Tech and the Devaluation of Gear

When I first walked through the Dark Portal in the Blasted Lands and ended up in Hellfire Peninsula, I was astounded at how quickly I replaced my gear. My hard-fought T0.5 gear meant nothing. My Rhok’delar? Nada. Even my Tier 1 gear, what little of it I had, was laughable. The stats on the gear that was dropping, even the greens, just far outweighed anything I’d ever even seen before. Just the stamina on the gear alone was astonishing. This was my introduction to gear resets.

Every expansion, it’s the same thing — wander around in the new zones for a while, replace everything. It’s always been a little sad for me, because it seems to devalue anything “tangible” (as tangible as anything is in this game, anyhow) you’ve earned over the last couple of years. Even mounts aren’t immune, since there’s no stopping people from getting Ashes of A’lar or whatever spiffy mounts are out there, thereby (in my opinion) devaluing them. I was truly saddened when I had to replace my heroic ICC gear in Cataclysm and am still somewhat miffed that my Reins of the Icebound Frostbrood Vanquisher can be earned by any yahoo who puts in two or maybe three weeks of effort (as opposed to my, oh, six months of effort), but no, I’m not bitter, nope… Okay, where was I? Right. Expansions.

For me, the worst part of a new expansion (aside from needing to relearn everything, of course) is how quickly the previous expansion is washed away. When we got to Northrend, who cared about Outlands? No one, that’s who. We dropped that continent and its endless demons like a hot potato and charged to the frozen depths of Northrend. And when Cataclysm came out, who went BACK to Northrend? Basically no one. Everything from previous expansions just vanishes so quickly when a new expansion comes out and gear is no exception. Not only that, but your gear is generally outdated in an insultingly short period of time. Of course, this makes sense, from a developer’s point of view: you can’t have someone who’s been playing for six years have an in-game advantage over the person who picked up the game three days ago. Gear resets make sense from a design standpoint because it allows new players (or returning players who had previously quit) to jump right in with everyone else in levelling content and early raid content.

It’s still kind of sad to see the gear go by the wayside. Maybe I’m just sentimental like that, though.

I was reading about the 5.4 upcoming feature, the Proving Grounds. It sounds great, to be honest. I love the idea of being able to test my skills, solo. And hopefully people will view it as a learning opportunity, too. Maybe now PUG tanks won’t be morons! Maybe PUG DPS won’t stand in bad! Maybe PUG healers will understand what COOLDOWNS are!

(Somehow, I remain pessimistic about the reality of the situation, but the possibility of those things will exist, at least, thanks to Proving Grounds… maybe.)

However, one of the phrases in the Blizzard post about it caught my eye.

“Upon entering the Proving Grounds, your gear will be scaled down much like it is in Challenge Modes.”

For some reason, reading this phrase just solidified a thought I’d had for months, maybe even a year. At some point, around last summer, something about the “scaling down” system they’d talked about for Challenge Modes bugged me. It irked me. When I thought about it, I couldn’t put my finger on why it bothered me. I couldn’t understand why I was moderately frowny about “upgrading” items via Valor Points. But now? Now, I GET IT. I understand why this bothers me! And, lucky you, I am going to share my thought with you.

My thought is this: Gear pretty much no longer matters in the game.

Blizzard has eradicated the need for gear because their “tech” has rendered it useless. I’ve seen this happen before, mind you. On various PTRs testing heroic modes, you would often get a shirt to wear that would augment your current gear by X amount, allowing you to participate in and test the heroic encounters.

I remember it striking me as odd, at the time, that they could just give us a shirt that augmented everything by a certain percent or amount and bam, even while wearing our same gear, we were suddenly that much more powerful. But I never really thought too much about it. Suddenly, over the last couple of days, my thoughts have finally gathered together and it’s made me realize that Blizzard has done so much with its “tech” that gear has lost meaning.

