I drink my tea black.

  • Favorite dessert?

Lemon meringue pie.  It’s such a pain to make that it’s all that more enjoyable.

  • Favorite season?

Summer.  I love to fish, and I can still play some hockey.  Plus the wife and kids are off during the summer, so I get to see more of them.

  • What cheers me up?

Laughing and seeing someone succeed at a difficult task.

  • Dogs or cats?

I’ve had both, and neither.  They are not made for urban living, being locked in a house for 8-10 hours a day.

  • Dream Holiday?

Perhaps this is a European term, since holidays in NA are already set in the calendar (e.g. new year’s).  I’ll assume this is vacation.  There’s a long list of trips I’d like to take, though the Louvre, and the highlands in Scotland are at the top.  Visiting the rockies, and maritimes in Canada is also on the list.  Most of the time though, just a trip to the cottage for a week… that is extremely pleasant.

  • How many kids do I want?

I have 2.  Having more is a logistical challenge.  Maybe adoption later on, or providing foster care.

  • Favorite weather?

Don’t really have any.  I like snow for outdoor hockey, rain for peaceful time, sun for fishing/swiming, and clear skies for a starlit campfire.  I dislike extremes but I enjoy all types of weather.

  • Last meal?

I like all types of food… this is like asking to pick your favorite child.  No idea.

  • Where would ideal 24 hours be spent?

At the cottage, with friends and family.  I’ve done it numerous times over the past few years.  Worth it every time.

  • Where would I haunt as a ghost?

Parliament.

  • What is my family ancestry?

I have a phone book’s worth of family history from my father’s side at home – mostly from France.  Mother’s side is Irish and German.  I can trace back my family’s landing to the 1600s in Canada.

  • What scares you?

People’s capacity for willful ignorance.

  • Most grateful for?

Most everything I have. I come from a somewhat poor upbringing with social assistance.  I’ve had to work extremely hard for what I have, and realize I wouldn’t have been able to get any of it without that original assistance.

  • Dream job?

Pastry chef, specifically pies.  2nd best, is the job I have currently.

  • Believe in aliens?

Anyone who thinks that humanity is the only life in the universe is delusional.  There are 10x more stars in our universe than all the grains of sand on Earth.  Do I believe that little green men abduct people?  No.  If someone could travel space/time, you really think that they’d be caught on a camera?

  • Favorite sport?

Hockey. I’ve played pretty much all sports in the america’s at some point.

  • How do you relax?

Games, reading, fishing.  Time alone is also quite useful.

  • Which historical person who you like to meet?

Isaac Newton and Alexander the Great share that top spot.

  • What would you teach?

I would not be a teacher in a school in Canada, and less so in the US.  Teachers are the most important asset a country has to build their future.  Both society and the teacher’s unions have lost that perspective.  I could talk for a year about this topic, as it’s probably the one I’m the most passionate about.

I’ll volunteer as a sports coach instead.

  • Perfect day?

Same as the previous version of this.  At the cottage with friends and family.

  • Who I am, in one sentence?

A pragmatic agent of change, who wants to ensure that my kids have a better inherited world than I did.

  • What makes me laugh?

Dark humor.  I much prefer British comedies than those in north america.  Black Adder / Red Dwarf stuff.

  • What superpower would you choose?

Super intelligence, no question.  One of the few super powers where you can actually help other people without physically being present.

  • Favorite animal?

Fish I guess.  I eat animals.

  • Biggest accomplishment?

Great wife and 2 super kids.  I work to live, not the other way around.  It just so happens that I really enjoy my work.

Less Hyperbole – More Testing

Wilhelm’s comment was the trigger.  Testing is indeed hard.

I talk a bit about my RL job, without too many specifics.  At a general level, it’s a service for about 130,000 users and deals in particular with smartphones – so one of those things where an issue/outage has a rather up-front-and-personal impact.

Massive project, great team, more stress than is reasonable, less time than we need.  Sound familiar?

