Showing posts with label WOW. Show all posts
Showing posts with label WOW. Show all posts

2013/06/28

Randomness in games part II

Guess what: random numbers on computers aren't random. They are generated by algorithms and math tells us that formulas are not random. Proper random number generators also take CPU time - which is negligible unless you need thousands of random numbers per second - as it is in most online games (with combat drawing most random numbers).

The problem with programming is that lazy ones simply use the supplied rand() function supplied by their compiler. But compiler writers rarely spend a lot of time creating great random number generators.

What does random mean anyway. From our viewpoint it means that I get various results for a given action. I read feedback by the game and see some randomness to create variances in the game.

Imagine I would lose due to random numbers 3 times in a row. "That sucks" is the first reaction. But can it be? Sure it can, a random number generator theoretically could create numbers which lets you lose 10 times in a row. Not great, and bad for the game - so we try to prevent it.

Yes, I will now explain how we can make sure this doesn't happen, basically making random less random.
We need to make sure that there is no win or loss streak in the numbers, so we need to distribute them evenly. We also need to make sure that its random, not sorted.

We simply take a table (let's say 10.000 entries) and we fill the table with numbers from 0-99, sequentially until the table is full. Now we start to randomly exchange numbers until the table is totally jumbled and "random". Still streaks can appear so we analyze the table for those and remove them, we make sure there is a rough even distribution of random numbers for every sample we take.

Sounds confusing? Check these links out for some table references:

http://en.wikipedia.org/wiki/A_Million_Random_Digits_with_100,000_Normal_Deviates
http://www.rand.org/pubs/monograph_reports/MR1418.html

So these tables guarantee that I get true random numbers but no winning streaks or losing streaks - AND they are much faster for the game as I simply take one number after the other.
AND they can be persistent as I simply save the index (the current random number I took) for each player - so the player doesn't see a repetitive behavior in the game.
So now you know how World of Warcraft generates their randomness. As I knew how they work I could even play with their randomness and increase the likelihood of epic drops. See my 7 year old blog entry which explains this:
http://teut.blogspot.de/2006/11/my-t1-item-xyz-doesnt-drop.html

Important: Never use these tables for gambling sites like Poker, otherwise some bright MIT students will forecast your 'random' numbers and loot your savings! (it really happened to Poker sites years ago).

So now you know how to generate the numbers - but how do we use randomness? If a game is truly random its actually very boring as random feedback doesn't create a good game.

But this is part of on of my next blog entries - coming soon.

2013/06/16

Randomness in games

Random numbers play a large role in any computer game. They are key to many game mechanics to introduce variety in feedback.

Some games however take it too far and randomize too much. If you play many rogue likes then you are used to this randomness of loot and dungeon layouts: these games randomize the dungeon floors and all loot.

The dungeon layout works in this case as its part of the global feedback: you enter a dungeon which leads to hell and if you die you have to start from scratch. Would the dungeon be identical every time you start over then you would be bored real quick. To prevent this the dungeon layout is random.

This doesn't work for all games however. People love to talk about exploration and their findings. So in World of Warcraft there are hundreds if not thousands of sites listing the maps and loot tables of the dungeons.

Lesson: if multiple of these sites exist then there is a demand. If there is a demand then the overall mechanic works nicely.

Note: you won't find any of these sites about Diablo with the exception of items.

But regarding items in Diablo here is the thing: if you look for epic items it doesn't matter which boss monsters you kill. The drip chance is random, the item in question is random. So you simply farm any monsters you find and sell your stuff in the auction house - the rewarding gold you spend on items - guess where - in the auction house. Basically the auction house becomes an item shop supplied by random drops of players.

This undermines the exploration, the reward to have killed a specific monster and finally your favorite epic drops. Worse: if the player realizes that all drops are random then the content you supply doesn't matter anymore - as items can be found anywhere. You could theoretically limit your game to one zone and boss - of course I over simplify.

Generally randomness should not give only random rewards. Randomness should introduce variety to feedback, not generate random feedback.

Next up: how to use random generators effectively in games.


2013/05/19

What bothers me in most computer games

Yesterday I answered an interview of the magazine Spiegel about Eve Online and one of the questions was "What do find so fascinating about Eve?"

When I answered I realized what the single thing is what bothers me on most games to date: they tell me what to do and how to do it. The freedom is so limited that you feel like a game on rails. Worst invention of the industry in this regard: QTE. Yes I mean you Call of Duty.

