Category Archives: wow

For the loot, honey, for the loot.

I hate dungeon instance loot. Ok, that’s not entirely true: we loves it, we wants it precious. What I hate about dungeon instance loot is the way, like so many other things in MMOs, its awarding is perfectly designed to make one or more people in the group feel rubbish about their evening, and how it turns nice normal people into quietly seething Sméagols or outwardly furious frothing Gollums. I hate it most when it does such a thing to me, especially when I’d promised myself that loot did not matter and I was only there for the companionship of others and to enjoy the World of Warcraft. Yet it manages to do so, loot distribution in WoW is like the One Ring of Middle Earth, it has a will of its own and evil intent.

We’d finished a run of the Deadmines and I’d upgraded my character with two pieces of Defias leather armour, making out like the proverbial bandit. I’d rolled Need on the items, and professed the niceness of them on our VoIP channel, but only because they were, indeed, nice. Our healer, who can also wear leather, did not roll on the items, and I was pleased with my new preciouses for a short while before being hit by a wave of guilt towards the end of the run when I considered that my proclamation of their niceitude had perhaps put the healer off of rolling on the items at all, which was not my intent. Indeed, I was still in my premeditated mindset of The Loot Does Not Matter, and frankly there’re very few healing leather items at this level so any leather loot is free game, although I obviously wouldn’t roll on anything that was clearly healer loot. Things will even out a bit at level forty, as my Shaman moves up to using mail armour and the only other mail armour wearer in the group will move up to using plate armour at the same time, thus making the loot boundaries fractionally easier to determine.

We moved on to Shadowfang Keep, and still feeling a bit of loot windfall guilt (which I think afflicts some players more than others), I passed on the leather pieces that dropped there, one of which was blatantly a healer piece anyway, and the other was a nice upgrade for either of us, it having a chunk of stamina on it. The other two members had grabbed a few useful drops by this point too, and it was all looking like a fairly balanced evening of loot distribution. But the loot system is treacherous, it will betray you, and it is always trying to find a way to ruin an evening’s play.

So a really shiny two-handed axe dropped. I’m currently using two-handed axes until the point I can dual-wield in twenty levels or so, and this item was a huge upgrade for me, with its lowest damage range number being greater than the highest damage range number on my current weapon. That’s a pretty tasty boost in DPS. I think we all professed the shininess of it at the point, and I apologised for rolling Need (why do I feel the need to apologise each time I roll need on something, is this just me?) and rolled for it, so did the Paladin tank. And of course they won.

I think I hid my frustration quite well, and again I like to think that my Loot Does Not Matter mindset at least partially brushed it aside as just one of those things, but as we continued through the instance the loot system pulled at me, taunted me, and drove me to dark thoughts.

(I had posted my reasons for being annoyed here, but I was informed that it looked like a castigation of that person, and that’s not the purpose of this post at all. It’s the loot system that is primarily at fault.)

I wonder if the healer felt the same way about me rolling on those leather pieces, and whether they felt that I expected them to be mine and shied away from rolling. I wonder if I would have been annoyed to not win those pieces either and have come out of the evening with nothing, or whether, having gained a couple of nice items, the loot system took over and twisted my thoughts towards expectation and rightful ownership, exactly the things that I’d sworn to avoid, having been on the receiving end of such rolls in the past, and had evenings ruined by what I perceived as… no, not unfairness, what happened was fair by all the rules. Perhaps thoughtlessness? It’s all very subjective, and that’s the biggest issue with these loot systems. The boundaries of who has a claim to what are often blurred, grey and misty, like putting on the One Ring and trying to see clearly.

I wonder if anyone else even cares about this, or if I’m just someone who spends too much time reading things into situations that don’t exist. I’m not writing this to try to shame that person into giving me the weapon, hell, they may very well have a point of view that, when explained to me, will make me realise that they had just as much claim on the item as I felt I had. And I most definitely wouldn’t want the item now, there’s something odious about getting an item from someone because you whinged about it: it’s just what the loot system would want. No, I’m genuinely writing this because loot systems in most MMOs are utterly rubbish, and instead of just copying the Need/Greed system and forcing the players to come up with DKP and other overlaid systems in order to make things more fair – and often still failing and causing grief between players – developers should really put some effort into coming up with something that is an enabler of group play, not something that causes discord and resentment between otherwise friendly and reasonable players. At the end of the day your character in most modern MMOs is nothing, gear is everything, so why is the gear distribution system in most MMOs such a hideous archaic throwback that has probably never once worked well.

