Nov 30th 2007 9:16AM Are you honestly comparing moving your few pixels around and mashing some buttons to being a heart surgeon? Are you then comparing it to performing at Carnegie Hall? Really?
Are you seriously getting mad because some other guy is moving his pixels around and mashing some buttons in a completely different setting and getting rewarded with completely different (if equivalent) pixels?
If you spend countless hours raiding, farming consumables for raids, and reading strategies for raids, don't pretend that you do it just for the gear. You do it because you enjoy raiding.
Similarly, hardcore PvPers do not spend so much time building up their arena ratings just for the gear. They do it because they enjoy PvP and want to be the best at it. The PvP gear is just a means to that.
The people that you're getting mad at are your guildies, and the rest of the wanna-be raiders - the people who want to break into your 'elite priesthood' of raiding but keep getting shut out because their gear isn't good enough. Now they have a way to get gear without you getting off your high horse to run Karazhan with them.
Raiding is easy. You run up against the same, unthinking mobs and bosses week after week, who are guaranteed to do the same thing every time. All you have to do is apply the formula you found on a website somewhere, and you'll win every time. The ONLY thing that can be hard about it is managing people. It requires no exceptional skill as a player, simply gear equivalent to the raid instance you're in.
PvP does require skill as a player. It requires that you go up against another thinking, reacting, unpredictable person and counter their moves. Additionally, it requires gear sufficient to withstand their attacks, and to damage them with attacks of your own.
The people that should be getting mad here are the real PvPers - the skilled players who honestly earn their high arena ratings. Raidnoobs are exploiting the PvP system to obtain gear because they haven't been managed (read: babysat) well enough by their guild leadership to complete encounters that drop the gear they need to progress.
Personal rating requirements are the best thing that Blizzard has done to the arena system. The only complaint I would have about them is that weapons should require the 2000 rating, and shoulders the 1850.
Nov 27th 2007 8:23AM You don't have to find them on the mini-map. You can report them directly from the BG stats page by just right-clicking on their names.
However, this is still a bad system. Even if it is only 5 players AFK, it requires even more players to effectively stop playing in order to report them. I think they should instead implement minimum thresholds for damage/healing/node capture/node defense. If someone is showing 0 across the board, it doesn't matter if they're at their computer or not. They're doing nothing and effectively hindering their team.
Nov 16th 2007 4:18PM We have a very similar setup in my guild. It works quite well for us. The guild has a number of 'ranks', but they all just have funny names and the same permissions. Nobody uses officer chat, or any side channels.
We say that the point of a guild is to play a game that you enjoy with your friends, as equals. Squabbling over favortism, ranks, officers, loot, etc. just takes the fun out of the game.
Maybe a hierarchy is necessary for 'serious endgame progression', but I don't think so and I'm not concerned about it anyway. I'd rather run 10-mans with my friends than 25-mans with drama.
Shameless plug: If you're a fun and friendly player looking for a guild like this, on Trollbane [A] is open to all classes, levels, and specs. We rerolled there in August and are getting keyed for Karazhan now. Check us out at http://trouble.guildlaunch.com
Aug 15th 2007 8:33AM One quick corrections: Trouble rerolled on the Trollbane-A server.
Jul 26th 2007 8:10AM Me!
Jun 22nd 2007 2:10PM @9
I think you have a good idea. If Blizzard is serious about getting rid of gold farmers, it would be fairly simple (probably easier than the measures they're taking now) to just put them out of business by offering gold cheaper than the farmers can. Blizzard could do this easily because, as the developer, gold doesn't cost them anything at all. They don't have to pay anyone to farm it. If people want to buy it, Blizzard can just create it to meet the demand and probably make some money in the process.
1. Increased revenue for Blizzard.
2. Reduced gold farming/spamming by third parties.
3. Availability of gold for the more casual player who has the RL money but not the time to farm.
1. Economic inflation. As gold is more readily available from 'legal' sources, prices for items will go up.
2. Increased pressure to buy gold and decreased motivation to farm for some players who would not otherwise choose to buy gold.
Overall, I think the pros outweigh the cons. I liken it to the game Gauntlet, where you could plug in some extra quarters to buy yourself more life. It certainly wasn't necessary, you could do well without it. But it was a lot easier.
Jun 21st 2007 4:48PM Rare and Epic Secondary skill recipes like food that gives raid-buff-level bonuses and bandages/salves/etc. that heal for more than 3400 health (not much compared to a 10k+ health bar).
Jun 20th 2007 12:23PM 1. PvP rewards are abilities instead of gear, similar to the DAoC system. It allows you to improve your character in a way that is different from PvE, rather than redundant gear-hoarding.
2. Class specializations, similar to the EQ2 system. So, while 3 characters might all start as generic 'Warriors', one might end up as a plate-and-shield carrying Crusader, while another is limited to mail armor and daggers/swords as a Swashbuckler, and a third is a robe-wearing, staff-weilding Monk (the monk archetype is sorely missed in WoW).
3. Arial combat on our shiny new flying mounts.