World of Warcraft China: Interesting Facts - Part 6
Here are some other interesting tid-bits of information about WoW China thanks to the guys from wow-in-chinese.forum2jeux.com and other sources.
Gameplay, Culturally, and Socially
- The first thing you'll notice is that CWOW players are much more closed towards foreigners, or perhaps shy.
- There are no Chuck Norris, Murloc, or Justin Bieber jokes. Most of general chat is full of gold sellers (raids, power leveling, trades, etc.) or gold buyers.
- Trolling and name calling is minimal compared to most US realms.
- Raid leaders have a tendency to bring in too many healers.
- Most players use cookie cutter builds and are not open to alternate builds.
- Raid mates will sing karoke on raid voice chat.
- Many people in game area available for hire for in-game gold to do practically anything you want (raids, power leveling, protection, scouting, delivery). It's possible to go from level 10-70 without ever spilling any blood and level very quickly.
- You can purchase raid gear for gold or gamecards.
- CWOW users are currently limited to Burning Crusade content, but playing with latest patches - including WOTLK talents, character balancing, level 70 glyphs, achievements, etc. There's a misconception that BC is new in China, however it's been out since 2007 (released 8 months after NA/EU). WOTLK was "expected" to be released this month (middle of Aug 2010), but it's still in limbo.
- CWOW has a huge gold market. "It seems like nearly everyone is either a buyer or a seller." Because of the unique economy, many of the realms have Auction Houses that only have "enchanting materials, glyphs, and games. That's it. Click "Sword" and it's empty." Also, "I would say the Chinese are slightly more motivated (gold has real world value) and slightly more organized by working in teams to make gold). I never saw this on US realms."
- Guilds are massive 300+ players than run 2-3 daily raids.
- Due to many bugs in Vanilla and TBC bosses, most raids use these bugs for fast progress (~50% of bosses are bugged.)
- Gold raids are the most common form of pugging, in some cases it's the ONLY form of pugging.
- Player reputation is very important and well-known players will get favored spots in high level raids even on under-geared alts. However, most players will lend their characters to their friends so it's hard to know who you're really playing with.
- Many of the Chinese players can speak english, and will often answer you with a "?" first to see if you type English.
- Most Chinese type in English or Pinyin, or use a Chinese-to-English translation mod.
- Fake Chinese ID cards are sometimes used to create accounts (can't use your own, too young, etc), so if you lose theaccount you're pretty much screwed and will not be able to recover it.
Game Time Regulations
- Players are required to associate their Chinese ID card to their account to prove that they are 18 years of age or older.
- If you are younger than 18 years old (reflected on ID Card), you are limited to 3 hours of playing on the account. After 3 hours of playing on the account, all XP gains and loot would stop (called "Health Lock") to prevent "children" from over-playing.
- If you are an adult, you can play for 18 hours per day. It's 3 six-hour sessions with a 2 hour session in between called "tired time". Children can play a total of 6 hours per day over a total of 2 sessions, with 1 session of 2 hours of "tired time" as well.
Pretty much anything with bones or a skeletal body has been modified. The skeleton of your corpse is replaced by a little mound of dirt with a gravestone, certain icons with skulls have been replaced by box icons, skeleton NPCs have been fleshed out so they look more like zombies, decapitated head icons have been changed, blood has either been removed or recolored, and piles of bones have been replaced with sandbags.
However, all of the cosmetic changes are based on the NetEase CWOW (free) client and it's possible it use a NA clientpatch to have the same graphics as NA/EU. Almost all censorship is client side.
The9 originally implemented these changes "to promote a healthy and harmonious on-line environment." (Source) However, the changes have also been carried over to NetEase as well to satisfy the Chinese censorship review.
There's really no clear answer as to why this censorship is required. Some say that it's cultural, about respecting the dead, and that animated bones are taboo. Others say that because China is an atheist country, the mere existence of undead content indicates that there is an afterlife and contradicts the government's official position on the matter.
If you're still interested, there's more information here and here.
World of Warcraft China: Interesting Facts - Part 5
Because virtual currency is so easy to procure, easy to sell (it's a $2 billion legitimate industry in China), encouraged by World of Warcraft operations, and has such real value you can imagine that a lot of players are involved in the amassing (and selling) of gold.
Many users still play the game for fun (they have jobs or alternative sources of income). But there are also professional farmers (what they do all day) and players who play for fun but also farm "on the side" to pay for gadgets, gifts, subscriptions, etc.
Although no official statistics on that exact breakdown exists, there are enough to the point where it has completely reshaped the economy and industry of WoW China. So it's definitely a lot.
Many of the activities that take place on WoW China realms would be completely unrecognizable on NA/EU realms. Here are some examples of the types of services offered by many players in CWOW:
- Users can be paid based on each task completed, flat rate, pay by the hour, or pay by the day. Real currency or in-game gold plus others are acceptable.
