Showing posts with label 2018 at 01:15PM. Show all posts
Showing posts with label 2018 at 01:15PM. Show all posts

Tuesday, December 11, 2018

The Burning Lands Expansion Launched Just After Layoffs at Daybreak

We learned a little over a month ago that The Burning Lands, the 25th EverQuest expansion, was slated to go live today.  And so it has.  We knew it was coming, but we were finally getting some detailed information.  Also, pre-orders were open.  You could start giving Daybreak your money.

Does this feel a little “Disney” to you?

The high level points of the expansion seemed to be about on par with what we have come to expect annually from the Norrath team.  Some new zones around a hub, new raids, new quests, new abilities, and a new mechanic.

  • Luck Stat – A brand new stat that influences just how lucky you are! This stat will randomly increase the amount of gold in your split, the amount of critical damage you do, your chance to succeed at a trade-skill combine, and much more!
  • 6 Expansion Zones – You’ll adventure throughout the grand and fantastic environments and architecture of the Planes of Fire, Air, and Smoke!
  • New Raids, Quests, and Missions
  • New Spells, Combat Abilities, and AAs
  • New Collections

There is nothing on that list that is going to drag anybody new into the game, but that was to be expected.  MMORPGs beyond a certain age become more about tending to the installed base than trying to grab new players.  Anybody proposing otherwise is fighting history and wasting money.  Once you’ve launched and gone free to play there isn’t anything left to attract new players in anything like the quantity needed to support any radical change.

So a normal autumnal expansion release for EverQuest.  Maybe a couple weeks later than we might have expected… November is more the norm… but close enough.  All seems normal in Norrath.

Or would seem normal if Daybreak hadn’t just laid off a big chunk of their staff on Friday.

Daybreak, not being a public company, doesn’t have to tell us about layoffs.  But in the age of social media, word of layoffs get out quickly and this round was no exception, with John Smedley echoing what he had heard on Twitter Friday morning.

Once the press had been alerted Daybreak issued an anodyne statement about optimization while refusing to mention any details.

We are optimizing our structure to ensure we best position ourselves for continued success in the years to come. This effort has required us to make some changes within the organization and we are doing everything we can to support those impacted in this difficult time. As we look to improve efficiencies and realign resources, we remain focused on supporting our existing games and development of our future titles.

That statement is an example of one trying to have ones cake and eat it too.  Reports say that between 60 and 70 people, or roughly one third of Daybreak’s staff, was given their notice on Friday.  When you are down by a third it will be difficult to both support existing games and develop new titles.

Of course, what even are the existing Daybreak titles at this point?  EverQuest and EverQuest II,  holding up the fantasy end of the catalog, were merged into a single shared group some time back.  DC Universe Online is the superhero game and reportedly the most consistent revenue generator, the PlayStation 4 version being the breadwinner there.  And then there is PlanetSide 2, which has been problematic in the past, though it is still getting updates.

H1Z1 Battle Royale went to NantG Mobile as part of the joint venture between NantWorks and Daybreak announced back in September.  NantWorks had the money and Daybreak had the IP I guess, though Daybreak apparently held on to the PlayStation 4 version of H1Z1.  So if there was anybody left working on H1Z1 or the esports league, they were probably seen as expendable.

Word is that the layoffs were concentrated in the Daybreak Austin office and were related to a new project being developed there around a “top IP.”  Daybreak said that the Austin office was not being closed, but I guess that they are no longer working on that “top IP” if they’ve been mostly let go.

People working on the new thing are gone and people working on the old stuff were already spread a bit thin.  Where does that leave Daybreak.

Back in May there was a post on Reddit alleged to be by a former Daybreak employee about plans for the company.  I summed that up in a post here, and a good thing too as it was removed from Reddit by the author not too long later.

The removal led to it being declared a fake, but some key details certainly ended up coming to pass.

Sure, Just Survive sunsetting was hardly a reach.  Even I predicted that back in January.  But the whole Z1 Battle Royale was alluded to, something we didn’t end up hearing about until September.  And the trajectory for PlanetSide 2 seems to line up.