Developers wonder why so many people will happily Play Alone with Others in MMOs, and yet when you look at the odds stacked against having a good time when playing with other people, even people you consider friends, it’s no wonder that more and more players switch to solo play wherever they can.

Firstly you’ve got to be on the right continent as your friends. Then you have to be on the right server. Then you have to belong to the same faction. Then you have to be of a comparable level. Then you have to have the same quests. And if all of that comes together and you can finally run an instance together, you have to hope that the loot which drops is easily apportioned and that nobody is going to feel that they deserved the piece more. Which when it comes to players and loot, is an almost certainty no matter how good their intentions, the loot system bends all to its will eventually.

I’ve resolved to do what I normally do in these situations, and that’s to not give the loot system a chance. Let’s face it, nobody outside of the end-game in WoW (PvP twinks excepted) needs to care about gear, I could probably perform well enough as a meleer in a set of cloth caster gear that we’d still make it through an instance, but quest items are plentiful enough that I will be able to pull my weight with ease. Yesterday I was tempted again, and though my brooding Galadriel-like thoughts almost brought me to a bad place, I think I have resisted the temptation well enough, and hopefully this will allow me to not worry about the loot and just enjoy the dungeons of WoW and the companionship of others.

No longer is the loot is precious to us, we don’t wants it no more; nice friendses, that’s all we wants.

Thought for the day.

The precedent has been set.

If Blizzard’s gamble pays off I wonder if Turbine will at some point scourge the Shire. It’s been mentioned that the new Skirmish mode of play to be introduced with the Mirkwood expansion will provide events that represent the beginnings of the scourge, but will it be possible for Turbine to go back and overhaul the starter areas to reflect the story? Would it even work as a concept? Granted it will be many a long year before the story of Lord of the Rings Online reaches that point, but already the hints are there that they intend to reflect the original story as accurately as they can, and perhaps it’s the case that Blizzard has helped them with this.

Or stolen their thunder.

Four Go to Goldshire.

Tiger Ears has been documenting our recent foray back into the world of Warcraft, where we have decided to take one last look at the lands of Azeroth from the perspective of a character at the correct level for the content, before Blizzard performs its latest party trick of whipping away the table cloth of original content, leaving the cutlery of players untouched but now standing on the shiny and polished table surface of new content.

Our initial expedition went well enough, I was determined to get a Hunter to the level cap having tried several times and failed for some seemingly unknowable reason that to this day still eludes me. The Hunter is a class that should be effortless and joyful to play, with a pet that can tank and which you can heal, combined with the not inconsiderable damage you both can put out, it’s a class that is definitely overpowered for solo play. As such I actually found it a little dull. It’s my own fault to some extent, I quickly wrote a macro that performed the major cycle of commands that are undertaken every fight – Hunter’s Mark, Pet Attack, Sting, Arcane Shot, Arcane Shot, Sting, and bake in an oven at 180 degrees Celcius for twenty five minutes or until the target is a nice golden colour – and bound it to one key. So thereafter my every fight went R, R, R, R, R, R, R, R, R (I use the ESDF keys to move, so R is my default attack key). The problem for your average player of the class comes from going from that mode of play into the style of play required for a group, which transforms from pressing R a lot into the more freeform style of Hunter’s Mark. Pet Attack. Patrol! Freezing Trap! Wrong target! Pet Change Targets! Noooo not that other group of mobs! Come Back Pet! Argh, Get It Off Me! Disengage! Into Another Patrol! Crap! Heal Pet! Too late! Run away! Run away! Run away!

I really did have the ‘running away’ down to a fine art.

