Showing posts with label EverQuest. Show all posts
Showing posts with label EverQuest. Show all posts

Thursday, November 22, 2012

2.17. Digging in Another Man's Graveyard

Descendants of Draenor defeat The Lurker Below,
Serpentshrine Cavern

Captain Obvious

The Lurker Below sprang out of the water and we immediately came to life. The rules were simple: keep the damage steady, keep the tank alive. Keep the raid healed through Waterbolts and Whirls. Then, when Spout approached, dive into the water, lest we get struck with a hyrdoblast so hard it would knock us cleanly across the instance -- if not killing us entirely. Most of this phase was easy, except for the fact that people could not get back on to the wooden platforms to save their life. Getting in the water was easy, but for whatever reason, jumping back on to the boards was an exercise in frustration...and stupidity.

Phase two was worse. Once submerged, The Lurker sent forth Naga minions to pull us apart. Mages had to Polymorph, the tanks had to leap across the water to individual platforms to tank their adds, and DPS had to focus-fire in order to clean the fish guts up before The Lurker resurfaced. My favorite part of this phase occurred when certain Naga aggro'd on the far side of the platforms, causing them to bug out, teleport over to an unsuspecting player, and kill them in one hit. It had happened more times than I care to talk about. There was no sense in complaining to Blizzard about it. "As designed" they'd often respond, as a means to excuse themselves of accountability. All we could do was be aware that it was a danger, and plan as best we could to manage our threat.

This was looking like the best attempt yet, but as his health wound down, and we risked another submerge/ Naga nightmare, Ater died. We had 1% of his health remaining but no way to burn it away. We had no choice but to go through the motions. Deal with the Naga. Hit the water during Spout. And then, pouring the damage into the Krakken before the lack of a tank did us all in.

When The Lurker Below turned belly up, we knew it was over, and scrambled to clean up the remaining Naga. Volitar was supportive, congratulating the raid for pulling off their first boss kill in Tier 5 at long last. As we resurrected the dead, to divvy out loot and take our kill-shot, Turtleman the mage spoke up:

"If you get that low, you should probably just pop Shield Wall."

As if Ater, who'd been our Main Tank since Lucifron, needed instruction on how to play a Protection Warrior. It was the end of June; the 26th, to be exact. Five full months into The Burning Crusade, and we were only just beginning to scrape the thin scummy surface off of Tier 5 content. But The Lurker Below would not be killed again for weeks. That was the good news. The bad news was that, for one officer, the end of the rope had been reached.

Kadrok asks Kerulak about the "The Lost Pages",
Ashenvale

Kadrok

It was shortly after the week of Lurker's death that my Paladin Officer, Kadrok, came to me with the news. I knew what he was going to say.

"When we killed Gruul, it felt different. Something was missing. I could not describe it," he said to me in Vent that evening. Kadrok's voice was deep, marked by a familiar lack of contractions. When you listened to Kadrok speak, you got the sensation that he was a 6 foot 7 inch, 320 lb. monstrosity that could pound you into the ground, Bugs Bunny style, with a single punch.

"I know the feeling. Maybe a little less yelling in Vent, now that the size is smaller. Maybe that's it."

"That feeling of accomplishment...just did not seem to be there. A noticeable lack of...excitement."

"You think you're burning out?"

"Possibly. I am uncertain where to go from here. Which is why I wanted to talk to you."

---

It was deep within a violet forest that the two cows first bumped horns. I had been wandering aimlessly throughout the dense forest, scavenging up Shredder Operating Manual pages, crossing paths with Kadrok multiple times. I would /wave. He would return the gesture. We'd exchange observations, two strange Tauren going from leading our own separate virtual lives in solitude, to working together toward a common goal. Before long, the conversation had turned to that of guild recruitment. He wanted a home, I had one to offer him. Descendants of Draenor was created out of a group of players I went to LAN parties with, played Quake and Counter-Strike with -- Kadrok was the first stranger to join our family. But, once a part of us, he became an essential key to its success.

