[WoW] How I learned to stop worrying and love pet battles

wow_flyingmaggot

Observe the amazing acrobatic maggot!

Readers, I was not the greatest fan of pet battles in Mists of Pandaria. Oh, I had completed the opening questline in Orgrimmar and gone out and caught a few low level wild pets locally, tried out a couple of my favourite existing pets in battle to see what powers they got, battled a couple of the low level NPC trainers. It was cool, I thought. It reminded me of Pokemon, which is one of the more solid game designs in gaming history. It was a good idea, reasonably well implemented, I thought. I could see how it would appeal to other players. Then I got distracted by Pandaria and all the other shinies and dailies and crafting and auction house, and so on.

I was wrong to dismiss pet battles; the system is rather good, entertaining and engrossing.  The WoW dev team have successfully added a solid standalone separate gamestyle to their flagship MMO.And they have done it via  adding depth to the popular pastime of collecting minipets, and it’s all totally optional.

This is the story of how I discovered pets, or perhaps of how pets discovered me.

So there I was, quietly levelling a new alt …

Sister Incarnadine, the undead monk, was gingerly exploring  the Eastern Plaguelands – we could call it a pilgrimage through traditional forsaken domains. A journey through the history of her own folk. The Plaguelands were still dead and withered, no druids had reinvented them as they had with the Western Plaguelands. The orange-brown environment melted the eyes, along with the remnants of scourge invasion from pre-Cataclysm times that even Deathwing’s fire had not purged.

Hooking up with a travelling caravan, and two young paladins who were also on a pilgrimage to join the Argent Crusade, the monk silently faced her own private demons. It was a literal as well as meditative silence, her vows hanging heavily upon her. She silently accepted the lucky charm that the caravan driver cheerfully bestowed upon her and set about making the route safe for travellers.

When clearing bodies away from the path, she found a … curiously perky maggot feasting on one of the corpses. Picking the little fellow up (because no forsaken has a fear of maggots, and many are quite proud of the number that their rotting bodies can support, not to mention the weekly Undercity maggot racing contests), she put it in on her shoulder and forgot about it. Until “What the hell was that?!!!” she choked, as the maggot did a perky backflip over her head, landing neatly on her shoulder again.

The maggot looked innocent. No, actually, it looked pretty feisty, for a maggot.

‘Maybe I have an entry for the annual Brill maggot fighting competition after all’, thought Sister Incarnadine. ‘But first he’ll need – a training montage.’

How to get a somersaulting maggot of your own

1. Go to Fiona’s Caravan in the Eastern Plaguelands. If you haven’t started the zone yet, it will be located just across the zone borders from Western Plaguelands.

2. Do Fiona’s quests until you have progressed enough that you are invited to join the caravan in travelling to the first tower.

3. After arriving at a tower, you can click on the caravan to be offered a buff. Pick Fiona’s luck buff.

4. Go slaughter creatures in Eastern Plaguelands. Occasionally you will loot an extra lucky bag. That bag has a chance to contain Mr. Grubbs.

Life with the Thrill Kill Maggot

So the tipping point that got me back into pet battles was acquiring a bizarro blue quality pet (Mr. Grubbs) completely … out of the blue. It was then a short step towards thinking “I wonder how good this new pet is at pet battles,” and then “I’d better go train it a bit,” and then, “I could train some of my favourite pets at the same time, I always had a soft spot for the Crimson Whelpling that Arb gave me back in Vanilla.”

Then before you know it, you’re checking what other cool pets are around, reading blogs about pet battles, figuring out how to get some of the other cool pets, running the pet battle quests and dailies, trying out new pet battle teams, downloading addons, showing your pets off to other guild members in raids …

So then I found out that there was a robot cat, and had to plot to capture one. I was wandered down to Karazhan to fight the battle trainer and saw another pet I’d never seen before, turns out it only spawns in the early morning! There are pets that only spawn during the Summer/Winter, pets that only spawn when it is raining, pets that spawn rarely or in very narrowly defined areas, pets that can drop off raid bosses. Once you catch the bug (sic), there’s no going back.

For me, the combination of finding cool, unusual pets as I wander around and being able to go hunt down cool pets that I have heard about or read about somewhere else is a real winner. I would love to say I was good at pet battling but have never actually tried a PvP match yet. Still, Sister Incarnadine and her travelling menagerie are making their way through Outland with some success, and I find that wandering off to capture new pets livens up the levelling experience no end.

So: feel free to add any links to cool pet battle blogs in comments and I’ll add them to the blogroll. And if anyone talented feels like helping me come up with a winning pet battle combo that includes Mr. Grubbs, I’d love to hear it.

[WoW] Bits and pieces about MoP: Future of raiding, dailies all the way down, pay for more powerful pets

Mists of Pandaria looks set to offer a very different style of endgame to Cataclysm. While the traditional raid and instance setup will still be present, along with a group/raid finder to let players jump into a PUG, Blizzard look to be making a definite push to provide more content and options for non-raiders and soloers. For example, there will be:

  • Many more daily quests
  • More factions to grind (rather than being able to earn faction points while running instances via tabards)
  • A farmville setup
  • Pet battles, including being able to tame pets from the wild
  • Scenarios (like mini instances/ events that only require 3 players, all of whom can be dps)
  • Challenge modes for regular instances (ie. more loot if you complete the instance more quickly)

And those are just the gameplay mechanics that someone who hasn’t  been following the beta closely has picked off the top of their head, I have no idea what the PvP plans will be. This could be an incredibly successful expansion for Blizzard if they can attract those more casual or solo focussed players with an ‘endgame’ balanced for their interests. Ignore the panda haters, there’s some genuinely new direction here.