Typically, projects in my organization are full bake affairs.  It means that the entirety of all functionality is present before going live.  That makes projects take a supreme amount of time, since the last 10% is of function usually takes 90% of the overall time.  One of the early decisions I took was to take an iterative approach.  There are SDLC methodologies I could go into… but that can get boring quick.  TLDR; the large project was split into 6 releases.  The first 4 were time locked – e.g. what can we do in a month per, and the last 2 were more complicated and took a bit longer.  When version 1.0 launched, and it didn’t have all the bits working, it took a lot of effort to re-train people that this was OK and planned.  End result was feedback from 1.0 fed into 1.1, and so on for the duration of the project.  Not scope creep… but refinement of the functions.

Getting those releases ready was a challenge.  We had to build new testing environments and new processes.  We had to find more people to do the work.  Traditionally, all testing was internal, and it went from Dev — Staging — Production.  That wasn’t all that effective. So we added a new test environment, parallel to Staging, specifically for client testing and modified UAT process to essentially have public alphas.

Alpha vs Beta

Everyone has their own opinion, fine.  My is that an alpha is a release that is not feature complete, while a beta is feature complete.  The first is to test for success, the second to test for failure.  Historically, we’d do all this internally and when clients did do any testing, it was more of a sales show that actual testing.

We turned that around and asked each client to designate a representative for testing.  Huge benefits, since these folks were generally testing things we never even thought of trying.  It extended our testing window by about 20%, but the product bug rate dropped down by a ridiculous margin.

Our bug tracking system was further integrated into our release schedule.  Where previously we would launch with acceptable high impact bugs, we moved that down to medium because we were able to detect the bugs much earlier in the process.  That gave time to either fix it, or apply the mitigation/workaround to smooth out the bump.

Transparency

The other thing we did was publish the bug list.  Well the ones that weren’t security related at least.  It’s was a big file at the start, and quite a few bugs kept with us for multiple releases.  Some are out of our control, as the software developer needs to do some overhauling.

The core benefit here was that people complained a whole lot less if they knew that we were aware and had some sort of plan to address it.   It was a full time job to keep this list up to date and communications open with the clients.  They’d get a report, put it on the list, and another team would do the assessment.

Delays

There were quite a few times where a large release had to be postponed due to a major bug found late in the cycle.  In June we found a critical error that was patched by the vendor.  Our internal tests were clean on that patch, but the client testing found some serious problems.   That extra set of eyes found an issue that would have drowned our support team in tickets.

The thing is, by not drowning in tickets, we were able to resolve the issue faster as our focus was pre-emptive rather than re-active.  Sure, we took it on the chin for a delay to a critical function but it’s always better to be late and working, than early and broken.  And it’s even more important for overall sanity of the team.

Overall

Solid testing is how you get a game like Spider-Man or BotW rather than Alien: Colonial Marines.  Every single one of us has seen a game that didn’t go through enough testing, and yet was released.  In nearly all cases, that was an abject failure that cost that company dearly.  For every FF14 that comes back to the front, there are a dozen or more Hellgates.  People will continue to engage with a company if there’s a relationship, if there’s trust.  Otherwise, they will find alternatives (if they even exist).  And trust takes a while to build, and a fraction of time to lose.

Testing has proven to me to be one of the best ways to build and maintain that trust level, that being transparent and honest with the clients that that their issues are acknowledged and there’s a plan to address them.  It takes an inordinate amount of time and skill to manage this type of relationship, but the results are worth every bit.

Testing. It’s not Hard

There’s a point where this becomes petty/funny/sad.

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The item on the left is a normal drop.  The item on the right is a Warforged version, which should be an upgrade but is in fact worse that a Normal BfA dungeon drop.

 

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The items for sale on the Timewalking Vendor have not had their ilvl updated, but do need a 120 player.

These are item specific – not related to how the stat squish has impacted the overall balance.  End Times can’t seem to be completed right now, for example, as Sylvanas will 1 shot most tanks.

All of this was corrected in a hotfix on the 25th.

Timewalking is something that comes up every few months.  It opens old dungeons from a previous expansion, and applies scaling so that max level players can go back into them.  Completing these dungeons awards drops as well as tokens.  Those tokens can be exchanged for items that were previously on-part with heroic dungeons, or cosmetic gear, or heirlooms, or mounts.

It’s a neat side activity. This is the way most dungeons work in FF14, so it’s not like the tech is new or hard to do.  Blizz has done this a few times in the past.  An entirely different topic as to why this system is always available…

Bug Hunting

IT has bugs.  That’s life.  Some are obvious, some are not.  Some are easy to fix, some are not.  Fixing them is one conversation that I don’t think I need to get into.  This is about finding them.