As my guild assimilation tasks continued to grow DoD to 40-Man raid size, Kadrok took an early role as Shaman Officer, helping me with the tasks of administrating a guild. His previous experience in EverQuest came in handy, and was soon confirming all of the advice that Graulm was handing down. In the early days when officership had no real definition, and mindsets were all across the board, Kadrok erred on the side of the aggressive, end-game focused group. He was ever pressing me to get us 40-Man ready, taking a shot in Molten Core at the drop-of-a-hat, even if we only had 30 players available, and zero raid experience to boot. He suffered through countless failed attempts with groups I'd thrown together, groups far too incompetent to work together, far too casual to take their gear and their role seriously enough to survive the impact of the Core.

Kadrok, displaying his Wild Growth Spaulders
and Red Dragonscale Protector,
Blackwing Lair

A Change of Scenery

Kadrok was there the day I made the awful decision to merge with Juxta's guild, forming a temporary stain on Deathwing-US named Ugly Black Warhorses. I'd been warned against making such a drastic move, but Kadrok stood by me, and supported the decisions I made, regardless of how foolish they may have been. And as expected, Kadrok returned with me to face that decision as we watched the guild slough off a layer of guildies that had grown tired of my elitist attitude. My early days of leadership were wrought with poor decision-making, yet Kadrok never doubted me, and stayed on to represent the family he'd been invited into.

There were many moments Kadrok had in those progression raids that were unforgettable. His deep, booming voice would call out in Vent as we made our first boss kills. Him chanting Dandrak's name in the final moments before our first Vaelastraz kill. The many silly arguments he'd have with Volitar about which was the most cost-effective way to buy Ankhs. His stubborn insistence on wearing the Wild Growth Spaulders from Majodomo's cache; a leather piece that didn't belong on a shaman -- but you would never be able to convince him otherwise. I would berate him about his decision in front of the other shamans, but always knew that he was the better healer than I. For that I was thankful, and felt lucky to have him run my shamans.

The night The Burning Crusade launched, Kadrok retired his shaman and pulled an all-nighter to level a Blood Elf Paladin alongside many other folks in the guild. Folks hopped into Vent in order to hear the insane ramblings of a player on the tail end on a 72-hour bender. There, they found Kadrok, rambling incoherently as he claimed responsibility for the invention of time, and that he was...to all WoW players...God incarnate.

At one point in his bout of wakeful sleep, we listened in while he worked to end the suffering of a talking severed head on Fenris Isle. Suddenly, Kadrok broke the silence in Vent with the stunned realization of what he was doing:

"Why...am I digging...in this man's...graveyard?"

"Why...am I DIGGING...IN THIS MAN'S...GRAVEYARD?!?!?"

---

"I feel like my only chance to keep interested in the game now is to change the scenery. I would like to try to find a place in a world-first guild."

I knew what he was going to say. For all he had done for me, the last thing I wanted was to make this more difficult for him. His hesitancy told me he was struggling with it, that by asking me, he was essentially admitting to me that we were no longer the home he wished to be a part of. We were no longer a family. So I saved him the grief and offered it up on my own.

"Would you like me to speak to Zoid over at EJ? I'm certain he could put in a good word for you with Gurgthock."

"Thank you, Hanzo. They are asking me to fill out an application..."

I stopped him, "Say no more. It's done. Kaddy, for everything you've given DoD, it's the least I can do. I'll talk to Zoid and if Gurg has any questions he can reach out to me."

Kadrok knew that Zoid and I had been friends long before World of Warcraft existed. That I pinged Zoid throughout Vanilla to validate my thoughts on strategy, either in regards to a boss kill, or the proper way to organize a raid. All the stories Zoid told me about Gurgthock made me idolize the Orc Shaman and his clean-cut crew of hardcore raiders. I wished that I could become a leader like that, trying to extract whatever hints or clues Gurg might leave in a trail of crumbs while I followed behind, scavenging and learning. It made sense for Kadrok to go to Elitist Jerks. He deserved an exceptional guild, not a mediocre one that flailed for weeks on The Lurker Below.

