Man, what the heck is going on? Lately, I've kinda been scrambling to come up with topics for Onlife (not that you'd have noticed a decline in quality, though, given how 'bout it 'bout it I am), but now, out of nowhere, the MMO world is basically pregnant with topics worthy of examination. Like manna from heaven, courtesy of the two biggest players in the category: Blizzard, and Sony Online Entertainment. The former unleashed the long-awaited PvP Honor System for World of Warcraft, in the game's latest version update, while the latter announced that it's going headfirst into the secondary market. Big stuff. Somebody set up us not one, but two bombs. Take a deep breath. Seeing as how these are two huge issues, and I'm only marginally capable of covering them at best, I'll try my hardest to touch on both with maximum efficiency and authority.

World of Warcraft: Post 1.4

This issue affects me quite personally, seeing as how I play way too much WoW. I play a Horde character on a PvP server, and if you're familiar with the dynamics of WoW, then the myriad things that this statement implies will perhaps enable you to empathize with me. But I will elaborate nonetheless. First, since the PvP Honor System went into effect, PvP server on WoW went absolutely bananas. Where before, it was possible to quest in contested areas without getting killed every five seconds, post Honor System, it's been pandemonium. Chances are, when two players who are relatively close to one another in level encounter each other on the field, it's highly likely that hostilities will ensue. More so if one party outnumbers the other. Players are now rewarded for killing each other, and this has made an already hostile playerbase downright murderous.

Anyway, secondly, since I play Horde, I'm usually outnumbered. It's a popular (though by no means uncontested) belief that more people play Alliance in WoW, which kind of tips any given encounter their favor. Basically, if a group of friendly players see you fighting someone, they're gonna jump in for a potshot. I know I do it. I just happen to run into fewer friendly parties in the field than an Alliance player would.

So as you've surmised, I've been getting ganked left and right. I'll spare you the details -- let's just say that I haven't leveled too much since version 1.4 of WoW went live. Not to say that I'm a sitting duck -- I've actually done pretty OK in PvP, and since the game grants you more "contribution points" for killing players in one on one fights, I've actually ranked considerably higher than most people my level. It's just rough that I've had to alter my play-style so drastically. I like to go questing solo, normally, but unfortunately, most of the places I'm currently adventuring in are heavily populated by Alliance players. High level Alliance players. See, I'm just within the level range that allows level 60 characters to benefit from killing me. And where do the level 60s who want cheap, honorable kills go? You got it. I ain't making it easy for them by any means, but when I'm mobbed by a party of bored 60s, there isn't much I can do. Alliance zerg for teh win.

Here we see a Paladin in action. This player has tailored his UI to facilitate his class' most effective tactics.

Don't get me wrong: I'm happy that the Honor System is in place. WoW finally feels like a real PvP game, with all the menace and paranoia surrounding even the most mean of tasks. I dig this. I just feel that it was perhaps rushed a little bit. My suspicion is that Blizzard didn't want the hardcore crowd to become frustrated with the lack of PvP content, and rush off to play a game who's title rhymes with "Build Oars." Given that the Honor System was implemented a week before the aforementioned game is set to hit the streets, it doesn't seem like too outlandish an assumption.

Blizzard needs to make it less worthwhile for high-level players to prey on those considerably weaker than them. Honestly, there isn't much that a level 50 can do to a hostile 60 in most cases. Blizzard needs to address this. However, two character around that level could pose a considerable threat to a 60, and this, likewise, should be addressed. The way that system is implemented now doesn't factor in these kinds of dynamics, and it probably should. Hopefully further iterations will continue to finesse this. Until then, those of us who haven't hit 60 yet on PvP servers will be crawling up the levels, and getting a whole lot tougher for it. Hopefully.