More than any expansion has ever done, Blizzard has made gear not matter. That’s not to say that you can expect to go to a heroic raid in the Twill set, mind you (although that would be hilarious), but in Challenge Modes, as long as you’re ilvl 463 or higher, you’ll be scaled down. I’m unsure about Proving Grounds ilvls, but you’ll similarly be scaled down, so people are on even ground with each other, much as they are with Challenge Modes.

But gear isn’t obsolete, Kurn, geez! you may say, scoffing at my thought.

True. But I didn’t say it was obsolete. I said it doesn’t matter. There’s a slight difference. The major difference, to me, is that Blizzard’s scaling “tech” has made obtaining better gear (for Challenge Modes and Proving Grounds) mostly worthless. In the same, upcoming patch, WoW players will also see Flex Raids, which will allow a raid to form for a group that is sized anywhere between 10 and 25 people and the raid will dynamically shift difficulties. They’ll also likely see Virtual Realms, grouping low-population realms together to act as though they’re all on one larger server. The “tech” they keep coming up with is changing things so that some core distinctions are being thrown out the window. This whole “upgrading” items? What is up with that? I first looked at it as another way to enhance items, like gems or enchants, but it still didn’t sit well with me. (As an aside, it’s suddenly clear to me why I never really liked reforging.)

Now, despite all this, I’m not saying it’s a bad thing (shockingly. Are you surprised?), just that it’s a significant departure from where WoW began.

Gear is always on everyone’s mind, regardless of what activity they enjoy pursuing in the game, basically. I loved getting new gear, but I didn’t raid for gear. I recognized that my raid group’s gear was how my raid group would advance, so I took my own upgrades (or lack thereof) in stride. Still, to this day, I remember that Halion never dropped his boots for me, that Heroic Saurfang never dropped that mail (!) belt for me, that I didn’t get EITHER Vashj’s OR Illidan’s maces… Gear should matter, even if it’s not the major reason we play. It’s the main way in which players interact with their opponents in WoW, so of course players want to improve themselves. By the end of Wrath of the Lich King, my brother (Fog), Majik and I could clear Heroic Gundrak (with the extra boss) in something like 11 minutes, on non-raiding alts, with Maj tanking, me healing and my brother DPSing, even if the other two DPS did less damage than I did as a resto druid. That’s a huge improvement on the time it used to take players, in crappy level 80 blues, when Wrath began. Gear made the difference, even if it was from ilvl 178/200 to ilvl 232/245.

All this “tinkering” with items and gear, well, it feels to me as though Blizzard has pulled the curtain aside by demonstrating that they can adjust item levels so easily, so arbitrarily. It’s as though I was in awe of the Wizard of Oz and then the curtain got pulled aside and there was the Wizard, just this old guy working smoke and fire machines with a microphone. The magic was gone.

WoW has always been a math-based game, so I guess I shouldn’t be surprised that this has finally happened, but some of the allure of new gear was knowing that it would make a difference in what choices you made with your gear. And now… there are circumstances where new gear isn’t really going to make much of (if any) a difference.

Again, this isn’t necessarily a bad thing. For one, Challenge Modes and Proving Grounds are both skill-based challenges. It’s about how well you play as a player, not what kind of gear you got while some guild you paid carried you. It’s about knowing your class abilities, even the ones you rarely use. It’s about knowing what each different talent does and figuring out which would work best in those circumstances. (And I say all this without having DONE either Challenge Modes or Proving Grounds, so you can take that with a grain of salt, since I know people buy gold runs and such.) Don’t get me wrong, I’m all in favour of rewarding skill versus luck.

I just find it a bit of a shame that Blizzard’s “tech” has enabled them to show us exactly how meaningless gear is. To me, it reinforces the utter futility in caring about gear so much, except we’re not just being shown that at the start of an expansion or on a PTR — we’re being shown that constantly throughout this expansion. When I was actively playing, I cared about my job in the game, not my gear, except as to how my gear would help with my job. (Stupid Halion boots. Grump.) But now that it’s just so easy for Blizzard to arbitrarily scale gear, raid difficulty and even actual realms… doesn’t it seem as though we’ve gone through the looking glass? I feel as though I can now see, with clearer eyes, the sheer pointlessness of the gearing aspect of the game. Raiders gear up for heroic dungeons as they level up. They ding max level and then start gearing out of heroics for raids, supplemented by crafted and rep gear. Then they gear up for heroic raids through a combination of LFR and normal raids. Then the raiding gear-up happens all over again for the next tier. And the next. And then, it really doesn’t matter because it’s the last raid patch of the expansion and in like, two months, all that gear you’re working for is just going to be worthless anyway.

