Aug 17th 2010 7:19PM Girls really do exist on the intarwebz ^^
May 29th 2010 6:54PM Oh, similarly: the first time I did Old Kingdom and fought Volazj was /terrifying/. My whole party went in blind, no idea what to expect. The fight begins normally enough, though the whispers creep up your spine a bit the first time. Then, the Herald begins casting a long spell and suddenly disappears! Out of nowhere, my friends are trying to kill /me/ instead, and I don't know whether to kill them or just run for my life. But there's nowhere to run.
We managed to figure it out and avoid wiping, but that remains both my most terrified moment and favorite memory from WoW.
May 20th 2010 10:59PM Wow! The texture folks have really outdone themselves for Cata - this guy is /beautiful/ (in a scary kind of way).
I'm really glad to see shots like this, because it's reassuring to know that Cataclysm isn't ALL about breaking everything beyond recognition. I've been worried that, with all of this world-destroying, the little details would get left out of the picture, but it really looks like they're going all out. Woot.
May 20th 2010 7:49PM @Choine: The data presentation is what this is all about. You're exactly right in suggesting that Blizzard is simply putting a limit on the ways in which we can present data to one another, but this is /not/ a small difference to be brushed off.
Red, yellow, and green are used to convey the same data that top, middle, and bottom are for traffic lights. People don't say, "Stop at the top!" though. Why? Because color is a more effective way to present data than relative position. There would be a *lot* more accidents if relative position were the only indication of traffic status.
Blizzard is just saying that all we get is the in-game equivalent of relative position. We don't get both position and color, because that would convey the information /too/ clearly.
May 20th 2010 7:23PM (...and it cut off the last part of my reply. Yeargh.)
...This makes Goo a laughably easy annoyance (as rockets were in Mim) rather than a core mechanic of the fight, as they are meant to be in Putricide.
May 20th 2010 7:21PM Malleable Goo wasn't cruddy, it was /hard/. It's just like the rockets from the Mimiron encounter or the stalactites from Hodir but for the /lack/ of a neatly defined circle indicating where the danger would be.
This is why DBM doesn't create the stir that AVRe does: Goo and Rockets are handled in exactly the same way by DBM ("oh god oh god, you idiot RUN!"), so DBM provides enhancement in proportion to the difficulty of the projectile. >>AVRe, on the other hand, reduces the difficulty of Goo to that of Rockets
May 4th 2010 7:25PM It's not, and no one is saying it is. That's just the way it is, though.
As we've seen, they're almost always able to fix these holiday bugs, but this one's just not worth the resource allocation at this time. I trust Blizzard's assessment of that.
Try not to drown in the spilled milk.
Apr 15th 2010 5:27PM I would love to win one of these :) Comment comment comment
Mar 5th 2010 2:10AM Brick Tank (http://bricktank.blogspot.com/) focuses on exactly this for most of his blog, covering tanking gear and tips for leveling bears (as he levels)!
Mar 2nd 2010 7:11PM Couldn't agree more. This is one of the things that EVE Online did really well, and I think WoW would be well-served by an open order system.
Besides, gotta make those damn goblins earn their cut!