So I let Kadrok go. He joined Gurgthock's infamous guild, and went on to greatness. But we kept tabs on each other. He would hop back in our Vent on occasion, giving us updates from "the other side", and we'd pick his brain for any little tidbit of info that we could glean. And when things got somber and lonely in Vent, late at night, I would flip over to the EJ website, scanning through their screenshots, seeing him standing amongst his new crew in front of a fallen Vashj, a fallen Kael'thas, a fallen Archimonde and Illidan. Waving to me.

/wave.

Thursday, March 15, 2012

1.1. First Steps

Part I: Vanilla

"Gear doesn't make a bad player good."

World of Warcraft login screen,
during the Vanilla ('04-'07) era
Copyright 2004 © Blizzard Entertainment

The Gamer

Let me make something perfectly clear: EverQuest. fucking. sucked. I squandered four months of my life wandering Norrath trying to establish just what it was, exactly, that everyone found so "revolutionary". It looked awful. The game was brutally unforgiving -- death was unnecessarily punitive, wiping away days of experience. Investment was demanding, hour upon hour of tedious grinds in a less-than-exciting world, and the eventual payoffs were laughable, at best. Huge risk. No reward. I remember being up late one night, standing on a frozen plateau overlooking Everfrost Peaks, and thinking to myself, what the hell am I doing here? I've played this game for four months. I have nothing to show for it. I don’t know anyone online. I haven't met anyone in-game. I don’t know what my goal is. I've barely leveled at all (I was 21)...and I have absolutely no interest in pursuing this further.

EverQuest's publisher (Sony Online Entertainment) made the decision to cancel very easy. Every move they made was textbook of how not to treat your customers. Server crashes would result in massive losses of experience (and therefore, played time), yet no official ever stepped up, apologies, took responsibility, or offered us any kind of refund. Oh. Yeah. About that. We messed up. Tough shit. See you in game. SOE showed me truly selfish and shallow a corporate enterprise could be. When I closed my EQ account, I vowed never to play another MMO again.

Meh, I gave it a solid attempt, but honestly, MMOs weren't for me. I'd been playing video games since childhood, priding myself on my console collection. At its peak, I had a NES, a Sega Master System, a SNES, a Sega Genesis (plus Sega CD), a Turbo-Grafx 16, a 3DO, and even a NeoGeo. When it came to video games, I didn't fuck around. Fighting games were my choice du jour, back in the day, but honestly, I played a little bit of everything: platformers, racing games, puzzles, shooters, RPGs, hell I'd even play a sports game...if it was good. But I nerded out like nobody I knew. Instead of reading comics, I read video game manuals; instead of popular music of the day, I was recording video game music and listening to it on my walkman. Even the nerds that knew me were taken aback. I took this shit seriously.

As I left high school and headed to college, PC gaming...and a new genre...took over: FPS. First, it was DooM, and then with the discovery of the Internet at my local college campus, Quake soon followed. I built a Quake clan and had regular LAN parties that went until all hours of the morning. We played CounterStrike and Team Fortress until we couldn't keep our eyes open. It was at these LAN parties that I was first exposed to another genre of game: RTS.

Kael'thas confers with Lady Vashj after arriving in Outland,
Warcraft III: The Frozen Throne

The Gamble

I was enthralled. So much was going on at once, it felt like a human being couldn't keep track of it all...and yet, they did. I watched as my friends played Warcraft II games that culminated in massive attacks, collaborative defense, and tactical advances that slowly edge the game in their favor. It was too late for me to jump on the Warcraft II and Starcraft bandwagon by that time, so once I heard that Warcraft III was in development, I hit the books, hard.

Scouring online forums revealed a level of depth I hadn't really seen in a PC game. The expansiveness of the story, the characters, the plots...this was far more than a similar orcs vs. humans. I was continually stunned by the artwork -- the early Metzen and Didier sketches were so stylized and unique. There was never enough.

Every time I came across something new buried in the Blizzard fandom, I felt drawn toward the franchise. At the release of Warcraft III, I dove in, played through the campaign religiously, watched as the Humans continually ignored the pleas of Medivh about the return of The Burning Legion. It disgusted me. I watched as Thrall took the "bad guys" and constructed the Horde, built Orgrimmar, vowing to fight oncoming invaders. It invigorated me. I watched Arthas fall and become The Lich King; I watched Illidan hunt him while he himself was hunted by Maiev. I built small cities on the fields of Lordaeron, the red dirt of Outland, and the frozen wastes of Northrend. I did it all...and I wanted more.