So, in looking at the rest of that post, you have to ask if we are looking at the end game for EverQuest and EverQuest II, if Daybreak is holding out for one last anniversary update for each of them (they turn 20 and 15 respectively next year) before moving on to the alleged EverQuest 3 and its plan for PvP focus anchored on a fantasy battle royale feature.

If that is the case, my prediction would be to prepare for disaster and a belated attempt to return to catering to the installed base once EverQuest 3 flops, because PvP has never been much beyond a distraction in Norrath.

But, the word has come out that we might be hearing about something new from Daybreak on Thursday.  Bets on what it will be?  PlanetSide 3?  EverQuest 3 PvP?  PlanetSide Mobile?  EverQuest Mobile?  What else have they got to work with?

Sources:

Friday, December 7, 2018

The DDO Season Pass

My record with Dungeons & Dragons Online has been spotty since I saw it on the shelf at Fry’s just after it launched in 2006.  I picked up the box and there, on the side just by the system requirements, was a statement about grouping with other players being required to play the game.

The box I saw back then…

No solo.  That worked in 1999, but this was 2006 and World of Warcraft had been on the scene for long enough that the lack of solo was a deal breaker for many.  And, at the time I wasn’t in any regular group, so I was in that deal breaker boat.

I put the box back on the shelf and moved on, a preview of my ongoing attempts to play the game over the years.  And I did try.  I even made a category for it here on the blog, something reserved for games I expect to play and write about regularly.  It just never clicked with me for several reasons.  I complain about the look and UI in LOTRO at times, but DDO feels like the rough draft for even that.

So when Standing Stone Games announced the DDO Season Pass option, I could tell you right away that I was not the target audience.  Still, I want to look at it because I imagine if it sells then we will see the same thing coming up in LOTRO sooner or later, the way that free to play success with DDO led to the free to play conversion of LOTRODDO remains the trial balloon.

So what do you get for $299?

Two Years of VIP Status

In the world of DDO and LOTRO, VIP stands in for subscriber.  You get to be a subscriber and have all the benefits that gives you over a non-subscriber (as listed out here) including boosted experience progress, 500 coins for the cash shop every month, a “free” roll on a gold chest once a week (I assume that is akin to the daily and weekly hobbit gifts in LOTRO), access to more races (half-elf, half-orc, and warforged) and classes, and access to content that you would otherwise have to buy separately so long as you remain a VIP.

There are a range of prices you can pay to be a VIP, including the long time standard $14.99 a month if you want to go month-to-month.

DDO VIP Pricing Chart

So while $299 for two years is cheaper than paying $14.99 a month for two year, if you’re the sort of person who can commit to an MMORPG for two years, the 12 month subscription seems like a way to save $50 a year.

But the VIP access isn’t all you get, or we’d be done here.

Keep All the Content

The first selling point after VIP is that if you buy the season pass not only do you get access to VIP content for free, you get to keep your access to any VIP content released during the duration of the season pass, even if you go back to being a free to play chump.

That’s not nothing.  And I suspect that will be a selling point for somebody.  But my gut says that if you’re that serious about the game, then you’ll be VIP when you’re playing.  And you get all that access back if and when you go back to being a VIP.

Daily Golden Dice Rolls

I think that the golden dice rolls are the things that determine what you get in your golden chest… maybe?  SSG is unhelpfully using mixed terminology.  But if I am reading this correct, you get golden chest level stuff on a daily basis rather than a weekly basis.

Like the hobbit gifts in LOTRO, I won’t turn my nose up at something being handed to me.  But if SSG asked me to pay extra for those gifts I am not sure that I would.

Silver Dragon Armor

A cosmetic armor set.  Cosmetics are important to people, so this could be a selling point for some.

Silver Dragon Armor

Heroic Otto’s Box

You get a free one of these, which if I read this correctly, is an item in the DDO cash shop currently with a price of 4,995 points, which translates to about $50 at the default point price.  Otto’s box includes:

  • 1 Stone of Heroic Experience (2 million XP)
  • 5 Superior Experience Elixirs
  • 5 Major Slayer Count Boosts
  • 5 Huge Jewels of Fortune
  • 5 Siberys Spirit Cakes
  • 3 Greater Siberys Spirit Cakes
  • 1 Complete Reincarnation Timer Reset
  • Your choice of either a Cyan Gelatinous Cube Creature Companion or 65 Astral Shards

A few of those sound familiar as a LOTRO player, though I am a bit surprised at a straight up sale of experience.   Whatever.