Ok, so admittedly I had tried to jump my skill level from ‘Press R’ up to ‘Tank multiple mobs, CC others, Heal pet, Do some damage, Compose poetry, Solve world hunger’ and that’s probably stretching my skill level a bit, doable no doubt (although I’m not entirely confident about the poetry), but expertise was required in multiple areas, most of which I hadn’t practised at because I was too busy out there in there world, running around and ‘R’ing entire zones to death whilst reading a good book. One can certainly see how the Hunter class quickly gained a poor reputation in the early days of WoW based on this experience. That and the obvious fact that they won G*ld Farmer Monthly’s Editor’s Choice Award for five years running. The fact of the matter is that, when in a group or undertaking quest tasks that would make other grown classes weep, the Hunter is actually a class that requires a high level of skill and understanding to play well.

Having suffered a bit at the hands of the endlessly refilling population of the Stormwind Stockades (I like to imagine it’s where they put all the chat spammers), we decided that a more traditional Tank/Healer combination would work better for the pair of us, enabling us to visit the various dungeons of Azeroth with far less trauma, each of us filling in our more familiar group roles, he of tank and me of healer. It turned out to be a fortuitous time to re-roll because around the same time a couple of Tiger Ears’ readers had ventured forth and asked whether we had room in our little nostalgia troop for a few more. The more the merrier, I say, and so on Wednesday night we had our first weekly static group run.
Four Go to Goldshire
We all got our new characters to level six such that we were out of the very initial starter areas, our characters had just started to lose that new character smell and were run-in enough that we could rev them all the way up to 60 XP per second without the XP bar exploding and leaving us with an expensive repair bill from the local service centre. We met in Stormwind, made the customary introductions, ‘how do you dos’ and ‘wtf do we do nows’, before our glorious leader made a positive decision and we set off to Goldshire to grab some quests on route to giving Hogger a damn good thrashing. This is where the point of our sojourn started to stab at us a little more soundly: almost everyone who has played Alliance, and many who are Horde for Life, will know of Hogger because he’s one of the earliest points in the game where you get to meet an elite mob. He’s a notorious gnoll who lives in the same area as a pack of lesser gnolls and is only really distinguishable by the fact that his character model is slightly larger than the others. All sorts of DANGER! and BEWARE OF THE GNOLL! signs pop up in your tooltip when you hold your mouse cursor over him, however. Many an unwary adventurer has fallen to him, and his reputation is such that new characters will test their mettle against him, and in fact whole forty man raids formed entirely of level one characters have gone up against him. He’s one of those infamous icons of WoW, they’re not the ones you’ll see on box art and in glossy magazine articles, but everyone who has ever played the game with any conviction will know about them. I have one Horde character at level sixty, but at heart I am a player of Alliance characters, and yet I still know all about Mankrik’s wife. If you have invested any time in WoW at all, how can you not?

And here’s the thing: these icons may soon no longer be. In the forthcoming cataclysmed world of Azeroth, Hogger might no longer exist. I may have bested him for the last time – and best him our little group did, multiple times, and once more around the block for another besting – and you know what, it felt great. It felt like it did the first time we organised a group to go and tackle him back on launch day. Curiously though, I was suddenly made aware of the actual Hogger again. I realised that he had become this dull and lifeless entity, so many times beaten and then forgotten that his memory had become more fearsome than he ever was. I could have drawn a fair approximation of what he looked like, drawn a map for you as to his rough patrol area, described his ability to stun and his uncanny knack of sneaking up on you while you were fighting a pack of normal gnolls, but all this was substituted for the real experience. Even if Hogger exists in the next expansion for World of Warcraft he won’t be the same. If the character model and abilities remain unchanged, he won’t be the same. He is part of the world, and changing the world that he exists in changes him. It’s the same for Mankrik’s wife. I imagine that the WoW developers, having their finger on the pulse of pop culture and never ones to shy away from self-reference, will now hide Mankrik somewhere. There will be a whole new generation of “Where’s Mankrik?” and for a while it will be genuine and funny, because nobody will no where he is. Where is Mankrik’s wife, though? In your mind, if you’ve ever quested for her, you know she’s in a camp with a couple of tents. What do those tents look like, what pattern do they have on their exterior? The camp is near a bridge, what is that bridge made from? If you stand in the camp and look south, what do you see? How about to the east? If you can’t remember, or the memory is vague, and you are a fan of World of Warcraft, go and have a look. Remind yourself, because soon it will be gone.

