Oct 15th 2010 2:42PM Put me in the "I prefer to keep my personal life to myself." camp as well. Honestly, I really don't care if you are straight, gay, transsexual or any of the other various terms. It's a game, and your personal life is no one else's concern. Making a point of bringing up one's sexual preference or gender identity is not something that I really think anyone should be doing. That applies to everyone. I really don't care if you are straight, gay, man, woman or woman trapped in a man's body etc. Just pick a character and play the game. No one I have played with has ever cared if a man plays a female character. Heck, plenty of video games have females as the only role to play, and men are quite happy with that.
If people are bringing this up in-game because they feel they need 'acceptance', then it sounds to me like they are the ones with the issues and not the rest of us.
I don't care. Really. You're a (insert term here)...? Cool, can we kill this boss now?
It's a total non-issue to me, and I would rather not be forced into a discussion on the subject because someone feels they need to get it off their chest. Talk it out with a therapist if you need to, I don't play the game to be a counsellor to people. I play to have fun, and I keep my personal life personal. I'd love it if everyone else would do the same.
Oct 9th 2010 4:31PM What about the costs for dual-spec and cold-weather flying? I've read they are dropping the price to 100g and 500G respectively, but does that change come before Cata, or when it releases?
Aug 26th 2010 1:44PM While it may or may not mean the level cap will be raised, what it does mean is that there is still a good two months on the beta. You don't run a contest for five weeks, only to invite people in for two or three weeks. This is the clearest signal I have seen that Cataclysm will be a Christmas release at earliest.
Jun 29th 2010 1:26PM The very time time I played the game, and had created a character, I was watching the intro and I thought it was scripted or pre-rendered. So as the camera is panning around outside of Stormwind and moving toward the starter town, the voice-over is telling me of the dire sitation and why they need my help.
OK, I'm ready to go.
At the very end of the fly-over, just before reaching the spawn point, I see a chat bubble...
"DOES ANYONE HAVE PANTS? I NEED PANTS!"
This totally shattered the build-up, and I remarked to myself "man, the Alliance is so doomed..."
Jun 19th 2010 1:28PM I think the difference the OP is trying to highlight is the difference between learning math 'long hand' or learning math using a calculator. Sure a person using a calculator will come to the same answer, and they will almost certainly come to the answer quicker. However, that person don't fully understand the concepts needed to get to that answer.
This is one reason why I think people say they enjoyed vanilla WoW so much, and they wished they could play on a vanilla WoW realm. Back in the early days of WoW there were no mods. No grid, no clique, no healbot, no DBM etc. It was you and the mobs. No graphical warnings telling you to move and where to move to. Did that make it harder? Hell yes it did. Did it NEED to be that hard? That's a matter of opinion. However, when Blizzard has to change the game to break mods that turn the game into EZmode, that has to tell you something about how people may have lost sight of the fact that it should be YOU playing the game, not the mods playing the game for you.
Have mods 'dumbed down' the game? That's also a matter of opinion, but I think they have.
However, I think the basic point is valid. A person who plays without mods in most cases will have a much better understanding of the game, and the underlying concepts and elements - much like a person who does math without a calculator. These are the people who aren't crying come patch day when all the mods are broken. These people will never have to worry about how they will manage when Blizzard decides a mod needs to go.
Does this make people who use mods any less of a 'player'? Of course not. People are free to play the game in whatever way they enjoy.
Feb 1st 2010 7:02PM I never suggested I have all the answers, but I have seen enough drama to know what tends to work and what tends to cause problems. The bottom line is that a guild should use what works for them. However, if we are talking about what system will usually work best *before* you put it in place, then that's a whole other matter entirely.
Like I said, the problem a number of guilds have is that they are only concerned about numbers, and they don't think far enough ahead to consider how they are going to work out the issue of having 50 or 100 people who want to raid, but not all of those people should be raiding, or CAN be raiding because of gear or logistics.
I've heard of too many guilds where management just worry about the raid, and if there are too many people then 'too bad'. That's not how you run a guild.
By all means if what you do works for you, keep doing it. My point is that there are far bigger pros to rotation than there are cons.
Feb 1st 2010 3:27PM That's the problem with large guilds though. If you have a large guild then ideally you should be large enough so that you have a solid 'progression raid' and then a second 'the rest' raid. Yeah 'the rest' won't be hitting the same content, but if you have 50+ people and you try and rotate them all through one raid it will take ages. Just like in sports where you have your main team and the farm team, you need to break them into groups.
The key here is to make sure that once your guild hits a 'decent' size, that you stop adding raiders to the guild. If you have too many people who want to raid then there is *NO* system that will work for you since you will always have too many people and not enough raid slots.
Also, just because you have one tight progression raid, doesn't mean you can't find something for the others to do. The key to a happy guild is keeping people playing. So if you have a progression raid scheduled and enough people to form a second 10-man, form it up. Don't just leave people to 'do their own thing'. Give them a purpose, make them feel wanted.
A guild requires work, some would argue it requires more work than what it is worth, but the bottom line is that it is not a numbers game. A guild should be about more than "how many people can I get in my guild" - it should be about the ENVIRONMENT that those people will be in.
Rotation works in cases where guild membership is MANAGED. If you have an open door guild where anyone can join, then you need to split your guild into a raiding and non-raiding roster. That way when someone joins they know what they are getting into. If there are already enough raiders, then don't take on more raiders onto the raid roster. That way people who join won't expect to be taken on raids. So it's not rotation that's the problem, it's uncontrolled guild membership.
In the end the guild leaders need to remember that people are in the game to play. If you manage your guild with that in mind you should never have problems.
Feb 1st 2010 1:26PM Anything but rotation is just asking for drama and problems in non-established guilds. People don't join a guild to sit on the bench while the raid leader brings his buds on the raid every week. (If the raider isn't geared well enough, then that's another issue entirely. )
Raid leaders can't have it both ways. They shouldn't be adding people to the raiding roster if they only expect the person to raid once every couple months when X raider has the night off. If you have a group of dependable raiders, then you don't need 'back-ups'. Should you be short people once every couple months and miss ONE raid, is that so bad compared to having drama because you have had people sitting on the benches all that time? I don't think so.
In the end the most important thing about filling slots is that the system should be CLEARLY spelled out to everyone who joins the guild. Nothing is worse than a guild that says "we give evenyone a chance to raid" and then they turn around and pack the raid with their friends every week. That's not giving everyone a chance now is it? Just be honest. If you will be bringing your friends every week, then say so.
The bigger issue here is that when you have guilds that only bring a select group of raiders, the gear/skill/performance gap increases with every raid that you do - where the same people sit out. So after a couple months, the guy that has been sitting on the bench can't fill in your empty slot because his/her gear is lacking, and they don't know the fights. Rotation helps here since it means you will have similar gear/skill on ALL raiders, and not just on the ones that raid every week.
Lastly, rotation provides the least amount of drama since a person who sits out gets a guaranteed slot next raid. Most drama comes from sitting people week after week, and then they get antsy and start complaining.
The downside to rotation is that you will progress slightly slower since you will never have the same group of people in the raid, and they will all be learning. However, the upside is that you will never have an issue where you need an experienced/geared raider and they are not available. If everyone is rotated in/out then the people sitting out will be on par with those in the raid. Someone has to go? Boom, pop in someone sitting out without the worry that they don't have the gear or the skill.
Jan 2nd 2010 2:13PM for the win?