If something as basic and integrated as gear can be arbitrarily changed in the blink of an eye, if something as solid as a raid’s difficulty can be dynamically adjusted based on the number of people in the zone or raid, if a realm can suddenly be grouped with other realms to the point of removing pretty much any distinguishing details between them aside from a name… is there nothing untouchable any longer? I guess I’m just wondering if the malleability of the game has gone a touch too far. If a piece of gear isn’t unchangeable at its core, isn’t as solid as something can be in this game, is there anything that is?

As my final word on the matter: Yes, I know, enchants, sockets, gems, reforging, upgrading and scaling are all different points on the same continuum. I realize that everyone’s limits will be different. Personally, I think my limit is up there after gems and before reforging, because I think as soon as you make things TOO malleable, you lose something in the process. My two cents. :)

Don’t forget to sign up for my mailing list about my Guide site over at Kurn.info!



Guide Update, New Sneak Peek & Guild Spotlights

Ladies and gentlemen, happy Friday to you!

I’m getting ready to head on up to my parents’ cottage for a weekend of reading, taking in some sun, canoeing, kayaking and, doubtlessly, writing.

That doesn’t mean, however, that I’ve been slacking while I’ve been in town this week. Since my last update, I have very nearly finished Module 4: Community Management and even started in on Module 5: Expansion Planning. (By the way, my best guess for the launch of the new expansion is June 10th, 2014, give or take two weeks.) I’ve written almost 14,000 words in the last week! Things seem to be going pretty well on that front, so I’m hoping to tentatively launch my guide on Tuesday, August 6th. There’s still a lot of writing (and editing!) to do, plus website stuff, but hey, August 6th is not totally out of the realm of possibility!

Anyhow, I released a new Sneak Peek yesterday evening. It’s Starting Up, Sneak Peek 2 and even includes a small portion of a bonus section of the guide. You should definitely head over to my guide site over at http://kurn.info and download it! Plus, you should sign up so you always stay up to date with the happenings over at Kurn.info.

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In other news, due to the rather unfortunate fact that I will be housesitting for a chunk of next week, I’m taking the upcoming week off of doing Guild Spotlights every weekday. They’ll return on Monday, July 22nd. Having said that, you should still submit your guild details to be spotlighted! I’m enjoying learning about so many different guilds and servers. Like, I had no idea that Sargeras (US) was a PVP server where there are 141,000 Alliance characters compared to, oh, 25,000 Horde, and where there’s 270+ raiding guilds, but only ONE of them are Horde. (Similarly, I never thought I could feel BADLY for the Horde, but then I came across Sargeras and was like “Wow. That really sucks. Poor Horde!”) If you’re seeking a new guild, check out my YouTube channel and take a look at some of the guilds I’ve been spotlighting!

Okay, I need to go pack. Have an excellent weekend, everyone!

PS: About damn time Divine Plea scales with spirit!

Community Management: Part 2

Well, it’s Thursday.

Thursday means that I write another blog post and let you know that my Community Management module is still unfinished. I’m writing up the bonus sections now, though, so next week, I really ought to have the Expansion Planning sneak peek out. Or perhaps I’ll just throw in another Starting Up sneak peek. Either way, there will be more new content next Thursday.

And hey, there’s new content TODAY, too! Today, over at kurn.info, I put up Sneak Peek 2 for Community Management. It’s a lot longer than most of the previous Sneak Peeks, but hopefully you’ll find it interesting. The section I included was all about Community Moderation which is distinctly different from Community Management. Moderation deals with problems: whether it’s problematic language during a raid or forum posts that blast others or something else entirely, moderation is how you deal with it. I even wrote up a mock social media policy! So definitely check out Sneak Peek 2 of Community Management, focusing on Community Moderation, over at kurn.info!