The High Pressure Sale

Oh, and one key aspect of this season pass is that it is available for a limited time, December 7 though 10, and has a cap of 1,000 on the total number allowed to be sold.

That seems like a pretty transparent attempt to get people to buy in because the clock is ticking.  I would be surprised if the artificial limit of 1,000 was reached.

Is it Worth $299?

I don’t know.

I mean, for me, no it is not worth it, and not just because I don’t play the game.  I am also aware of my own gaming history and, given that, signing up for two years would be a bad plan.  I’m more of a “six months at a stretch” type of player.

The idea of offering a special package with incentives isn’t new.  CCP does it with subscriptions and PLEX deals every year, throwing in special SKINs and such.  Even Blizzard does it now and then, most recently with the Dreadwake mount they were giving away if people would just sign up for six months of game time.

But those packages give you something extra for the normal price in an effort to boost sales.  The DDO season pass is more akin to collectors edition offers, where they are charging significantly more for items that are not key to playing the game.  The VIP time is the key element, the rest I would argue is mostly fluff even if it has some in-game value.

I don’t get bent out of shape over collector’s editions, though I tend to avoid them, so I shouldn’t get bent out of shape about this.  But I can predict that I will give this sort of season pass deal a critical assessment should SSG move the idea over to LOTRO.

This seems like a good point for a poll.

There is a poll above this line that you might not see if you are using an ad blocker and probably can’t use unless you visit the site directly.

Finally, the paranoid in me wonders if something is coming up in regards to the game in 2020.  Why lock people in for two years?  Does the license for the IP come up for renewal then?  Is this, as some love to say, just a cash grab, or is there some other motivation.

Addendum: I had this slated to post tomorrow, but then SSG got out there and announced a LOTRO version of this idea.  Look for a post on that tomorrow.

Wednesday, November 28, 2018

WildStar Shuts Down

Today is the day that WildStar faces the inevitable end and goes dark.

The news came back in September that WildStar would be shutting down.  The surprise wasn’t so much that it would shut down but that it lasted as long as it did, given how keen NCsoft has been in the past to terminate titles.  Many a City of Heroes fan still laments that the game was making money when it was closed.

Back when the announcement came I wrote a post that summed up the lift of the game, from the idealistic foundation to the harsh realities of the MMO market through to the seemingly inevitable demise. That post includes links out to many others doing the same.

The announcement of a game closing seems to be the point of reflection, the time for shock and acceptance, gloating and regret, nostalgia and dismissal.  By the time the actual closing date comes much of the emotion has run its course.

And so we say good-bye to WildStar today.  It has run its course.  Launched in June of 2014, it ran for nearly four and a half years.  Carbine Studios itself, founded back in 2005 by former Blizzard employees who had worked on World of Warcraft, was shut down back in September.

Wednesday, October 24, 2018

Just Survive Won’t

Maybe.  It is hard to tell.  But I’m running out of pithy three word titles to track its progress.  The next round will be “Shall” and “Shan’t” I guess, then after that I’ll have to figure something else out.

Anyway, Daybreak announced that they would be shutting down Just Survive back in August, giving people two months notice of the event.  I wrote a bit of a eulogy for the game back then.

The night is dark, and some will go quietly into it…

Then, about a week and a half back, Jace Hall said on a live stream that NantG Mobile, the joint venture between Daybreak and NantWorks, was working on a way to bring Just Survive over to be re-integrated into H1Z1… now called Z1 Battle Royale… as a PvE play mode for the game, which would close the circle as the two titles were originally one back when this whole thing started.

Anyway, pending that, Just Survive would remain up, if mostly untended.  The phrase “maintenance mode” was used on the stream, though I remain unsure how that would be different that the previous six month of the game’s life.

Not fully exposed, but not covered either

However, as Massively OP reported yesterday, Jace Hall apparently hadn’t checked things out fully with the Daybreak side of things, as they issued the following statement yesterday at 10:45am.