This is the reason for our return to the lands of Azeroth: to cement people and places in our mind’s eye, to remember the great feats and greater falls, and to pay our last respects to this land as we know it, a land that has given millions of players many years of entertainment.

Mor’Ladim you’re next.

Never was anything great achieved without danger.

“Melmoth throws himself fully in to the method of a newbie, going so far as to pretend for half the instance that he doesn’t realise hunters get a frost trap. Even when he finally ‘remembers’, getting a polymorph penguin frozen in the trap is clearly not a mistake, we are just taking a ‘belt and braces’ approach to crowd control. All we need now is a rogue to sap the frozen polymorphed mob to make really sure he’s not going to cause trouble.”

Tiger Ears provides a splendid and light-hearted possible explanation as to why I don’t often get invited to the cool kids’ parties. However, I would have it known that Zoso used to play a Rogue in World of Warcraft but is currently abstaining from the game; so you see it’s not that I’m a total noob, it is in fact all just part of Melmoth’s Master Machination.

Yes.

To the cynics.

There is returning to WoW in order to be reminded of the good times that you had, and there is returning to WoW in an attempt to relive those times.

They are two different things, and it would behove you to confirm which is being undertaken before being smarmy about it.

If after being proffered the former option you still think it is a waste of time and foolish, you have my deepest sympathies; and tell me, when exactly did you last have contact with your soul? Perhaps we can help you find it.

You can never step into the same river; for new waters are always flowing on to you.

After the long and drawn-out interactive electronic entertainment drought of the summer, where the bounteous river Gaming is deprived of content and dwindles to a mere trickle maintained only by the delta of hype tributaries that continue to feed it, we now begin to see the autumnal deluge of new releases, which rained down on the Beta mountain ranges not so long ago, slowly gather speed as they wend their way down the steep slopes and out onto the flood plain of launch titles. And as the river Gaming begins to regain its strength, returning life to the dishevelled and starved media that line its banks and drink deeply of its waters, the native inhabitants of the river begin to return; here and there gamers frolic once more in the seemingly illimitable expanse of the rejuvenated river, their joyous cries to one another filling the Autumn air with the sound of rapture.

PC and TV screens flow again with the neon light of the river as it streams out and lights-up the faces of gratified gamers across the wide expanse of the world.

Or in short: new games, woo yeah!

Champions Online has now set ‘engines to power, turbines to speed’ and is battling with the evil forces of General Release, where it seems to be winning on the whole. Certainly it’s been a smooth launch for a vast majority of players as far as I can tell, and my experiences with the game so far have been almost entirely positive, with Lord of the Rings Online being the only other MMO springing to mind that has done so well on its opening few days. Still, the game is not without its issues – as is the remit of any true MMO at launch – and Syp reports on at least one rather game-stopping issue for some people, this one regarding frame rate frinkiness.