What else… Oh, yeah, if your guild is currently recruiting, head on over to this form to submit your guild information so that I can do a guild spotlight on you! Here’s my latest spotlight, on the guild Ruined (A) on the Proudmoore (US) server.

Okay, back to writing. Hope everyone had an awesome Canada Day and a good July 4th!

The Biggest Mistake

Hey gang! Happy Canada Day to you all. :)

As I continue writing my guide to being a kick-ass guild master (sneak peeks can be found over at Kurn.info!), I was wondering something…

What is the biggest mistake you’ve seen a guild’s leadership make?

If you are guild leadership, that also extends to what mistakes you’ve made.

(Note that if you comment, you may be quoted in one of my guide sections. You will receive full attribution and credit if so!)

My biggest mistake, as a guild leader, was not recruiting enough at the end of Burning Crusade and the start of Wrath of the Lich King. As such, the guild fell apart just about four months into Wrath.

As to the mistakes I’ve seen others make… Well, I don’t have all day. ;)

So chime in! I’d love to see what huge mistakes you’ve seen your guild leadership make or what mistakes you’ve made while helping to run a guild.

How to Recruit, Take Two & Other Updates

I feel as though I sit here every Thursday and apologize for the fact that my Community Management module isn’t done yet, so I don’t have a sneak peek for Module 5: Expansion Planning out.

Well, this Thursday is no exception. Since online communities are sort of “my thing”, I’ve been spending a lot of time working on that module. It’s, er, kind of 30,000 words long so far. It includes actual examples of disciplinary and behavioural issues that we saw in Apotheosis in Cataclysm, as well as how we handled them, which is where the bulk of the wordcount comes from. I copy/pasted several private messages and officer communications (while maintaining anonymity). It’s all so you guys can see how we dealt with these various issues, in detail.

Right now, I’m working on the idea of cliques and how to prevent them from becoming a problem. Like I said, lots of time on this portion alone!

That said, I do have a second sneak peek for Module 2: How to Recruit out! You can find it, and all past and future Sneak Peeks, at kurn.info! I’ll still be updating you guys on the progress here, but every Thursday afternoon, until the guide launches, you’ll find a new Sneak Peek at my new site. :)

What else is going on? Oh, yeah! I was on this week’s Realm Maintenance show! I talked a bit about my guides, but mostly about Kurn’s Guild Spotlight, a short video I do every weekday where I shine the spotlight, if you will, on various guilds. I’m always taking submissions, so if you’re recruiting, plug in your guild details here for consideration for a spotlight of your very own. :)

And THEEEEEEEE Matticus sent me a whole bunch of questions about blogging, so that interview is up at his site.

So that’s what I’ve been up to! And now, back to my Community Management module and cliques…

5.4 PTR Holy Paladin Changes

Admittedly, I haven’t kept up on all kinds of patch notes in the last several months, but several of the changes noticed in the 5.4 PTR struck me as really interesting.

My instinct is to cringe and brace for impact whenever I see “Paladin” in the patch notes or the noted datamined changes. Rarely when you see a class name are they actually buffing the class. It’s usually some form of nerf.

So what are these changes that I strongly suspected would be nerfs?

1) Eternal Flame initial healing has been reduced by 30%. Boom. Nerf.

2) Sacred Shield stuff that is unlikely to actually be implemented on live. Would have been potentially interesting but probably still would feel like a nerf compared to current Sacred Shield.

3) Sanctified Wrath: Holy: now also increases the critical strike chance of Holy Shock by 20%. Buff!

4) Selfless Healer stacks now also work on Divine Light in addition to Flash of Light. Buff to this talent, no question.

5) Mastery: Illuminated Healing no longer activates from periodic healing effects. HUGE, HUGE NERF. (They’ve mentioned that this really is aimed at Eternal Flame and level 90 talents won’t be punished by this.)

6) Divine Plea no longer reduces the amount of healing done by 50%. A long-overdue change, in my opinion.