So, when Blizzard announced their next entry in the Warcraft franchise...my heart sunk.

World of Warcraft? An MMO? Made by people who loved EverQuest?

I'd played video games my entire life -- and I knew what was fun; EQ was the very antithesis of enjoyment. And how that company treated their fans? Would Blizzard be the same? I was very uninterested in pursuing that experience all over again.

So, I had to take a very big gamble.

~~

World of Warcraft was released at the end of November of 2004, and I had no idea what I was getting myself into. My only previous experience in an MMO had ended in disaster. Once the chaotic servers stabilized after an insanely unprepared launch of the game, Blizzard went out of their way to apologize for the instability. I remember being surprised by this stance. What? A company that cares about its customers? Willing enough to accept responsibility for their lack of preparedness and even issue refunds as an act of good faith?

There were other little signs that World of Warcraft (and Blizzard) would do things a little differently. They took great pains to enforce appropriate names, and even had system built into the interface to allow the reporting of any observed names in violation of the rules. Wow. A company that gives a shit about rules...and actually enforcing them? For the sheer volume of trolls (the gamers, not the race) online, looking to push the envelope as far as they can in every opportunity possible, it was a nice thought to see a company attempting to care. But would they go the distance?

I decided to test this apparent integrity by getting into a routine where where I would catch shitty names, quickly /friend them (adding them to a personalized list of contacts in game), then report their inappropriate names to Blizzard. Then, I would sit back and watch. Sure enough, in less than 24 hours, I would log back in and see the person's name fixed -- renamed to something more appropriate.

Impressive! And...my condolences to "Loves2Sp00ge69". Sorry about getting your name changed.

It was, of course, because Blizzard was different. They did care. At one point, at least. But we'll get into that later.



Kerulak prepares to accept signatures for the
creation of the guild Descendants of Draenor,
Thunder Bluff

The Guild

So, there I was. Back inside a game I swore I'd never set foot in again. Well, I thought, if I'm going to do this, I'm going to set myself up for success. I'll play by the MMO rules, if that's what it'll take.

It became obvious, pretty early on, that I would have to band together with others in-game -- done by forming what is referred to as a "guild" -- in order to get anything accomplished. And creating a guild starts with choosing a name.

Names meant a lot to me; I felt strongly that the first impressions you get after reading a guild name would speak volumes about the folks comprising the guild. And although it might be a kick-in-the-pants to name a guild "FAILURES AT LIFE", I couldn't help but feel like it was a direct reflection of the guild mentality. I wanted my guild to attract a different type of player, one who shared my nerdy love of the Warcraft universe; who would read our guild name, and say to themselves "Ah, clever! Someone knows their Warcraft shit!"

I dug deep into the lore, looking for a clue. The gang of misfits I rolled with all agreed that we would take up the cause of the Horde and fight for the Orcs and their allies, since they were the ones to take a stand against The Burning Legion in Warcraft III -- we chose honor over hubris. Victory...or death.

Back in Warcraft III: The Frozen Throne, I remember that the Orcs came from another world, one now ravaged and torn by conflict. This broken, barren wasteland was referred to as Outland, but before its destruction, it bore another name: Draenor. It was this name of the Orc home world that struck a chord with me. What better way to identify with the cause of the Horde, originally driven by the Orcs, than to take the name which defined their origins? And with the Tauren, the Forsaken, and the Trolls aligned with the Orcs to form the "evil" faction in the game, the Horde carried on the tradition of those first Orcs that burst through The Dark Portal from Outland into Azeroth. We were the Horde, and we were their descendants.

And so it was, that on that day of November in 2004, we became known as Descendants of Draenor.

It would still be awhile before we set foot into the unexpected territory known as 40-man raiding. You have to crawl before you can walk. And for me, crawling meant not only leveling to 60, but ensuring each member of the guild did as well...without clawing each other's throats out.