The one single player game I played recently for longer was Dishonored. I could pick up my mission when I wanted, still could roam around my base afterwards and went to the boat which dropped me in the mission area. Even there I could approach my goal as I wanted, there was no timer, path or QTE telling me how to do it. I love that game.

In MMO's its similar: World of Warcraft has a path of success. You level up, then you do your attunement quests (old times), then you did 5 man heroics until you get bored and finally you raid and progress until you beat the end boss of the current expansion and have the ultimate gear ... until the next expansion made it worthless. What a waste of time? What a way to be masochistic?

In Eve Online you are a pilot of a space ship. So there. Thats it. What do you do? Well what do you WANT to do? Simply do it. Pirate? Diplomat? Spy? Trader? Logistics? Flying missions? Troll? Scammer? Being part of large scale war? Explore the universe for alien artifacts?

And here is the problem why those "sandbox" games aren't as big as World of Warcraft: in order to enjoy the scope for the game you have to know what you want, you need to motivate yourself. And exactly here most players fail: they want to be entertained but not work for it. They are lazy.

And game developers are lazy too. Because producing a game on rails is easier than creating a sandbox. Otherwise we would see more of them as they are very successful even as single player games.


2013/05/09

Mobile is not worth it (NOT!)

I will remind Bobby about this in 5 years when he regets this:

http://www.gamesindustry.biz/articles/2013-05-09-activisions-kotick-brushes-aside-the-mobile-market

Cheers


WoW dies (NOT!)

Here, 8.3 million subscribers only. Wtf, its dead Jim!

http://www.pcmag.com/article2/0,2817,2418730,00.asp

No its not. Even with 5m, heck even with 2m subscribers its an awesome business case. And even in 5 years, no 10 years we still can play WoW. Wanna bet?


Simply because until today no successful MMO has been shut down. You still can play Ultima Online or even Tibia if you want, both like 15 years old?


2012/08/31

WoW dies! Really! Help!

Ok. I lied. WoW is not dead. Recent reports from Activision financial states subs are down to 9 million, that was the number WoW reached in 2007.

Read again.

2007.

That was 5 years ago.

So why should WoW suddenly die. They got more subs than any other subscription competitors combined. They lost more subscribers than most competitors ever had lifetimes. And its normal. Pre expansion WoW always declines a bit. Wait until Pandas invade WoW and you see them all back "checking out the Kung Fu Pandas".

WoW is now old but still rocking. I don't see WoW vanishing for the next 5 years minimum. Reason is simple: most successful MMO's are still around. Even Ultima Online is still there and rocking on its scale. So don#t worry, WoW is a stable environment where you can invest your time.

Even if Guildwars2 had to stop digital sales as their servers became too full. Threatening WoW takes much more than a good game these days.


2012/08/28

Busy playing Guildwars 2

I am busy playing this wonderful Guildwars 2. Its great, it is one of the most beautiful worlds I have the honor to explore. For experienced online MMO players I recomend reading this:

http://www.destructoid.com/your-guide-to-guild-wars-2-232724.phtml

as it explains the differences between your usual copy&paste WoW clone and GW2. I might post more screens soon, but I usually spam my facebook friends with them.

So be patient with me until I update my blog - when I have time between Guildwars and Work.

2008/12/10

"World of Warcraft is officially Casual!"

I am quoting the headline from a friend of mine who droppt this in a chat. And he is right. Considering that you can level from 70 to 80 in days very easily plus you can enter instances/dungeons in normal mode 5 levels before the level requirements and having no difficulties helps the casual player reaching goals he would never be able to earlier.

At level 80 random groups for Naxxramas, the 10 man instance, were running Naxx successfully days after the expansion has been released. Even for the heroic version of Naxx, the first 25 raid you might enter, are being run with success.

Now 2 german players solo'ed Loatheb, a boss in Naxx, in heroic mode! Thats how easy it has become.

The elite guilds hate it, casual players love it as the difficulty is ok for them. Two things start to happen: the elite guilds miss the challenge and casuals are raiding like the pro's have been before. Fun fun fun, but Blizzard has a problem. The pro guilds were the heros of WoW and casuals saw them as their role model. Of course they complained that they never can raid like they do, but still they liked that there is somethign after their level cap to reach, unlikely, but it is there.