After reading the post by Rygarius in the official forums, you can better understand what on earth the devs are thinking here. What you can glean from the post is that too many Holy paladins were taking Eternal Flame, so they nerfed it (directly and then indirectly due to the fact that mastery shields will no longer proc off periodic healing effects) in the hopes of people taking some of the other talents at the level 45 mark in the tree. They admit that they don’t like the new version of Sacred Shield and that they will likely revert it. But they buffed Selfless Healer to give people what they think is a viable choice at that talent level. I’m also certain that they’ll screw more with Sacred Shield to ensure that prot paladins don’t ALL take the shield.

Blizzard has said, time and again, that if a talent is “mandatory”, the choice in the situation has been removed. As such, all three choices should be viable and should be able to be swapped around. That’s likely why Sanctified Wrath got a boost to Holy Shock’s crit, so that it would be better represented next to Holy Avenger and Divine Purpose. It seems as though Holy Avenger is getting a lot of use in fights with high-damage phases. Pop Holy Avenger, throw out a Holy Shock, gaining 3 Holy Power, then Light of Dawn, then Holy Radiance, gaining 3 HP, then Light of Dawn, etc, while Divine Purpose is better for fights without a ton of incoming damage… or for those who aren’t so good at remembering to hit a cooldown but still want a benefit. It seems that Blizzard devs felt that Sanctified Wrath could use a bit more incentive for holy paladins.

So I’m unsure that Sacred Shield will remain the way it is on live realms today. As to Eternal Flame, they said that because they’re nerfing it to no longer work with mastery, they’ll probably bump the initial healing back up, but that there are no plans to revert the change in how it works with the mastery, because it’s just too dominant for the holy population. They said, though, that if it’s needed, they’ll compensate by buffing healing elsewhere, because they think holy healing is at a good level, even with all the healing people were doing through Eternal Flame and the mastery shields it created. They’re not nerfing it because holy paladins are too good — they’re nerfing the talent to make it less attractive because there’s basically not another compelling choice for holy paladins on that tier.

I’m really glad we got a blue post about it, to be honest. It sucks to try to guess why something’s happened, so props to Blizzard for being so open about what they feel is a holy paladin problem. I strongly suspect we’ll see even more information about the level 45 talents in the coming weeks.

Introducing Kurn.info

I made a small announcement over on Twitter last night, in which I said that I’m going to be launching a new website Soon™, kurn.info.

All that’s on the website right now is basically a signup for an annoucement mailing list that’ll let you know when things change over there; when I launch the site, when my Guide to Being a Kick-Ass Guild Master is released… and when my other guides are released.

Other guides?

Yup. In addition to the Guide to Being a Kick-Ass Guild Master, I plan to write one for raid leading, one for being a role officer in a raiding guild and one for being a great raider.

All of these guides will deal primarily with logistical issues, common problems and will have very little to do with how to increase your DPS or how to defeat an encounter. These upcoming guides will largely focus on issues that have to do with raiding. (While I draw on raiding guilds as my experience for the Kick-Ass GM guide, that one isn’t restricted to raiding guild advice.)

So with all this in the pipeline (well, mostly still in my head for the other three), it only seemed logical to branch out and get my own domain that a) isn’t hard to spell and b) isn’t a subdomain of a guild that I haven’t played with in over seven months. Something to do with me seemed appropriate. When I saw that kurn.com was taken but kurn.info was available, it just made sense, you know? That’s what I’ve always done as a blogger, provided information. So it was a perfect fit!

For right now, it’ll just house the guides and such. As for the blog… Well, it wouldn’t be too hard to implement 301 redirects to the new domain, but I have a lot of work to do on the new domain and a lot of writing ahead of me, so I don’t imagine that’ll happen anytime soon. For the time being, at least, my posts will stay here. :)

So all that stuff is exciting.