As we announced back in August, we’ve made the difficult decision to sunset Just Survive on Wednesday, October 24 at 11 a.m. PT. All game servers will be coming offline at that time, and the game will no longer be available for play.

While this chapter for Just Survive has come to an end, we are discussing the possibility of allowing our partner and developer of Z1 Battle Royale, NantG Mobile, to bring Just Survive back online and take over development of the game sometime in the future. Should we have further information to share regarding that matter, we’ll be sure to inform you accordingly.

Thank you again for the countless hours of fun across Pleasant Valley and Badwater Canyon – we appreciate your support and dedication to Just Survive.

Best,

The Just Survive Team at Daybreak Games

The note leaves open the possibility of the game being revived at some future date by NantG Mobile, but it appears that Daybreak isn’t going to leave the servers up until that happens.  And so we say good-bye for now.

This move seems to leave Daybreak with just four games, all from the SOE era, the newest of which is six years old already, while the oldest is going to turn 20 next March:

  • EverQuest (1999)
  • EverQuest II (2004)
  • DC Universe Online (2011)
  • PlanetSide 2 (2012)

Gone from the list are Just Survive and H1Z1, which is now being run by NantG Mobile under the new name Z1 Battle Royale.  Daybreak may be getting some revenue from the latter, but it doesn’t seem to be their game anymore.  Of course, that bring up the whole question as to what is the real, legal relationship between Daybreak and NantG Mobile, but somehow I doubt we’re going to get details on that any time soon.

Thursday, August 23, 2018

WoW Battle for Azeroth Sales Stacked Up Against Past Releases

Fortunately I did some of the groundwork for this post back with the WoW Legion release.

It is here and it is selling

Blizzard announced today that the Battle for Azeroth expansion for World of Warcraft, which went live around the world on August 13th and 14th, sold more than 3.4 million copies.  From the press release itself:

Heroes everywhere turned out in force, and Blizzard Entertainment today announced that as of Battle for Azeroth’s first full day of launch on August 14, more than 3.4 million units of the latest World of Warcraft®expansion had sold through worldwide—setting a new day-one sales record for the franchise and making it one of the fastest-selling PC games of all-time.*

I was a little worried about that asterisk at the end, but that just points to this:

Sales and/or downloads, based on internal company records and reports from key distribution partners.

So nothing dramatic there, just a clarification without much information.

To put that number in perspective here is how it shakes out relative to past launches:

  • Battle for Azeroth – 3.4 million
  • WoW Legion – 3.3 million
  • Warlords of Draenor – 3.3 million
  • Mists of Pandaria – 2.7 million (first week)
  • Cataclysm – 3.3 million
  • Wrath of the Lich King – 2.8 million
  • The Burning Crusade – 2.4 million
  • World of Warcraft – 240,000

That bodes well for the expansion.

Of course, you have to have some perspective when looking at that list.  Back in 2004 people had to go buy a physical box to play World of Warcraft and it has only been over the years that the process has become mostly a digital download experience.  But back then even that 240K number set a record for single day sales.  That number could have been bigger, but they effectively ran out of copies.  At BlizzCon they told the tale of the truck load of collector’s editions meant for employees being diverted to the retail channel because the game had sold out.  And that was US sales only, as it didn’t expand to the rest of the world until later.

The Burning Crusade number is probably the most impressive on the list, since it is made up of people who went out to a store and bought a physical copy on day one.  I went down to Fry’s on launch day… not at midnight for the launch party event… that used to be a thing back in the day… but closer to noon, to find pallets of the expansion out in the front of the store.  Blizzard was not going to run short like they did with the initial launch.  The cashier told me that people had been lined up outside the store for a copy earlier, so it was a pretty big deal.

I think the last time I went to the store to buy an expansion was for Wrath of the Lich King.  It has either been digital or Amazon discounted pre-orders since then.  WotLK was also a big seller considering how much of it was physical boxes.

And then there is Mists of Pandaria in the middle there, which they extended out to the first week of sales because it had to fight against both the feeling of betrayal that some felt after Cataclysm and the lightweight perception that people had about it because it featured pandas as a race.  It turned out to be a fine expansion, but it had some work to do to overcome that.  I didn’t buy a copy until almost a year after it launched.