As for me, well I’ve made it out of the character creator for long enough to get my main character to level fifteen and have thus made my way through the first two introductory zones and into Millennium City and the game proper. I do intend to post a lengthier disquisition on the game, but for now the important thing to say is that this isn’t City of Heroes 2.0. No really, it isn’t. Yes, there are a lot of ideas that have been inherited from City of Heroes, clearly there are. In fact there are some audio assets that seem to be exact copies, for example the ‘vomit’ attack sound of the Qulaar aliens you meet at the very start of the tutorial area are, to my ear, identical to the Vahzilok vomit sound effect from CoH. The character creator is also evidently a spiritual successor to its CoH counterpart, but if saying that a few ideas taken from CoH and improved upon make Champions Online nothing more than CoH 2.0, then we must also say that WoW is nothing more than EQ 3.0. Champions is a very different game to CoH in many fundamental ways. Take combat for one: in CoH you press an attack, wait for that power to fire, then press another attack. If an attack is on cool-down you can queue it up and wait for the power to recharge, at which point it will fire and go back on cool-down. It’s a very traditional PC MMO system, whereas Champions is, as has been pointed out elsewhere already, a Console MMO system: it is fast, it is furious and it is a lot of fun, assuming you aren’t set in your PC MMO ways. As one example of the difference between the two, many attack powers don’t have a cool-down and therefore you can mash the attack as fast as your keyboard and latency will allow, which is, to Cryptic’s credit, really pretty fast and very responsive. In fact, people should really be quite impressed with just how responsive the attack system is in Champions. It’s one of the things that I secretly (not so secretly now, of course) think made WoW great: you press a button, you get a response to that button press. Straight away. Not when some special internal cool-down occurs. Not when the game feels like fitting you in to its diary. If the power is on cool-down, you can’t use it, if it isn’t on cool-down then you can use it Right Now. It’s probably my biggest issue with combat in LotRO at the moment – at least with my Champion, the Warden seems less effected – in that I can press an ability and then seemingly have to wait an age for it to activate. Maybe it’s based on the swing timer, maybe it’s an internal timer, I don’t know, but it makes having an interrupt ability that is used in response to an enemy’s attack nigh-on pointless. Champions also requires you to actively block enemy attacks, you can get away with not bothering to do so with their standard attacks, but if you see the enemy winding up a big power (as indicated by a comic-style BLAM icon above their head) then you’d better get those shields up, Captain. It makes the game more like an arcade beat’em-up, and as far as super heroism goes, it feels a lot more true to the genre than standing on the spot and pressing ‘1’ in CoH. And maybe a bit of ‘2’, just to spice things up. With the occasional excitement of pressing ‘6’,’7′,’8′,’ALT-1′,’ALT-2′,’ALT-3′ and ‘ALT-4’ if a mob knocks all of your toggle powers off. Of course CoH isn’t really as staid as all that, because they managed to make the fights hectic enough that it feels as though you’re doing a lot. As a final thought, another MMO which tried to mix the combat up a bit and went for a more frenetic option was Age of Conan, also slated to be a console MMO at one point, and again the combat in that game was a lot of fun if you were open and receptive to that sort of thing. More on Champions once I’ve had a chance to play my character to a higher level.

Other new games that are now causing a quite audible ping on my game radar are Aion, which I ordered some time ago on a whim and am not sure I will get a chance to play for a while; Batman: Arkham Asylum, about which I have heard what can only be described as the unrestrained screams of orgasmic release; Section 8, which has been pimped quite heavily by Rock, Paper, Shotgun, and seems to be gaining momentum in the blogger hive mind; and last but not least Dungeons & Dragons Online: Unlimited, which I have yet to look into properly but would like to return to at some point, having played the original on release. I think it would need a decent static group to make the most of it though, so I’ll probably dabble in the free section of the game and then determine where to go from there.

The only problem is that until recently I’ve been happily subsisting in the isolated ponds of LotRO and WoW, those enduring habitats that remain a watering hole of gaming life when all other options have dried out. I’m not entirely sure I’m prepared for the rapid influx of fresh gaming waters, and I’m probably at risk of being swamped by the oncoming wave of new ideas and thoughts, sights and sounds. I need to anchor myself, and I shall do so with the next post, where I’ll talk about my ongoing adventures in LotRO, and my recent return with Tiger Ears to the lands of Azeroth, for one final fond tour of its lands before they are sundered by what one imagines is the wrath of a development team who, after being labelled the ‘Blizzard B Team’ for so long, have finally reached their enrage timer.

We could be heroes.

I’ve been reading the rather interesting developer blog of Orion for Lord of the Rings Online, where they are currently describing the process of revamping the Garth Agarwen instance and also answering questions with regards to Turbine’s decision to revamp a lot of the existing content in order to streamline it. It’s a fascinating insight into how things go on a day-to-day basis, and why and how decisions are made with regard to content updates.

One of the interesting decisions that’s been made is to reduce Garth Agarwen down to an instance balanced for three players, and as such part of the change is to reduce the number of mobs present. This prompted one of those daydream moments where the mind, as though reaching the plateaux of the rollercoaster of thought, is released with a hiss of opening brakes, pauses but momentarily on the cusp of a train of thought before plummeting down into the realms of flight and fancy. Looping the loop, it then twists and turns, throwing ideas violently from side to side until eventually it comes to an abrupt halt back where it started, and the rider sits there stunned as the realisation slowly creeps in that they cannot really be sure what just happened for the last minute and a half.