I’m also excited about my Guild Spotlight project. If your guild is recruiting, fill out this form and I’ll consider doing a Guild Spotlight on your guild. Guild Spotlights are short videos showcasing your website while I talk about interesting things about your guild and your server and you can watch all of them in this one handy-dandy playlist! While I’ve only focused on US guilds so far, this is the world wide web, and it’s the World of Warcraft. I’ll spotlight guilds in other regions, too! If your guild is recruiting, don’t hesitate to let me know about it. :)

Sneak Peek 5 — Officers, Take Two

As I mentioned last week, this Community Management section of the guide is killing me. It’s huge. And it’s slow going. So no, Module 5 (expansion planning) isn’t finished yet. It’s not even quite STARTED yet. So after asking on Twitter, I settled on looking at Officers again. Last time I did that, we looked at Rebuking Officers. Today, we’re going to look at a couple of requirements I personally have for promoting officers. (The full guide has five requirements and this sneak peek gets you two of them.)

Promoting Officers
http://kurn.apotheosis-now.com/officers-sneakpeek2.pdf

Other topics to be covered include: the remaining requirements to be promoted, replacing officers, demoting officers and more.

If you still haven’t read my other four sneak peeks, do check them out!

Picking a Server/Faction, Setting Goals & Timetables and Schedules
http://kurn.apotheosis-now.com/startingaguild-sneakpeek.pdf

Building Community, In and Out of Game
http://kurn.apotheosis-now.com/communitymanagement-sneakpeek.pdf

Rebuking Officers
http://kurn.apotheosis-now.com/officers-sneakpeek.pdf

Posting your Recruitment Post
http://kurn.apotheosis-now.com/howtorecruit-sneakpeek.pdf

And don’t forget to tune in to YouTube every weekday for another edition of Kurn’s Guild Spotlight! Submit your guild for consideration now!

Sneak Peek 4 — Starting a Guild

It seems a little strange, I guess, to have my fourth sneak peek be from the first module of my guide, but it’s still likely more useful to you guys now than something about expansion planning (which is what Module 5 is all about). Plus, I haven’t actually, you know, written Module 5. The Community Management section I’m currently writing rivals the Recruitment section in terms of length, I swear to God. Anyhow, here’s Sneak Peek 4:

Picking a Server/Faction, Setting Goals & Timetables and Schedules
http://kurn.apotheosis-now.com/startingaguild-sneakpeek.pdf

Other topics to be covered include: Naming the guild, guild rules, guild structure, loot, community, fighting for your guild members and more.

If you still haven’t read my other three sneak peeks, do check them out!

Building Community, In and Out of Game
http://kurn.apotheosis-now.com/communitymanagement-sneakpeek.pdf

Rebuking Officers
http://kurn.apotheosis-now.com/officers-sneakpeek.pdf

Posting your Recruitment Post
http://kurn.apotheosis-now.com/howtorecruit-sneakpeek.pdf

And don’t forget to tune in to YouTube every weekday for another edition of Kurn’s Guild Spotlight!

Them New-Fangled Virtual Realm Things

Late last night, the 5.4 Public Test Realm patch notes were released. In amongst all the typical class changes was this little bit of information.

New Feature: Virtual Realms

  • Virtual Realms are sets of realms that are fused together, and will behave exactly as if they were one cohesive realm. Players on the same Virtual Realm will be able to join guilds, access a single Auction House, join arena teams and raids, as well run dungeons or group up to complete quests.
  • Players belonging to the same Virtual Realm will have a (#) symbol next to their name.

Now, admittedly, we don’t have much information about Virtual Realms at this point in time, nor do we even know if this will make it through the PTR process to make it to live. But why let a silly thing like logic stop my speculation? ;)

It seems to me, at first glance, that Blizzard has managed to come up with technology to essentially merge low-population realms without actually merging them. Merging realms would, after all, be like admitting defeat, that some realms are ridiculously unpopulated. Currently, on US realms, the most popular is Tichondrius, a PVP/PST realm with over 222,000 characters (as per realmpop.com). According to the same source, the least-populated US-based realm is Chromaggus, a PVP/CST realm with about 17,000 characters. Do you see a difference? ;)

TIME FOR MATH. (Crap.)