Now everyone can raid and the feeling "there is somethign beyond" is missing. That might lead to the problem that pro guilds stop playing or waiting for the next expansion as there isn't an alternative for raiding outside WoW right now (neither WoW nor Lord of the Rings do it "right"). My personal opinion is that Blizzard needs to offer an elite content patch real soon otherwise they are going to loose the role models of the masses.

Check this: the majority of the playerbase never saw the inside of Sratholme before Burning Crusade came out, less than 5% of the players at that time never saw Naxx from the inside. Less than 5% of the playerbase before Wrath of the Lich king saw sunwell from the inside.

Yes, its the right move Blizzard to make things more casual and more fun for everyone, but do not forget what principle (among others) made WoW big: Elite content for the core players.

2008/11/19

How Game Interface Comforts can destroy MMO's

Community is about communication, that’s obvious right? Richard Bartle in his book "Designing Online Worlds" clearly defines the stages of communities and one of them stands out: community of interest. The members share a common interest and hook up together.

In a MMO it is important that players get connected real soon as they meet people and start friendships. This will be the major reason why they stick to the game later on. If you fail designing your game to support this people will leave with less resistance compared to players who already met friends.

Now lets see what starting players communicate most: questions either about the game mechanics or the game content. The first is quickly resolved when they learned the game and its functions, the second however never stops unless they played through the game's content.

Players ask where a mob is, how a quest is being solved or simply if people want to help them for particular content. Other players will gladly help or players with the same quests team up as they share the same interest. And quickly bonds are forged and friends are met. To design your game to enhance meeting people is key to build up a strong bonded community so people won't leave the game behind easily.

Now game designers think in game mechanics, not in community mechanics. That’s the first mistake they do and unfortunately the negative feedback is coming very late to correct it.

Wrong game mechanics get immediate feedback and correction is mostly easy. Community building mistakes are much harder to read and to analyze.

 

Lets look at an example. Warhammer Online (WAR) has the tome of knowledge and an intelligent map. Both will tell you where to go for each quest and what to do exactly. In fact the map marks the areas of quests you accepted and also tells you which quest to finish in that region. That eliminates most of the community connecting questions people will ask. That is the number one reason why the chat is so silent in WAR besides the chat interface design.

The consequence: people will not find online friends as easily as in other games. In other words the user interface comforts is limiting the community growth of the game.

Note that World of Warcraft does not support any kind of that feature but there are add ons who do that. But their use is entirely optional and you need to install an Add On to make it work, a major obstacle for starting players. As soon as those players have advanced knowledge they are fit to use it, but at that point they met enough people online to have connected and stay.

So listen designers: carefully consider your game design what it does to community growth and stickiness, not only in term of game mechanics.

2008/10/03

Holy Warriors Guild Meeting

Holy Warriors is my World of Warcraft guild. One of our members organized a guild meeting some time ago. I thought not many people would go but as it turned out over 40 people showed up. We definately want to repeat this! We had fun, lots of fun (and drinks ...)

If you look at the mix of members in our guild we have everything: Young, middle aged, short, tall, male, female.

Check some pictures of the meeting in my picasa album: Holy Warrios Guild Meeting

Before we met I had  predicted that a guild meeting usually causes "Guild Drama" and one or more members will quit shortly after it. At first it didn't look that way. Many online friends became real friends, it bonded us together. But shortly after that some people did leave the guild, for various reasons. Strangely enough most of the members who quit did NOT attend the guild meeting. Coincidence?

2008/10/02

Western View on MMO Population

There are serveral statements from important people among the MMO creators that a launch of a new MMO doesn't hurt their player base. There is Age of Conan which didn't hurt World of Warcraft, Lord of the Rings was unimpressed too. Now Warhammer Online shipped and neither games seem to be impressed or are loosing players, still WAR claims to have 500.000 players only weeks after launch.

Why are people worried about players moving? Because they see their own view playing their favourite MMO and maybe switching with their friends. What they seem to forget is how many MMO's are out there. We see our western created MMO's as the prime of the market, but to be honest they aren't. Measured on population there are MMO's in Asia which are far bigger than World of Warcaft. If you count non fantasy MMO's too the population of Warcraft seem to be small compared against the playerbase of for example Neopets Online.