Still, as my mind staggered wobbly down the steps and away, vowing never to do that again, and wishing it hadn’t consumed that huge blog post just before taking the ride, it did manage to hold on to a small snippet of the short sadistic journey. Simply put, the thing that bothers me is that many MMOs rely not only on the Holy Trinity of classes to see them through combat, but also seem to prefer a design where players will only be expected to face one or two mobs at a time in a large number of cases, especially outside of instances. As such I think I was, in part, lamenting the reduced role of crowd control in many MMOs these days, where it is often eschewed for a more classical tank and spank routine and used only to deal with unexpected additional mobs, or in special cases where the encounter is designed specifically for its use.

One exception to the general rule is City of Heroes, and I believe it does things exceptionally well (as all exceptions should), not only in terms of crowd control, but also in terms of the number of mobs that characters can face once they reach a modest level of power. If there’s one thing that City of Heroes did right, it was in making the players’ characters feel powerful. Heroic, if you will. That and the astonishing character creator.

Two! The two things it did well were making characters feel like heroes, and giving the players flexibility in character creation. And allowed players to effortlessly team across the broadest range of levels.

Three! Three things… I’ll come in again.

Traditionally in MMOs the intended style of play follows the pen and paper style: you enter the fortress or lair of an enemy force, move carefully from room to room (each essentially a micro-instance) and fight the small number of enemies present there. The only time that rule is broken is if a patrol arrives unexpectedly, a low-health runner manages to get to another room and fetch some friends, or Knifestabkilla accidentally pulls the next room in the middle of doing the “Jump around. Jump around. Jump up, jump up and get pwned” dance. Usually such things result in a wipe, unless the party is lucky, exceptionally well coordinated or hideously over-levelled/geared for the content.

In City of Heroes, if you can still see your character under the pile of mobs that you’re fighting ‘you’re undertaking the task in an incorrect fashion’, as I believe the cool kids say down on the MMO street. Not only that, City of Heroes also has an entire class dedicated to mass amounts of crowd control. Admittedly CoH isn’t alone in this regard, EQ2 has some fairly strong CC classes, and LotRO utilises them to a certain extent, WoW used to make good use of it but seems to have let that fall by the wayside recently, but I can’t recall it ever being on the grand scale that CoH allows for. Which is a shame, because I think crowd control in PvE is a viable and interesting game-play alternative to the soft “Yo mamma!” control that the average MMO tank possesses. The controller could be the enabler to huge battles in other MMOs, without having to unbalance the player characters such that they must always face an entire battalion of enemies at a time in order to feel any challenge, and where any lone mobs would therefore simply implode the moment a hero arrived in their zone. Controlling a battle can be tremendously rewarding as a player, watching the ebb and flow of the various enemy groups and locking down those that might otherwise overwhelm your party, judging when to use AoE powers that will inevitably draw massive amounts of ire from the mobs when they eventually break free, and when to simply neutralise the more potent individuals of a wave of mobs – the healers for example – and allow the rest through because they can be managed by the tank-n-spankers. It is a style of play that requires an overview of the field of battle like no other, and unlike healing it would be very hard to reduce it down to a bunch of bars that you simply play whack-a-mez on.

The benefit of the Controller is that, as I mentioned, it is an enabler for ‘crowd combat’, something that I think is sorely missing in many MMOs. That’s not to say that fights with a couple of powerful mobs should be abandoned, but crowd combat is enormous fun when the players are empowered to deal with it. The down sides to massive crowd control are enabling a class that wields it to solo without them being ridiculously overpowered, and that if there’s one thing that PvP players hate more than crowd control, it’s even more crowd control. Unless they’re the one in control, in which case it’s all a hilarious jape and everyone should stop complaining about it; which is about the time that they get stun-locked to death and go off and write a roaring inferno of a post to the forums about how crowd control is overpowered in all cases, except when they use it.