Anyway, the 3.4 million number is impressive, though the there ought to be an asterisk after it as well to remind people that the number includes all pre-launch digital sales.  You’ve been able to buy a copy of Battle for Azeroth since late January, so they have had a lot of time to pack in the sales, making the “fastest selling” claim a bit dubious.  (I am pretty sure that title really belongs to The Burning Crusade.)

But there were reasons to buy the expansion early, aside from the usual max level character boost (and mounts and pets if you bought the digital deluxe version).

There were four allied races to unlock (for which we received four more character slots per server) and level up, with special transmog gear if you hit level cap with them.  So, as a “giving people something to do” option it had some additional pull relative to past expansions.  And even that was only worth an additional 100,000 sales I guess.

The real number we’d all like to know, how many people are actually subscribed to World of Warcraft, remains hidden.  Once a staple of the Acitivision-Blizzard quarterly reports, they have kept it hidden since the dark days of late Draenor, when the number dropped to 2006 levels.  I suspect that if the subscriber base passed 13 million they would issue a press release, but the days of being able to track that quarter by quarter… or even pick out WoW‘s revenue from the financial statements… are long gone.  The irony of being a public company; they are required to report important data, but they get to decide what is important.

We will see how Battle for Azeroth does in the longer term.  A lot of people are very happy with the open world story and quest lines and the look of things in general.  But there is still the whole question of Sylvanas, a story line that upset some people in the pre-launch events. (#notmyhorde) And then there are the recycled bits from WoW Legion that pop up pretty quickly.  Those aren’t bad, but they aren’t new either.  Blizzard has had time to learn how to keep people engaged with an expansion.  They did well enough with WoW Legion, even if they did open up the Battle for Azeroth pre-orders seven months before it was done.  They will get to show us what else they have learned I suppose.

Wednesday, April 25, 2018

Escalating Battle Sizes in Fade

Asher always warns us to not talk to much about our deployments while they are in progress.  Talking about them… especially on Reddit… brings attention to the fact that there are decent, small scale fights happening somewhere in null sec regularly which gets other people to considering flying over to join in on the fun.  Then things escalate as more people show up and sooner or later you’re back to time dilation sized fights, which are fun once in a while but not something you want to face every night.

So our deployment up into Pure Blind to hound Pandemic Horde and Guardians of the Galaxy didn’t get a lot of mention for a while.  We’ve been up there since November and for most of that time we’ve done our thing with small fleets, occasionally teaming up with TNT, who have a had a fun times deployment like our own going in Lonetrek, but mostly keeping things light.  We prod the locals, drop on their ratters and miners, and dock up when things get too hot for our band.

Then Pandemic Horde moved to Geminate and Guardians of the Galaxy started coming apart under the pressure of our presence, pulling back from trying to camp us, letting us drop structures in their staging, and letting us get away with things an organization that size ought to be able to stomp on given their local capital and super capital dominance.  One of their FCs quit the game while a number of high level defections hit their moral, while some of their internal reactions embarrassed them in public, all of which was documented over on the /r/eve section of Reddit.

Anyway, enough preamble.  GotG’s leader Sort Dragon is back from vacation and knows he is facing a crisis that requires the coalition to stand up and win some fights, while all of this passing through Reddit means that more outsiders will be showing up for battles.

And so it was last night.  One of the Raitaru’s we had anchored on grid with their Keepstar in DO6H-Q was in its final timer and GotG was keen to kill it.  Removing us from line of sight of their staging point would be a good start towards boosting moral.

The Raitaru in question as seen from the Darkness Keepstar

To make sure that they won GotG enlisted the help of their allies NCDot, Mercenary Coalition, and Pandemic Horde for the fight.

At our end Asher was pinging about a big fight to get as many of us on as well as getting the TNT deployment to come over and join us.  In addition TEST, stepping beyond just watching and spamming local in DO6H-Q, brought over a fleet to help us.  We also got a fleet of Jackdaws from Federation Uprising (FEDUP), a faction warfare group that took some space in Cloud Ring on a lark a while back in September and are still there more than six months later. (Kirith Kodachi is part of FEDUP.)