There are many fantasy MMO's free to play out there too. And every week I am stumbling over more. Many of them are localised versions of Korean MMO's, some aren't. Still there are so many free massive online games out there that you might wonder why they didn't hurt the population of WoW, WAR or AoC. 

The answer is simple: target audience. Casual Gamers vs. Hardcore vs. "Hey I am new here, what is a MMO?". I heard once a statement from Blizzard that many of their WoW gamers claim that WoW is their first game they have played. Thats a big statement and worth considering why WoW attracts those people. Some hints: WoW runs on old machines, its very easy to use and explains everything you need to play it. At level 1 you need 3 buttons and a mouse, thats all. Compare that to the complexity in WAR or AoC.

Anyway, my summary is simple: no new MMO launch will hurt the player base of an existing MMO much. If a playerbase is diminishing look for other reasons.

2008/10/01

WAR(hammer) Online, MMO in silence

As some of you know I am a WoW addict. Yes, I admit it. As my main character is level 70 with full T6 epic I got really nothing much to do in the current edition of WoW. You don't know what I am talking about? Then this article might be not for you.

Anyway, after having reached my goals of all important  items for my level 70 priest (healer)  I got interested for a while in my old character, a hunter. After some "twink runs" and other instances he got decent equip. My raid invited him once as we had too many healers and I reached top spots in the damage meter. So he isn't quite as bad as twinks used to be.

So its natural that I needed some small distraction from WoW. One weekend my girlfriend and I got bored from playing WoW  (yes she plays MMO's, what a woman! And yes she looks good :). So I rushed to a local game store before it closed and bought two copies or Warhammer Online (WAR for short) just to test the 30 day free trial.


Yes, WAR is good, but it is very different from WoW. The first thing you'll notice is that its not as deep as WoW. Less details, a lot of shortcuts. For example when you accept a quest your map will show you exactly where to go. You can even click on the quest marking of the map and a tome will open explaining you the quest. Its questing for noobs. In WoW there is always a lot of talk in the chat about "where can I find XYZ" or "Anyone want to help with quest ABC?". The intelligent map in WAR got rid of that. 

Result: Silence. Utter silence. No one talks. Its strange. 

Yes, if you group or raid there is talk but even then less than in WoW. As many things got "noobyfied" in WAR there isn't a lot to talk about, not even boss tactics. Tank and spank, thats it most of the time. No special talents needed, strategies etc.

Silence. Thats strange for a MMO isn't it. Don't get me wrong, WAR is a good game but appeals to a different crowd. If you like a complex MMO with deep story, tons of stuff and tactics to discover and lots of things to do go for WoW. If you love PvP, large scale castle sieges and tons of stuff to kill go for WAR. Its hard to compare these two but luckily WAR isn't competing with WoW.


The major concern I havewith WAR  is questing. Its boring as hell, all quests are identical: go A, kill B, collect C. Yes, in WoW many quests are like that but looking into the expansion Wrath of the Lich King the quality of questing has risen tenfold. Even compared to questing in Burning Crusade the WAR experience is lacking.


Additionally my major concern is that questing isn't necessary at ALL in WAR. You don't need to. Go PvP instead, you get more experience for loosing battlefields than for 3 quests! "But the drops and equipment ..." you say. Well, more PvP means more faction level which grants you access to equipment far superior to all quest items or drops. Believe me, don't quest, go PvP, its faster in levelling too.

So WAR is a PvP levelling experience and it does it well. Go for it if you love PvP and specially open PvP or castle sieges. They rock.

Want an experience like a single player RPG but the added social component and end game raids? Go for WoW.

2006/11/16

Monopolism: Little Changes - Great Effect

Sometimes little changes in WoW go unnoticed until they hit the crowds. There is no uproar or even bad comments about this small little change: disenchanting items of a certain level now need a certain skill level to do so. So you need skill 225 to disenchant epics.

Whats the deal? First many players had disenchant twinks. They sent all their greens and blues they don't need and aren't soulbound to him to be disenchanted, selling the essences. You only need skill one to do so, in fact you can skill all the way up to 75 by simply disenchanting stuff.

Many power gamers with tons of epic armor sets in their bank are sometimes reskilling an easy to learn skill like herbalism or mining for disenchanting. They clean up their bank, sell the nexus or essences, and reskill to the original. Expensive? Worth it.

Now thats history with the new patch coming in.