Assuming the numbers provided by realmpop are correct, there are approximately 17.5 million characters on 246 US-based realms. The average is, then, around 71,100 characters per realm. Now, of course, that’s just characters and not players, but you can see that if the average (the mean, of course) is around 71,100 characters, realms like poor Chromaggus are woefully underpopulated.

So why not actually merge realms? Why come up with Virtual Realms which, to quote Blizzard, “will behave exactly as if they were one cohesive realm”? Well, there were some problems with the idea of realm merging. Such as what? Such as names. If you’re on one realm with the name, oh, I don’t know, Kurn, but someone on another realm has the same name, which one of you is Kurn and which one of you is forced to use something like Kurnmogh? (Yes, when I first made my toon, Kurn was taken and so I became Kurnmogh.)

Guild names are similarly problematic.

Further, does merging realms actually solve any problems? Temporarily, yes, but maybe not in the long term. Say that the bottom 20 realms are merged into two realms. Apart from all that craziness going on with names and such, say you were on the server Auchindoun, which, in my example, would be merged with Blackwing Lair, Haomarush, Blood Furnace, Detheroc, Jaedenar, Dethecus, Ursin, Rivendare and Coilfang. So say you’re on Auchindoun and get merged with those other 9 servers. That’s up to 10 different Kurns or 10 different Apotheosises (Apotheoses?) that would have to be organized in terms of names alone. Then, what if this NEW merged server starts losing people? What if others go elsewhere or quit or whatever? Would THAT server be merged? If so, you’re now looking at a second merge upheaval, basically. Merging realms is just not a solid, long-term solution for low-pop servers.

Virtual Realms, however, has solved all of that problematic “upheaval” crap. No need to shut down a server when you can stick people together anyhow. And everyone can keep their own names! I could be Kurn of Eldre’Thalas and have another Kurn on Skywall and if those two realms were part of the same Virtual Realm, there’d be no conflict. Bam. There goes the biggest single headache that comes with the idea of consolidating servers. People can have the same name on the same Virtual Realm and what will distinguish them is the server they’re on and a little # symbol.

Further, Virtual Realms will mean you can join a guild on any of those servers, raid with anyone from those servers, basically do anything with that group of servers the same way you currently do server-only activities. This is kind of interesting. Multi-realm guilds? “Hey, we’re Apotheosis of Eldre’Thalas (and Skywall and Ursin and etc)…”? How’s that going to work, exactly? I’m not against this at all, just wondering how a realm-based thing like a guild is going to be accessible from other realms. Actually, in terms of recruitment, you’ll suddenly have access to something like five or ten times the population you normally do. And all those people could join your guild without paying transfer fees. Good Lord, could advertising your guild in Trade chat actually be worth it???

Virtual Realms will also mean sharing one Auction House. As someone who was quite enjoying the gold-making aspect of the game at the launch of Mists of Pandaria, that’s interesting. A more active Auction House almost certainly means the prices for everything are cheaper, because there’s more of whatever it is you’re trying to buy. For low-pop realms, this may have the repercussion that someone who makes gold reliably by farming hard-to-find materials (like past-expansion herbs and ore — Goldthorn and Fel Iron Ore, I’m looking at you!) may be out of luck because supply will rise and demand will drop. Similarly, if you have the market cornered on a certain kind of item, chances are that you will no longer be the dominant person on the AH with that item. Even if you are, you may be forced to cut your prices significantly to remain competitive.

I think Virtual Realms will be huge for improving the game experience for thousands of people out there, but there are still a lot of unanswered questions:

1) How many realms will be in a Virtual Realm?
2) With which realms will others be connected? Are they going to tack Chromaggus on to Tichondrius, for instance? Or will they do it by lumping together five to ten low-pop realms to be one large Virtual Realm?
3) Will Virtual Realms have names?
4) Will players be able to transfer to a Virtual Realm (and then get randomly dropped on a server within that VR) or will they continue to transfer to individual servers?

We’ll just have to wait and see, I guess, but this is certainly one of the more interesting things I think Blizzard has ever done.