The 3 examples put above would have been obvious from a single dungeon run, through every Timewalking dungeon.  Guaranteed, 100% reproduction.  That these were pushed into production means that either a) it was not tested or b) it was tested and the project manager accepted the test results.

If this happened in my team, this would merit disciplinary action.  After 3 times, they would either be dismissed or re-assigned to other work.

Reality

It’s a game.  It’s made to be relaxing for some, challenging for others, fair for all.  It’s just symptomatic of BfA in general.  Which is sad – and not what we should expect from Blizzard.  I should be focusing on the fun items, not these brain fart items that keep popping up.  I’m missing the polish.

And I can only fathom how Blizzard employees are feeling about this.  These items deflate overall confidence… and it takes a long time to build that back up.  It also causes finger pointing, and niche work.  No good ever comes from that.  Again, in most industry the lead of these teams gets replaced so that it at least appears something is being done to rectify the situation.

Story Telling: Branch vs Root

I’ve completed the Horde storyline for BfA.  It is quite well done, and I’d argue that it’s a better one that the Alliance version.  Mainly because it operates under a branch model, while the Alliance is a Root model.  Let’s explain this a bit.

A branch story starts from a given point and then expands to multiple lines that develop the plot and characters.  There’s a large arc, but each zone has it’s own flavor.  It’s the most common type of story, and it allows you to see the various pieces in play at almost any given time.

A root story goes the other way.  It’s a bunch of different pieces that eventually meet up in the end.  Most crime fighting novels go this route (Holmes & Poirot are very good examples).  Things do not seem at all connected until, poof, there you go.  It takes a really good writer to pull this off. Stephen King’s The Dark Tower series is a really good example.  Lost (the TV show) is an example of how that can go off the rails.  A very solid plan is required to make this work, so that the reader doesn’t feel cheated.  They can go back, look at the bits and come to the same conclusion.  (e.g. watching Memento is fun the 2nd time).

So that leaves the Horde with an expansion story, with tons of troll lore and very few Horde bits.  The Loa, Blood Trolls, and G’Huun main arcs all work well against each other, and it’s honestly a lot of fun to dig into those zones.  Mechanically there are only so many blood trolls you can kill before moving on.  And there’s next to no interactions with Sylvanas that I’ve seen so far.  Both good since the Troll storyline is really awesome, but also bad, since this entire war started because of her.

The Alliance instead gets 3 near completely distinct storylines that never truly intersect past the Drust King Gorak Thul events on the War Campaign to find Jaina.  The events in Stormsong really don’t have much impact at all on the main line.. but it does set up the Old Gods.  Drustvar… sure, a bit.  Tiragarde is golden.

Capital Cities

Ziggurats are cool to look at.  They are less cool to explore.  The Alliance “center” is relatively small and easily traversable.  Sure, there are memes about the rope ladder on the boat, and a stupidly placed fence, but it still is easy to move around.

Horde need to take a flight path from their main center of operations to their boat.  A flight path.  And then jump down and run 3x as far as any Alliance player would need to move.  It is a beautiful city that is a major pain to move around in.  So I guess like a real city?

Other Isle

I think the Alliance get the better deal here in terms of movement on the other isle and placement of activities.  Both start off with 3 spots near the coasts, and after hitting the proper reputation level, can unlock more inland flight points.  It’s that the Alliance islands have WQ that are placed more inland, or at least over much more difficult terrain than the Horde islands.  Stormsong is quite bad in terms of initial Horde bases and where the WQ spawn, with Tiragarde not too far behind.  Drustvar has nearly everything in the top left (even as Alliance I won’t do the dark forest items).

Vol’dun is passable as it’s pretty flat (cept the north).  Nazmir has most activities in the North East.  Zuldazaar is ok, if you avoid any quest in the middle of the map.  There’s a lot of vertical to do if you do end up trying.

Uldum

I normally play Stormrage, which is 95% Alliance and just massive in terms of overall players (> 900,000).  I made a Horde Demon Hunter on Uldum, where the split is closer, but there are still only 50,000 Horde players.