At the end of the day I just think it’s a shame that most WoW players looked at the Leeroy Jenkins video as a hilarious comedy of errors leading to drawing the aggro of a vast number of enemies that couldn’t possibly be survived; whereas City of Heroes players were probably wondering when they were going to pull the second and third rooms to make it more interesting. I think players are missing out on something special, and although there are games that allow you to explore this style of play, they are few and far between, and it is seemingly a style of play that is much out of fashion with developers these days. It’s funny how, in a genre of games where the players are supposed to play heroic characters, developers seem to shy away from many elements of play that would make the players feel exceptional.

Apologies for the somewhat waffling whimsical nature of the post, when one rides the rollercoaster of ideas after having only just dined heavily on the words of others, one tends towards vomiting verbiage thereafter.

Wacraft: The Movie, part 2

We’ve snagged another scene from the Warcraft movie; set a little after Part One, our heroes found their final party member, and have battled their way into the Scourge-infested dungeon.

INT. A DANK CRYPT

With a jawbone-rattling rasp, a GIANT SKELETON clad in tattered armour, wielding a huge terrifying sword, leaps to the attack.

ASH: Oh, brother.

Bloody and exhuasted from the descent into the crypt, he desperately lifts his own sword to deflect the incoming blow. KLANG! FX: shower of sparks. The impact knocks Ash to the ground, the Giant Skeleton triumphantly lifts his blade and brings it down for the coup de grace but Ash desperately rolls out of the path. The Skeleton lifts its blade once more, and… FWOOOOSH! A ball of magical fire explodes in its face; cut to WIDE SHOT revealing FIREBALLDOOD, arm outstretched, fingers slightly smoking from the spell he just cast. The Skeleton briefly staggers, giving Ash just enough time to clamber to his feet and launch an attack that the Skeleton easily parries. The Skeleton swings, Ash swerves to avoid and lands a blow, but to little effect. He deflects another attack with his shield, but is driven back and the Skeleton finds a gap in Ash’s defence and opens a gash in his left arm. He winces. Suddenly from the shadows a black-clad shape coalesces: KNIFESTABKILLA, flinging himself at the Giant Skeleton’s unprotected back.

KNIFESTABKILLA: GOGOGOGOGOGOGOGOGOGOGOGOGOGOGOGOGOGOGOGOGOGO

KnifeStabKilla slashes horizontally; he slashes vertically; he slashes diagonally; basically, he’s Connect 4 in dagger terms. The Giant Skeleton is briefly stunned by the initial ferocity of the attack but swiftly recovers and, with a ghastly screech, sweeps the Rogue away with a skeletal arm, slamming him into a wall.

KNIFESTABKILLA: OWOWOWOWOWOWOWOWOWOWOW

CLOSE SHOT as the Skeleton moves in on the dazed Rogue intent on finishing him off, when

ASH: Hey, you miserable bag of bones!

The Skeleton turns its head as Ash slams his shield into it; enraged, it turns its attention back to the Warrior, slicing and chopping, opening a wound on Ash’s cheek.

ASH: A little help here, guys?

B0WBA3B: o yeh lol

The Hunter nocks an arrow; cut to her POV as she carefully takes sight and lets fly; cut back to Ash, who turns to shout at his comrades, revealing an arrow embedded in the back of his helmet.

ASH: Not helping! Red, hit him with the hot stuff again!

Pan over to Fireballdood; glowing mystical letters have appeared over his head: “<AFK>”. Pan back to Ash, taking a beating from the Giant Skeleton, getting in a few shots in return but not enough to seriously damage the undead monster.

ASH: Any chance of some of that great healing? Y’know, it’s kinda the reason we brought you…

Pan to GR8HEALER, the fifth member of the group, a Priest dressed in flowing robes.

GR8HEALER: What do you mean? I’m at absolutely full health, I think I’m doing awfully well… oh, you meant heal you, well, I’ve got some spare mana I suppose.

Gr8healer starts chanting magical incantations; cut to WIDE SHOT as KnifeStabKilla recovers and resumes his attack; B0wba3b fires another arrow, this time actually hitting the Skeleton. Gradually the abomination is worn down, Ash attacking with renewed vigour as Gr8healer’s spells infuse him with vitality. The Giant Skeleton winds up for one last swing, on the verge of defeat, when…

FIREBALLDOOD: back

FWOOOOSH! Another ball of fire erupts from the Mage’s hand, slamming into the Giant Skeleton causing it to collapse in a heap of bones.

