Sep 10th 2010 10:31AM Are the archaeology items going to do anything? These seem like the fishing coins, that you just pretty much collect for the achievement and vendor trash em.
Sep 8th 2010 4:27PM I think that the main reason that they took titansteel/cloth off of CD is because there would be an imbalance of orbs. The mat requirements for end game craftables would have to be redone to keep it so that titansteel/cloth prices didn't skyrocket. The flip side would be to lower the mat requirements.
Sep 8th 2010 2:24PM @Vrykerion
While I agree that it will make it lower, the que times are not going to be in the hour range. When I que with my non-80 alts for DPS its usually in the range of 20-30 min. For my dps 80s its usually in the range of 10-20 min.
I think the problem before with people not running it was not the rewards but the reward system. Back when you had the 'daily dungeon' to run getting groups were a major pain. With the lfd system that is no longer be the case. I agree that making a dungeon more challenging can make it more fun. But when I've run UK for the 30th time looking for a specific drop I just want to get threw it as fast as I can.
Sep 8th 2010 1:11PM If the random dungeon didn't give 2 frost badges MOST over geared people would not be running them. I think if you want to keep 5 mans from becoming AoE fest. Make it non-profitable to run them once they are over geared. Instead of getting 2 of the current emblem/badge make it the previous tier. I think running 5 mans to gear up for alts is great. Someone that runs a random 5 man every day while over geared should not earn more than someone that spends their time learning the first several bosses. This will keep most of the people in the 5 man either appropriately geared or unexperienced.
Sep 8th 2010 12:35PM I am keeping all of my tokens. And months down the road I think I'll be able to cash in on people leveling their cooking. Once cata gets real close I'm hoping that people are going to try and unload their spice real cheap and bank that too.
Aug 31st 2010 3:03PM Orange is a 100% chance to gain a point:
Yellow is 50-75% chance to get a point:
Green is a less than 50% chance to get a point.
I've found on some items that the 'last' point of going from green to gray is incredibly low and seems 'impossible'.
Aug 31st 2010 2:41PM I would think that those are the first 'tier' of the those achievements. Just like you get an achievement for fishing up 25/50/100/250/500/1000 fish.
Aug 31st 2010 1:00PM "Cataclysm Reclamation: Enchanting Allows you to rewrite blacksmithing plans from once-lost recipe fragments."
I hope that is a typo.
Aug 30th 2010 4:50PM Not true, The guild perks (which is different than the rewards) is not affected at all by rep as it currently stands in the beta. At first it will be a while before guilds hit the guild level cap (currently 25). But after a period of time level 25 will be as common as having a guild tabbard. At this point 'perks' will become pretty passive in which it won't be an advantage as it will be a disadvantage to 'small' or new guilds.
The guild rewards does require guild rep. The thing to keep in mind about this is that guild achievements are more than likely going to be in line with how they are now. While there are some raiding achievements there are rep/profession/pvp/exploring/etc. achievements. So, the guild with the cool pet achievement is probably going to yield the coveted pet. Raiding is not the end all be all. The guild achievements are going to push your guild leveling, thru whatever aspect of the game the guild decides to do it in.