- You can pay users to go out and collect items (mining, herbalism, skinning), mats (disenchants) and/or quest items (if shareable) for you.
- Pay a user to grind Rugged Leather for you, you pay them based on what they bring back.
- You can pay a user to play your account for non-leveling related services. Crafting, questing, etc.
- Pay a person to sit on the Auction House all day and sell/buy certain goods for you.
- You can pay players to scout for you (whether it's a location, the AH, or a vendor for limited supplies)
- Pay a user to run errands for you, deliver goods to users who are not near mailboxes, etc.
- Any task you can think of is open up to negoiation. (The Chinese government is trying to crack down on virtual sex trade and gambling too, so that can happen as well although it's more black market.)
- You can buy high level guards (Level 70s on CWOW) to escort you while you quest ("Hire-a-Carebear").
Power-leveling Services
- You can pay using QQ Coins, virtual gold, or real currency for a set number of levels (or all the way to 70).
- It's extremely cheap to get power leveled and it's very common for users to be sharing accounts. You never know who you're playing with. =] It's also the reason why account hacking is so common.
- High level players will also hang around Stratholme, Scarlet Monastery, Shattered Halls and ZulFurrak selling power levelling services or dungeon runs (for items). Sometimes they sit in the zones or in large gathering spots advertising publicly or whispering travelers. It's also not unusual for a high level character to hang around starting zones selling leveling or dungeon running services - pay by gold if it's an alt, or pay in real currency/QQ coins if they are new.
- It's interesting to note that on NA realms there are gold beggars in major cities. But in China, there are no low level gold beggars. Instead it's the reverse: all of the high level characters are begging for gold in the starting zones. That's how valuable WoW gold really is! =]
- There are several "Gold PUG" groups that raid on a daily basis. Many options are available to you.
- The teams are made up of about 20-25 experienced raiders who bring along a group of "customers" with them. No vent or speech software is used.
- They will clear out Black Temple, Sunwell, etc. and kill everything (even level 60 dungeons). After each boss, the customers will bid for the items that drop (100g for example) and the highest bidder pays gold before receiving the item. At the end of the raid, all of the gold collected from the customers gets split amongst certain members of the raid party (depends on their reputation, work status, if their gear contributed to the success of the raid, etc.) Some of the raiders need to work their way up before they can start earning more. A normal raider can earn anywhere between 300g to 1000G per run. If the raiders are skilled, they can reduce the total number of gold earners and profit even more per player.
- Originally from Korea, these are gaining in popularity on NA/EU realms except that they're called "Gold Bids" or GDKP's. (More Information)
High Probability of New Realms for Cataclysm
Blizzard hasn't said anything official on the matter, but most players are assuming that new realms will not be created in anticipation of World of Warcraft's next expansion pack.
The following was even posted by a Community MVP on the WoW Forums:
However, those non-Blizzard employees aren't exactly known for telling the truth or even being aware of simple activities that take place behind the scenes at Blizzard.
As of right now, every post I have been able to find on the matter (official and unofficial forums) claims that "word on the street" is that no new servers will be opened. So that's the belief of most WoW players. I can understand the logic: there's no growth, so why would they increase the number of realms?
But, the problem is that most players base their decision on declining subscription figures and subsequently mistake servers with realms.
Each realm is just a virtual object operated by a cluster of servers. Some realms utilize more servers than others, and information on multiple realms is actually stored on the same servers. There are a ton of processes and activities taking place on servers that in fact manage multiple realms.
It would be very easy to create a new realm (it's just a data object) without actually changing the quantity of servers.
New Realms ≠ New Purchases or Servers
Blizzard CEO Mike Morhaime even stated that there was no growth from December 2008 to February 2010.
To be clear, there was no player growth when WOTLK launched however Blizzard still created 12 new realms in the US.
Nov/08 - Dawnbringer
Nov/08 - Drak'Tharon
Nov/08 - Fizzcrank
Nov/08 - Galakrond
Nov/08 - Grizzly Hills
Nov/08 - Gundrak
Nov/08 - Saurfang
Jan/09 - Borean Tundra
Jan/09 - Garrosh
Jan/09 - Wyrmrest Accord
Jan/09 - Winterhoof
Mar/09 - Nesingwary
At the time, player distribution across the realms was even the same as it now. (i.e. 50-60% of servers half full, and an even split between high population and low population servers.)
Keep in mind that each "realm" also has it's own set of rules. A "high population" on one realm does not necessarily mean the same quantity of users on another realm. It all depends on server load, distribution, and how it's configured. Why leave multiple servers idling when their processing power can be used to support the load of other realms?