What does it mean for gameplay: you need a good enchanter with you on raids, otherwise you loose considerable money for BOP items you don't need. For big raids never a problem, but for random raids? You trust ONE enchanter to keep all the essences and distribute them afterwards? Not me. I can see some bad stories coming up here.

The major point however is this one: the enchanter now controls a monopole. Let me explain: Blacksmiths need ore. So they skill mining and supply themselves, or can buy the supplies from another miner or the auction house, easy.

An Alchemist need herbalism to find the herbs he needs for potions, or someone else does it.

What about Enchanters. They have both in ONE skill. They are the ONLY ones who can make their raw material with the same skill they do the echantments.

This means basically that essences will get VERY expensive as they are the only ones to create them, and control who gets them.

The price will skyrocket. Most essences in the auction house are from disenchant twinks or random raids who sell their essences from their runs. This will be reduced considerably as not all random runs have Enchanters with them. In fact not very many do enchantment anymore as the skill doesn't earn enough money as herbalism or alchemy does. So essences will get rare, prices will skyrocket.

The current price drop in nexus crystals for example is temporary. Its fueled by the Burning Crusade expansion as new enchants are intoduced who no longer need nexus crystals. But see this: when those are being used and supply are short level 60's will need nexus again, and prices will stablize, but at a much higher price than before.

All this could be prevented or made "fair". Let the Enchanter disenchant in the trade window. Of course BLizard never implemented this as it will be abused to its extreme. Thats the primary reason Blizard doesn't allow it. Let me give Blizard a suggestion, free, I won't charge for it :)

Let enchanters create power orbs which have x charges. They can sell those to other players. Orbs have the power to disenchant one item per charge. Orbs can be made with various levels for the item levels in question.

Simple. Effectice, prevents the abuse Blizard fears. But destroys the market value of enchanters.

I made my choice. I am skilling my enchanter now. I want to be part of the monopole. Lets make money with the system ^^

2006/11/15

My T1 Item XYZ doesn't drop!

(replace XYZ with any item you are waiting for)

Sereral MC or BWL runs moan about drop rates of certain items. Many classes wait for their T2 legs to drop at Ragnaros or the Priests for their epic quests, or the hunters for theirs. It depends on raid and is totally different for each which items or set items they are waiting for.

Common in these raids are the fixed raidleaders and loot masters, ie. they are usually the same person.

I will leave theory behind this on the side because it would be too technical and boring, but fact is that changing the raidleader and lootmaster BEFORE ANYONE enters the instance will change the loot composition. It has been tested and proven by some guilds. You can't predict loot this way, thats not possible, but you can increase the random factor.

So if you are in one of those raids where certain items never drop simply do this:
Load the person you want to be the loot list initiator (lets call him LLi) first, give him lead and he should give himself the loot master. Give the raidleader an (a) to allow him loading the rest of the raid.

Stay with the loot master until the first boss kill. After that he can give back the lead and loot master to the real raidleader.

Change this person as often as possible. Remember which person seems to drop the best loots and retest. Let him be that LLi for three runs and see if thats consistent.

You don't believe this? Let me give you some examples.

We only have seen the hunter epic quest item (the leaf) in Major Domus chest for a long time. Priests were pretty demoralized by this. So we changed the LLi and the priest epic quest got back to its normal 50/50 chance and all our priests now got their nice epic staff now.

The hunters never ever saw their T1 helmet drop, only ONCE in over 20 MC runs. We changed to another LLi and we got lucky: he pulled out the hunter T1 helmet from Garr. Everytime this one person is the LLi we get a high chance for hunter items (and some other classes, but the rareness of the hunter items was obvious).

We have one mage as LLi. Everytime he is raidlead and loot master we get a much higher percentage on random T1 drops than any run before. We usually found none, one or two. When he is the LLi we find 5-8 on every run. Our guild bank is pretty rich now because it allows us to sell those excess items as most classes now got their non bound T1 items full.

Before you dish this article as "can't be true" please try it yourself. As I said its IMPORTANT that the LLi is loaded first and enters, if possible, the instance first. If you are interested in details why this is happening let me know and I can post an article about the theory behind this.

2006/11/02

Burning Crusade - Bad Design?

As mentioned earlier I play Burning Crusade (BC), the expansion of World of Warcraft, since alpha. I play it with mixed feelings, not only because I have to do it all over again when it launches (all my data will be erased), but because I feel it has design flaws.