Whither raiding?

Raiding, I think, in the sense of dedicated raid groups, will suffer more in this expansion than it ever has before. Players have pondered whether the relative popularity of 10 man raids over 25 man ones is purely due to ease of organisation of smaller groups. If the rewards (and difficulties) from gold level challenge modes are in any way comparable to hard mode raids, we may see whether 5 man instances will be preferred over 10 man raids by a hardcore PvE crowd.

Casual raid groups who got trashed by Cataclysm – and they did — may find a resurgence. (Although not as much as if Blizzard relaxed the 10/25 man raid locks.) There will be plenty of players who are happy to do a weekly 10 man run with the friendly guild and spend the rest of their time pursuing less directed, more solo focussed, or more casual play which lets them chat while they work on the pet collecting or faction grind.

There was a sad thread on the official boards that caught my eye called “Don’t let the 25 man raids die” which asked whether Blizzard was planning any changes to the 10/25 man setup, rewards etc in response to how much 25 man raiding has dropped off in Cataclysm. The CM answered:

The devs don’t have, at this time, any plans to incentivize 25-man raiding. They want to make 10 and 25-man raids close enough, so that you choose whatever you find more fun.

The thread is quite poignant if you like that sort of thing, with lots of reflection from people who preferred 25 man raiding but now feel 10 man is their only choice.

I’ve come to the conclusion that 10 man raiding is too small to sustain a healthy guild. Having multiple 10 man teams leads to the formation of cliques, and having a single 10 man team doesn’t have enough people to be able to support a pool of substitutes who’ll be there when you need them.

…not everybody who wants to raid 25-man rather than 10-man will be able to do so… not even remotely. If I think back to WotLK, when my guild was born… I came from a guild that raided 25-man on a rather casual level. You won’t find that anymore. It’s all or nothing with 25-man raiding nowadays, because players in general tend to choose the easiest way they can.

I liked doing 10man with guild and pug 25man in wowlk it was soooo fun. Now we can only do 1 or the other there is no choice in doing both before the 1 week reset.

10-man rosters are a nightmare… if you have 10 people that show up 95% of the time you get floored when 1 person can’t show up. People just leave if they get put on backup so rotating is almost impossible (unless you have a very casual / forgiving players).

I’ve seen that phenomenon, people who would rather quit than be put on backup even for just one night.

The real problem in Cataclysm is the survival of semi-hardcore or semi-casual 25 man raiding guilds. There were a lot of them and in the advent of Cataclysm they were the guilds that suffered the most. … With this system, Blizzard are killing off a specific breed of guilds. The semi-hardcore 25 man guilds that were so prevalent in TBC and WotLK, and that makes me really sad. That was the kind of guild many players liked to join, they knew they weren’t the best of the best, but I bet they had a hell of a lot of fun before Cataclysm came around.

I’ve ran and led 25man raids in WoTLK, and that’s something I know I’ll never get back to. The ingame rewards don’t override the out-of-playing hassle for me, not at all. Even if 25man had 50ilvls better gear, I wouldn’t bother with 25man if I had to be the one taking care of most organization.

So maybe there are plenty of players who would prefer 25 man raids in a semi-casual environment to 10 man raids, but can’t find those raids any more. (I think part of the problem was that officers/ raid leaders always had to be pretty hardcore in 25 man guilds, even if the rest of the guild was semi-casual.) Anyhow, Blizzard has no plans to tweak this or add any incentives for 25 man raiding. Expect to see 25 mans continue to die out.

Yo dawg! We heard you like dailies so we put dailies in your dailies …

So, daily quest lovers, in MoP you will be able to run about 48 daily quests per day should you so wish. There’s actually no limit so you can always do some lower level dailies from previous expansions if you finish all of those and are still bored.

Vaneras comments:

Mists of Pandaria is actually the expansion where we have emphasized dailies the most… ever!

I don’t have any issues with this myself. At that point in the game, people just want to log in and do something fun that will progress their character in some way. Assuming dailies are at least as fun as normal quests and that people who like PvE are happy with normal quests, the only issue is whether players get bored and how many dailies you have to do to get whichever reward you are aiming for. I’d assume players will be less bored when they have a wider variety of daily quests to choose from, so this is probably a good change.

This is also likely to provide quite an influx of gold into the economy, with the usual inflationary effect. People who play the AH will no doubt profit greatly. There will be a new gold sink in the black market.

Olivia@WoW Insider worries that players will feel forced to do as many dailies as possible. I don’t think anyone is ever actually forced to get in game rewards as fast as is humanly possible and maybe the people who do feel that pressure just need to chill and let the people who can control their own playing times enjoy the extra choice.

I find it quite tiresome when choices in games are deliberately restricted because ‘hardcore players would feel forced to do everything.’ Well sucks to be them then.

Cash shop pets to be more powerful in pet battles

Ah, you probably saw this one coming as soon as Blizzard announced that some pets would be considered ‘rare quality’ (ie. more powerful in pet battles) and they would add some non-capture pets to this list. Non-capture means pre-existing pets as opposed to ones that are captured from the wild in MoP.

The full list is here and it does include many of the previous pets that were rare drops in the game. It also includes pets bought from the in game shop.

Blizzard comment:

We decided which pets to change based on how difficult they are to obtain. This approach makes sense since it means that more time was put into getting these particular pets than other ones.

It did not take much time to click ‘buy’ on the cash shop, just saying. Still, I did get warm fuzzies when I saw my crimson whelpling on the list – that pet was given to me by Arb during Vanilla WoW Smile Happy days.