At our end we formed up with the TNT group and were bridged up into Fade to get into position.

Bridging into Fade yet again

There we hung out on the Raitaru with TEST, led by Vily, who once long ago was an FC for the CFC.  They had brought a Cerberus fleet.

Vily in his command ship

There we watched the enemy form.  GotG was forming up a Loki fleet with Hendrink Collie as the FC, flying one of the new Monitor FC ships.  That was the first one I had seen on the live server.

Hendrinks new ride

GotG also had carriers out and were sending fighters towards the Raitaru as the timer counted down.  Also on the field were NCDot in Cerbs, MC in Feroxes, and PH in Jackdaws.

The timer was already in play and the fighters were slow boating towards it before anything happened.  It was not obvious as to whether or not the fighters would get there in time to hit the Raitaru when Asher had the Ishtars spread out around the structure, drop sentry drones, and then led us off tether and into combat.

The Ishtar Train speeds along

Our formation was pretty simple.  We all follow Asher with prop modules on.  The Ishtars shoot the targets called, the support ships bubble, boost, paint, or apply ewar, and the logi tries to keep up with calls for reps.  As with the last fight, life in the logi channel was very busy right off the bat as the enemy tried to trim us back so they could kill off the Ishtars.

That was also when things began to slow down.  Time dilation began to rear its ugly head, so what seemed like a long and busy fight from my own subjective view did not last too long in game time as it was moving at about 20% of normal.  More than a thousand people in local will do that.

Popular Fight

We seemed to be fixed mostly on the Loki fleet which was following Hendrink around in a tight ball.

Monitor and Lokis

They had an advantage on their side.  Being in their staging system they could replace losses very quickly and more than once I heard a target called that we had blown up once already.

A Loki going, only to return again

Our losses ended up jumps away in our staging system with a hazardous path back to the fight.  However our Ishtar fleet was big enough this time around to take down Lokis while we hand substantially more logi than last time so were able to save many ships.  In this the tidi helped with that.  When the game is moving slowly it becomes easier to lock up and get reps on people because the pace becomes leisurely.  The only frustration is that it does take time for modules to spin down, so it can feel like you’re not going to get reps on somebody in time.  But we did pretty well, saving people deep in armor (or sometimes in structure) before they blew up.

The haze of the cap chain and reps in the battle

Meanwhile we kept in contact with the Loki fleet, chipping away at them.

Inside the Loki ball

At one point GotG dropped an Apostle force auxiliary on grid with us and the Raitaru to help rep the Loki fleet.  This became a priority target and was blown up before too long.

The Apostle coming apart

Somewhere along the line I had launched the Warrior IIs in my drone bay and then lost track of them.  They were likely done in by smart bombs in the Loki fleet.  But that meant not having anything to send towards the Apostle to get on that kill.  Ah well.

Meanwhile I am not sure how much the fax helped GotG.  Their fleet zoomed by the wreck not long after the Apostle was lost.

Lokis near the Apostle wreck

As this was all going on the fighters from the carriers had arrived on the Raitaru with about a minute left on its timer and were able to stop it as they chewed away at its structure.

The Raitaru in the middle of all of this

There came a moment of decision.  There was a mass of fighters on the Raitaru.  We could try to shoot them and maybe save the citadel, though it was not certain we could do it, or we could shoot GotG ships some more.  Asher opted for the latter and among the eventual victims was Hendrink Collie’s Monitor, aptly named, “Asher NOOOOOOOOO.”

Target the Monitor

That was the first Monitor kill for almost everybody though again, having lost my drones somewhere, I missed out.

By that point the Raitaru had exploded, fighters were being recalled, and our reason for being there had expired.  It was time to go.  Asher sent the Ishtars off to scoop up their drones, sentry drones being stationary, long range models.  That actually led to a series of Ishtar losses.  There were still hostiles on grid with us and they started picking off lone Ishtars.  They would broadcast for armor but were mostly out of range of reps and sometimes out of lock range, so we took some last minute losses that might have been avoided.  Nothing like being on top of broadcasts for a long stretch and then getting a string where you can’t help.

