Aug 3rd 2010 3:00PM I want to second the poster who suggested warning your group ahead of time.
I have found that this has a magical ability to transform PUGers into human beings. I was a starting feral tank so every heroic I would open with:
"I kinda new at tanking this so please bear with me"
I must have used this joke over a dozen times. I never got a single nasty remark in those runs.
Thing is people outgear the dungeons which makes them inpatient and easy to pull off you, but it also means they are well equipped to deal with your small mistakes if they feel so inclined. Most of the impatience people display is really just preening about "hey I'm so cool that when I run h-UK it only takes 8 minutes" or whatever. This is even half the reason why people will quit a group. With a simple comment at the outset, you change the frame that people are playing by.
After I got a bit more confidence I stopped opening with the warning and I swear it was like some vast illusion had been dispelled from my whole battlegroup, and people reverted to their usual @$$-hattery.
As a tank YOU can set the tone of what your group will be like.
Aug 22nd 2009 6:18PM Rewards for leading is a good idea. Putting a group together and leading noobish people through an instance does require some effort and leadership, and you get blamed if things fall apart. Though this has been less of an issue with the EZ-mode WoTLK 5-mans. Perhaps this could signal a return of more noob-unfriendly instances?
Say if it is your first time in an instance (or in a heroic mode), you could choose to give a "leadership award" to someone who you thought has been a good guide. I'm very grateful when other players explain the fight to me etc. The reward doesn't have to be anything big, more of a recognition than an inducement.
Its the kind of thing that happens between decent human beings. Sadly, humanity is often discarded in PUGs without loot to back it up.
I agree that getting a reward for having the crown on your head during some 30-min milk run is dubious.
Aug 22nd 2009 3:22PM Here's hoping we get to see a cinematic of select quest-givers and low drop rate mobs being engulfed in lava/devoured by sharks. Ideally, Blizz will spend 50% of their development budget on recording their piteous cries.
Aug 22nd 2009 2:43PM You seem to be asserting that:
Time and money spent=Value
which is incorrect. The best way to improve something is to fix its worst attributes. Perhaps recycling old content will give the developers more time to improve other parts of the game. Or maybe they could just dig a giant hole somewhere in Anaheim and fill it back up again. Would that satisfy you?
Aug 22nd 2009 1:16PM Hear hear,
It looks like an end to the World of Stat Redundancy.
AP:More a renaming than a reworking; AP is already almost completely redundant to Str/Agi.
SP: Have you ever chosen Int. over SP? Didn't think so. Blizz is removing this false choice.
MP5: This change effects only those who:
1)Think the main goal in life is to beat the other raid healers for time spent in FSR
2)Enjoy solving quadratic equations
Defense: Okay, so this stat did perform an important social signalling role. Can be replaced with a hard-to-find checkbox saying "This tank is not a paste-eater."
Haste:What no more pew pew? GODS DAMN YOU BLIZZARD!!!!!!
Dec 12th 2008 3:39AM It's a cop-out to say that if that WoW addicts would just get their fix some other way if there was no WoW. The consensus of people who study addiction is only a small fraction of the population is vulnerable to any given addiction. This makes sense if you think about it. For instance, for me hangovers are sufficiently unpleasant that I doubt I could ever become an alcoholic. The implication of this is that when a new drug, or a new addictive behavior, enters the market, it could turn out to be "your" drug.
The idea of an "addictive personality" is controversial too. Many of the traits thought to be part of this personality such as anxiety, alienation, and a difficulty delaying gratification might be the effect of addiction, not the cause. I suppose that if you happen to be a devout, goal-oriented, people-superperson
you'll be able to resist any temptation. But most of humanity is not like this.
There's a little doubt in my mind that if there was no WoW, there would be many many people who otherwise did not flunk out of college, or lose there job or their marriage. This game can be addictive, I'll testify to that firsthand. Is it the fault of the demon Blizzard? No, surely the responsibility has to lie with the individual. Many people enjoy the game responsibly. Still... I don't think I could ever work for Blizz for the same reason I would not work for Phillip Morris or a Las Vegas casino. These companies know that a substantial portion of their customer base consists of problem users, and they are OK with that. At least Blizz doesn't charge by the hour...