Jul 2nd 2009 8:19PM Faction changing isn't really about character customization. It does that, but that's a secondary effect. Its primary purpose is character mobility. Blizzard knows that more than anything, it's the people you play with who make the game fun. Faction mobility allows you to move your character to where your friends are. Server transfers were just the first step. Faction transfers give the other tool that was lacking. Now you can move your toon to where you friends are, no matter their server or faction.
If you are playing with people you like, you'll be more likely to keep forking over $15/month. That's the real reason for this move.
Now, you might argue that as long as they are doing this, they should let us change races too. I wouldn't complain if they did. But it's really a separate issue. Faction change is a specific answer to a specific concern of Blizzard's. It's all about player retention.
Apr 26th 2009 4:45PM My take on Varian...
Walter Sobchak: Am I wrong?
The Dude: No, you're not wrong.
Walter Sobchak: Am I wrong?
The Dude: You're not wrong, Walter. You're just an asshole.
Walter Sobchak: Okay then.
Mar 12th 2009 12:58AM I am not a lawyer, so I may be completely off base here. But I've done a little reading about patent law from time to time (hey, I used to work in a law library and had a lot of time on my hands). People have mentioned the prior art issue, and that's important here for sure. But patents require a couple other things as well.
One requirement is that the invention must be Novel. If it was already known to the public prior to the patent being filed or if it was described in a publication more than a year before the patent was filed, the invention isn't considered novel and the novelty requirement isn't met.
Another requirement is Nonobviousness. That means that the invention must (in addition to being nobel) be a nonobvious improvement over the prior art. Now, others have mentioned MUDs, MUSHes, and other non-graphical or graphical 2D virtual worlds (I myself did a fair amount of MUSHing back in the day). One could argue that once graphics improved to the point that they could be used for these sorts of virtual worlds, at that point they -would- be used for them. It is sort of obvious and inevitable, especially considering that writers such as William Gibson predicted this would happen many years before.
Again, I'm not a lawyer, so this may be way off base. But that's my take on why this patent is weak. That said, this douche does already have the patent (even though he obviously should not have). I have no idea how difficult it is to challenge a bad patent like this one.
Feb 6th 2009 10:35AM Yes! Where is the skill now? It took me years to perfect my skills in... buying ammo. Now any old fool will be able to have ammo all the time, simply by equipping their ammo item once! It's an outrage, I tell ya!
But seriously, relax. It's a quality of life thing. Consumable ammo added nothing to the game. I'm not going to say it was onerous, but it was tedious. And tedious is the opposite of fun. Removing it frees up bag space and the tedium of continually topping off our quivers.
Feb 6th 2009 10:09AM I feel your pain, Nova. I haven't played a warlock in a long time. But as a hunter, I think locks should get equal treatment. It seems ridiculous that they should have to carry around a bag (or possibly more) of them. Shards should, at a bare minimum, stack. Even better would be to make them currency like emblems, so they could show up on your bag slot but take no physical space.
Feb 4th 2009 11:48AM Buff wagon wheels! After all this time, wagons are still broken. When will the devs listen? Nobody is going to want to bring one to the Fort Sumter instance in 3.1. Nooo, you're going to see 25 settlers bringing nothing but oxen and bullets.
Jan 29th 2009 10:27AM Salty, I'm really glad to hear you say that about a Sigil/Totem/Libram thing. It means I'm not the only one who has been thinking that. You bring up an interesting point about the removal of quivers. I think the simplest way to retain the 15% speed increase would be to have this be a baseline quality for all of the new "Ammo" slot-items (in addition to whatever other stats they might have).
Heck, I'd be happy even if these Ammo items didn't have any additional stats other than the damage and speed increase. It would keep me from obsessively stopping at the ammo shop to top myself off every time I'm in Dalaran. But it would be cool if they did have special abilities like Librams (e.g. "Chance on ranged hit: Increase crit rating by 61 for 10 seconds"). That would make me very happy indeed and would make hunter itemization more interesting.
Jan 16th 2009 4:44PM It's random by server. If your friend gets Crocolisks in the City, you will too. Same for that accursed Convention. How I hate those gluttonous bastards. (And how I love our Rhino Dog-loving flightmaster. He asks so little, and gives me 2 awards for my trouble.)
Jan 13th 2009 3:55PM It does not actually reduce the GCD for hunters. More info here: http://www.warcrafthuntersunion.com/2008/12/hunter-haste-rating-and-haste-cap-level-80/
The hunters that you are speaking with are absolutely correct in this. Haste is a pretty meh stat for hunters, most of the time. It helps a bit, but less than most other stats (save for Armor Penetration, which is even less worthwhile).
It's my understanding (which may be incorrect) that haste does decrease the GCD for casters, however. So it's quite nice for those holy paladins you know.
Dec 4th 2008 11:57AM Except eating Irish babies is actually funny. Holisky is no Swift.