We then headed out, keeping together so as to prevent stragglers from being picked off.  The tidi outside of DO6H-Q was worse than inside the system as several fleets pushed through gates.  Asher told us we needed to get back to our staging and reload drones as there was another objective to hit.  But by the time we got back to the station that event had already played out and we were done for the night.

On the GotG side of things they managed to complete their main objective in DO6H-Q.  They destroyed the Raitaru in question and another without any resistance.  The battle report shows they paid a price for that objective.

Battle Report Header

The ISK war clearly went in our favor.

Furthermore, as Asher notes in his after action report post on Reddit, while this was going on other forces were able to go out and kill a Tatara and an Athanor, so you can understand why we might feel pretty good about how the night turned out. (Also his AAR explains the broader fight as opposed to my narrow logi view.)

There is also a video of the fight up on YouTube now that shows a few items I mentioned above.

And a thousand ships is a sizable fight.  It seems like we might be past the time of 60-80 person fleets going out for objectives.  The fights are growing in size as the nature of the conflict escalates for GotG into a need to prove they can defend their own space.

Tuesday, January 30, 2018

Battle of Azeroth before Fall, Pre-Orders Now

World of Warcraft news is always big news.

Today Blizzard put up the next WoW expansion, Battle for Azeroth, up for pre-orders at the usual price points, $50 for normal and $70 for digital deluxe, which generally nets you a mount and a battle pet.  With my current battle pet mania going on I know where I might be headed.

Battle for Azeroth

Of course, it is always the details that capture my attention, especially anything that might indicate a ship date, and the pre-order page delivers with this line:

Pre-purchase: Battle for Azeroth will be released on or before September 21, 2018.

September 21, 2018 just happens to be the last day of summer on the calendar here in the temperate northern hemisphere.  It will still be warm where I live in any case.

Next on this list is, “Why should I pre-order this today?”

Well, you get that level 110 boost.  Given how long it took me to use the level 100 boost I got with WoW Legion… I think I used it finally in December… that isn’t a big draw for me.  I wouldn’t begin to know which character to boost at this point.  I already have four characters at level 110, and two more fairly close.

The battle pet and mount may take a while to show up.

Digital Deluxe items will be available on or before the release date of the game.

That is a bit vague.  Ah well, some day.

Gilded Ravasaur and Seabraid Stallion mount plus the Baby Tortollan Pet

So the only possible draw is really the promised Allied Races.

Pre-purchase of World of Warcraft: Battle for Azeroth makes available the questlines which enable players to access the Highmountain tauren, Lightforged draenei, Nightborne, and Void elves. To unlock Allied Races quest lines, players must have a level 110 character and have met specific questing and reputation requirements on the factions that each Allied Race is aligned with.

Currently I am ready to go on the Lightforged Draenei, not that I need another alt.  The one I am interested in, the Highmountain Tauren require me to get all that rep again with a Horde character.  Fortunately, for my first time in WoW, I actually have a Horde character at the level cap, so it is doable.  More on that later.

As noted, the pre-order page is up and ready to take your money, though beware there is one small hitch.

Requires World of Warcraft and Legion.

Since WoW Legion is still the current live expansion, and has links right into Battle for Azeroth, you can’t just skip ahead if you do not have WoW Legion yet.

Anyway, you can pre-order today though, as with any Blizzard release, there might be a queue.

And for those keeping score, if the release goes on the last day that will put the time between that and the WoW Legion release at 752 days, which puts it pretty much mid-pack for duration.

  • WoW Launch to The Burning Crusade – 784 days
  • The Burning Crusade to Wrath of the Lich King – 667 days
  • Wrath of the Lich King to Cataclysm – 754 days
  • Cataclysm to Mists of Pandaria – 658 days
  • Mists of Pandaria to Warlords of Draenor – 778 days
  • Warlords of Draenor to Legion – 670 days
  • Legion to Battle for Azeroth – 752 days (estimated)

I suspect that Battle for Azeroth will ship sooner than that however, maybe another August release.  My prediction was that they would get that shipped and be done far enough ahead of BlizzCon 2018 that they could safely talk about WoW Classic with stealing any of the spotlight from the expansion.  We shall see.

Meanwhile the Battle for Azeroth Q&A broadcast has been going on, so I expect all sorts of additional details to pop up today.