(Side note.  Demon Hunter from 100-110 was Legion Invasions for 1.5 levels in 15 minutes of effort.  110-120 was with Azeroth Auto-Pilot to get me to the next main quest and some optional ones.  Still read the text and cut-scenes, which was good.  No dungeons or Island Expeditions.  It was painful until 111, when I had a full set of BfA green gear.  When I dinged 120, I had 26,000g and had yet to use the Auction House once.)

Three noticeable impacts of Uldum

  • The Auction House is much slower.  Prices are higher, but many items just won’t sell.
  • No guild invite spam!  I get one every 2 minutes on Stormrage.  Saw 1 total on Uldum.
  • The world feels empty.  I’d have 6-7 groups running for World Quests, now there are times when I don’t see any.  When I do meet people, it’s nice to see a split between factions.  Stormrage… I’d see one Horde per day, from another server.

Tornado Alley

It may have made the news near you, but my city got hit with a couple tornadoes on Friday.  First time in 25 years.

 

It’s an oddly built city, with a sister city just across the river (in another province), a we’re in a valley.  This makes for interesting storm paths that hit the west end of the city, cross the river, hit that city, then come back to this side farther in the east.  I live on top of a hill, which is often spared the brunt of any large storm.  I saw the black clouds and a bit of heavy wind… but that’s it.

Luckily there were no fatalities, and just 6 critical injuries.  Power was lost to half the city for most of the weekend, with just over 5,000 left impacted on Monday.  The majority of the city is closed today to allow people to worry about their family and homes, rather than office work.  Except the french school board, but that’s a different topic.

No one on my team was directly impacted, but quite a few of their family members were.  That’s some good news.  My friends and family are mostly unaffected, except for a few with power issues.  That’s also some good news.

I work in IT.  We have multiple data centers in this city, as it’s the core of our operations.  A lot of those centers offer critical services both internally and to clients, so it was an all-hands on deck type of weekend.  Disaster recovery plans are the types of plans you never want to execute, but are glad that you have when you need them.  It’s impressive how thorough and passionate people can be during these types of events.   More than happy with what my team pulled through this weekend, and what the organization was able to do given the circumstances.

Now we start the period of rebuilding.   And to see what kind of help we can provide.

Alternative Measures

I like to look at all sides during a debate.  Rarely is someone ever 100% correct.

WoW Tokens.  The interesting mechanic that Blizz put in place a long while ago so that people in need of gold could buy it with real money.  Sure, it helped get rid of a lot of the black market gold (not all, but most) but it also served as an interesting measuring stick for the game.

On US servers tokens were around 215,000g in the early summer.  It has been at that level for most of Legion.  Good enough.

When BfA launched, it took a massive nosedive.  Down to  a low of 100,000g.  That lasted exactly one month to the patch cycle.  It is now moving back up, currently at 140,000g.

wowtokenaug2018.png

Which is interesting on many fronts.

I have a passion for numbers, and even more so for the context behind those numbers.

BfA Launch

Prices on items dip for one sole reason – supply outstrips demand.  There were more people fishing for gold than there were people who wanted to buy tokens for time.  Which makes sense, since expansions typically have a spike in players and they are not necessarily buying tokens to get time.

I sold a staff for just 800,000g within a few days of launch.  Money was flying all over the place.  It was relatively easy for people to swap their gold stores for a month token at launch.  There’s a pile of analytics to be seen on this.

Interestingly, the price has started to spike on the 1 month anniversary of BfA.  Why?  Quite a few reasons I’m sure. My bet is that people have stopped buying tokens for cash, meaning that the supply is drying up, in addition to less people actually buying tokens.  I’d wager that people are figuring that with LFG/Warfronts out, they really don’t have any need for gold now.

It’s still quite early to see what this actually entails, we’ll need to see at the 2 month date.

Fishing for Cash

Blizzard is offering the Dreadwake mount for free for anyone that buys 180 days (6 months) of game time.  Offered the day after the livestream of 8.1, and at the 1 month mark.  It does look neat, and it’s not a horse.

Cynicism active. This reminds me a lot of the 1 year sub offer in Cataclysm that offered guaranteed access to MoP beta and Diablo 3.  That is not a good mental link.