An expansion should expand the universe it needs to tie into the existing world. It needs to expand on concepts which where successful in the first one. Currently when I play BC I have the feeling of playing 2 games in one, separated, not even joined.

It starts with the fact that you have to enter BC through a Dark Portal. You are being teleported to it. It continues on the world map: while the two contents where visible on the map and a click apart the new one appears as a separate entitiy outside of the old continents.

And my feeling of separation continues with the details. Let me give one example. If you need resources for your skill (enchanting as an example) you need resources found by disenchanting stuff of the level of the enchantment. No biggy here. In BC you do the same, but if you skill over 300 the "old" reagents you needed are forgotten. You expect you might use the high reagents like nexus crystals for at least some enchantments, but you don't. Its like a cut. Over the skill of 300 you need new ones ONLY found in BC.

What about the guilds who saved their valuable nexus for their enchantments they desparately need to beat the instances? They are now placed like in the middle of nowhere. The effects are already being felt in the old world: nexus prices dropped from like 25g+ down to 15g in the past 2 weeks. They won't be needed anymore as the new enchants are of course better.

Lets take a look at mining. You mine ore and smelt them to metal bars. Many skills need those rare metals to build fantastic weapons and armor. So I expected that the most sought after bars "Elementium bar" will be used for some high end items in BC.

But no. You don't need them at all. You only need rare metals found - you guessed it - in BC exclusively. In case you don't know: to smelt elementium bars you have to gather 10 arkane crystals (another item whic BC doesn't need at all) and smelt the elementium ore -which you can only find as an epic drop inside the Black Wing Lair. On top of that you only learn to smelt elementium by mind controlling a gnome inside BWL. My raid guild collected a lot of these to prepare to build the super powerful weapons.

The whole design of the dependencies was awesome in WoW. If you wear such a sword of power you are a hero. You worked for it, a raid guild worked very hard for it.

When BC comes the awesome weapon becomes a worthless toothpick. Your elementium ore becomes worthless, already dropping in price form 500g down to 120g, and no one wants it.

Why did Blizzard do this? Why at least could some rare materials not being used for BC items? Elementium Ore/Bars, nexus and arcane crystals, all worthless soon? The wealth we worked for so hard is now beaten to death by BC. Is that fair? No it isn't.

Of course there are exceptions, and VERY bad ones too. Dreamfoil is the most expensive herb you can find. It is needed by raid guilds for all sorts of potions they need to beat MC, BWL, AQ40 and Naxx. Replacing it by a new one would make sense right?

No, they did break their rule. Some of the high end potions need dreamfoil still, like the Super Healing Potion. Why did they do this just to dreamfoil and not to the other materials I mentioned?

Ask the designers. I don't know, but somehow they want to create a two class community: the ones with BC and the ones without. The separation will be so intense that people might be forced to buy BC just because otherwise WoW wouldn't be a complete game.

From experience of other expansions of MMOG's (like the original Everquest) Blizzard doesn't need to worry about selling the expansion to their customer base: over 80% will buy it anyway, thats the number each MMOG showed when launching expansions. Hell, there is Guildwars, a game only based around making money with expansions as they don't even charge a monthly fee.

What does this mean for us? Throw out your valuable stuff, sell now. Empty your raid guild bank and sell that crap, it will be worthless 3 month after BC shipped. Who needs a +15 resist enchant (needing 2-3 nexus crystals) anyways if there is a better one someone from BC can do to your item?

Of course there might be another behaviour coming in: as the high end material becomes cheap more players can actually afford those enchants or weapons, armor whatever. We will see.

I personally don't like the separation they put into those new skills. In case you want to check your skill and what material it needs check http://www.thottbot.com, click beta and look up your trade skill on the left. Not all recipes has been found yet, but the glimpse you get will tell you what items will loose value, and which don't.

I wished Blizzard would have tied in everything we worked for so hard into BC in a much better way. Why not leaving Elementium (as an example) in there? For a level 70 guild its easy to beat BWL, so farming it there would be easy and fun. My bet is that BWL will be an empty haunted place soon. Bliz can turn off the BWL servers and no one would notice.

Now they simply cut the world in half. Forget what you needed in WoW, you need all new stuff and we will live in the new Outlands for a long time, as only there you will find what you need to enchant, tailor, cook or whatever you do while waiting for the PvP to tick in.