For example, let's say each realm can only support a maximum of 6,000 players on each faction. The realm never even hits half that amount (of players) during peak times. So, then you just create a new realm, split up the servers managing the one realm into two, now suddenly you have 2 realms without increasing the number of servers. And both servers can be "upgraded" from low population to medium/high population each. If the servers start to get stretched, additional servers (running low load) can be simply added to this cluster to increase number of players. Or an existing realm can just be opened up to free transfers. (This is just an example and not exactly what happens. There are actually hundreds of servers/blades involved. From a server administration perspective though, it's easy to manage and coordinate.) =]
Why would Blizzard even care about opening new realms?
For the same reason they did it for Wrath of the Lich King.
We know that there was no actual player growth at the time, and servers weren't over capacity with players (in fact about 50% of the realms were at half capacity), so why did they create new realms?
Company Perception and Reputation Management:
Making an announcement that you have to create new realms for "unexpected growth" or "rapidly increasing user base" or "significant number of sales" gives the impression of player growth. Even if you just announce that new servers "need to be added" it gives the perception that player counts are growing.
Investors, share holders, managers, and players love to hear that. It reinstates confidence in the company. =]
Blizzard also wants to be known as the #1 provider of the best MMORPG in the world. So you need to control the perception of your company and give the impression of constant growth and more profits. (Even though Quarterly Reports show hardly any gains at all, and actual player counts are really about half of "active subscribers".)
It Makes The Players Happy:
It's good for public relations too. Players want new realms to be created, so that they can create characters from scratch and try to get ahead of the others.
There's also the fear of high levels harassing the new low level characters. Remember all of the 70-80's hanging around Outlands waiting for the freshly made Death Knights to step through the portal? That same fear exists now. Except now, it's level 80-85's that can fly well overhead hunting Level 20's and finding them very quickly. With new realms, at least the option is available to start brand new just like everyone else.
There's also nothing worse than joining a server when everyone is already Level 80, there's no low-to-mid level advancement and all of the zones are empty.
Throw on your tinfoil hats! New realms might actually mean reduced servers and player counts.
Something interesting occurred to me while I was researching this. I really have no idea if this happens or not, but it's a possibility and I'm just throwing it out there. =]
Because the exact number of server-to-realm ratio has never been announced, and the fact that servers manage multiple "parts" of different realms, it's entirely possible to reduce the physical number of servers (because of declining players) but also create new realms with the added bonus of increasing customer/investor confidence.
As new realms open, all that is required is changing the internal definition of what a Low, Medium, or High population server implies. A high population could mean 10,000 concurrent users but it could just as easily mean 8,000 concurrent users.
People will get dispersed as realms are split up, but because of the large size of World of Warcraft - would anyone even notice? Factions all gather together at single locations anyways and if realms are split up, users would just assume that they see less players while questing because the world is so vast and they could be anywhere.
If it ever became an issue ("gasp! the users are starting to notice"), all that's required is opening up free transfers to the realm. =]
So basically, there shouldn't be any new realms based on WoW's growth, but it makes logical sense to launch new realms just like they did for WOTLK (which was in a similar circumstance, and users ALSO said there wouldn't be new realms at the time.) Of course, now that this information is public and Blizzard knows-that-you-know.. who knows? =]
In 2008, Vaneras wrote:
"The decision of whether or not to open a new realm is entirely based on the population size on existing realms, which is something that we are continuously monitoring. We will of course open new realms if and when it is needed :-)"
In 2008, Nethaera wrote:
"New realms are released as we feel they are necessary and we don't normally announce them ahead of time. I can't answer any of the above since they are all contingent on timing based need. If we end up needing more realms, we'll create them based for the specific purpose they need to fill."
In 2008 and 3 days before release, Nethaera wrote:
"It's too early to say whether these will be necessary or not."
In 2010, Crepe wrote:
"As always, new realm are opened due to population issues. If you wish new realms, you need to find 200,000 of your closest friends to subscribe."
In 2010, Crepe wrote:
"New realms are put up when population needs require them. We won't know until they go up."
If Mekkatorque was here, he'd say the chances of new realms being opened are less than 12.7%. =]
Other than that, the launch of Cataclysm is just a few months away (first week of December). Hope you all have your orders in!
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FYI - Another official posting on the WoW Forums:
Pretty much everyone is saying that there will NOT be any new realms due to low subscription numbers. I like to swim against the current though. So basically, there shouldn't be any new realms created, but it still might happen on launch day or within a couple months after. WOTLK for example launched in November, and new servers opened in January and then March. There's a good chance you'll see something like "Due to the unanticipated number of new players - we need to open up new realms!" at least by March of next year (especially after Christmas sales). What a great way to please the investors or give the impression of massive growth though, even if there is none. =]