FIREBALLDOOD: my kill

Cut to ASH, breathing heavily. He sheaths his own sword and kneels to examine the remains of the Skeleton. Bending its bony fingers from the hilt of the sword it was carrying, he picks it up to examine it more closely. Cut to close up of SWORD BLADE, pulsing with magical power, Ash’s face in the background.

ASH: (reverently) Could this be? The wise man spoke of a weapon such as this, the Red Sword of Courage. A blade that imbued the bearer with great strength and stamina, and enabled them to shrug off blows that would fell another. A blade that would sunder iron as easily as cloth. A blade truly fit for a warrior. This must once have been a great and noble knight who set out to battle the Scourge, yet fell before them and their dark and evil magicks, doomed to continue his existence ‘tween life and death itself as a vile puppet of Arthas. With a sword such as this we can stand with renewed hope in our bid to drive the evil taint from this land! This knight shall not have fallen in vain, I shall take up his weapon and honour his memory, never resting until victory is ours!

Ash selects Need for Red Sword of Courage

B0WBA3B: hunter weapon!!!

B0wba3b selects Need for Red Sword of Courage
Ash rolls (Need) for Red Sword of Courage: 84
B0wba3b rolls (Need) for Red Sword of Courage: 97
B0wba3b wins Red Sword of Courage.
B0wba3b activates her hearthstone.
B0wba3b has left the party.

Warcraft: The Movie draft shooting script

Doubtless you’ve all heard by now that Sam Raimi is to direct a World of Warcraft film. In a KiaSA exclusive, our operatives managed to swipe a page of the shooting script, so we’re very excited to present… Warcraft: The Movie!

EXT. DOOR TO A FORMIDABLE BUILDING EXUDING EVIL
Camera pans to Ash, a valiant warrior, square jaw set in determination.

ASH: I know now that there is such a thing as a living Evil. A dark and shapeless thing that lives not in the spaces we know, but between them. In the Dark. In the night. And it wants the exact same thing as you and I: a chance at warm life on this world. It doesn’t care that it already had that chance… once. Now we’re going into the Scholomance to take it down, and the gods help any who get in the way of these hombres. This guy is a rogue, a deadly master of stealth, the Scourge wouldn’t hear him coming even if their ears hadn’t dropped off a while back.

Ash is gesturing at KnifeStabKillah, a black-clad assassin who leaps high into the air, lands with cat-like grace, then jumps up again, and again, and again, and again, and…

KNIFESTABKILLA: GOGOGOGOGOGOGOGOGOGOGOGOGOGOGOGOGOGOGOGOGOGO

ASH: Then this guy is a Mage, he may look like a sissy in a dress but don’t say that to his face, he’ll fry you soon as look at you.

Ash is pointing to Fireballdood, calm, still, barely moving.

FIREBALLDOOD: goin 2 get fud brb

Mystical glowing letters appear above his head, clearly the work of magic: “<AFK>”

ASH: And finally this foxy Hunter can put an arrow through an apple at a hundred paces, and her pet scorpid packs a mean sting. All right, let’s take down Darkmaster Gandling once and for all and put an end to the vile taint of this place!

The hunter, B0wBa3b, shoots Ash a pitying look.

B0WBA3B: lol noob i dun it 8 times ystday but my legs nvr dropped neway still need heelr LF HEELR 4 SCHOLO

KNIFESTABKILLA: GOGOGOGOGOGOGOGOGOGOGOGOGOGOGOGOGOGOGOGOGOGO

Fireballdood remains stoically still.

B0WBA3B: LF HEELR

Continued in Part 2

Thought for the day.

Blizzard will announce a new expansion for World of Warcraft some time in the foreseeable future, others have speculated on where this next expansion will take players. I, on the other hand, simply have a burning desire.

I want the next epic class to be the Pandaren Brewmaster, with all the pandary, kung fooey, brewery, awesomeness that that would entail.

You can’t defeat me! You… you’re just a big… fat… panda!

I’m not a big fat panda. I’m *the* big fat panda.