May 25th 2010 9:36AM I'd enjoy a piece of maintenance day loot. :)
Apr 26th 2010 2:19PM "10- and 25-player (normal difficulty) -- Very similar to one another in difficulty; drop the exact same items as each other.
10- and 25-player (Heroic difficulty) -- Very similar to one another in difficulty; drop more powerful versions of the normal-difficulty items."
Read the changes? They are trying to get the difficulty levels as close as possible. Meaning, they want the encounters to feel as easy in 10-man as they are in 25-man. The advantage to running 25-man instead of 10 is going to be group size. Rather than a large guild running 3 10-man instances, they run 1 25man a week. Encounters will drop MORE loot on 25-man, which will encourage large guilds to still play together.
"We of course recognize the logistical realities of organizing larger groups of people, so while the loot quality will not change, 25-player versions will drop a higher quantity of loot per player (items, but also badges, and even gold), making it a more efficient route if you're able to gather the people."
They are doing this because they want to end players running the same instance at different difficulty levels, and push towards running it through once per week instead, and allowing for smaller guilds to easily get the same gear as the larger guilds.
Getting good gear shouldn't be about how many people you know, smaller guilds should not be penalized for lack of members, it should be how good you are. Thus, higher difficulty comes from heroics, a more difficult version of the instances.
Apr 26th 2010 1:53PM Great ideas, smaller guilds and pugs can now have the same ease and loot tables as the 25man versions!
Apr 19th 2010 10:11AM Oh, and pugs always /roll - that is a definite.
Apr 19th 2010 10:10AM This is why, for the most part, I enjoy a nice point system. Yes, some people gain points faster than others, but those points are earned - not randomly won. Any item you get with a point system, or do NOT get with a point system, you can rest assured the person who gets it has earned it. Maybe they've had an unlucky streak, no pally plate in a while, their points grow and grow - but their points are growing because they have been contributing and not gaining anything, thus, earning their allotted amount of points and the ability to win whatever item drops their way.
What happens when their points grow large enough to win multiple items on one run? Well, that means they have earned the right to do that!
What happens when certain players play more than others, or we get a new player in the guild? The answer is, if certain players don't raid as much as others, they gain points slower, and may loose a chance to get an item they want. Well, isn't this fair? People who work less than you shouldn't reap the same EXACT benefit as quickly, right? And once another player has that drop, chances are, they don't need it again. You can get it the next time it drops. If a new person joins your guild, they start at the bottom. A lot of guilds have a "you raid with us x amount of times before you can /roll" rule for initiates, well - that's the same as making them earn points, isn't it?
In my opinion, a point system is a great tool for a progression guild, as it is truly the fairest of them all. Granting players who contribute to the progress points, and removing them points when they get items, allowing for others to get points. Tie breakers always end with a /roll, and if it ties at that point, who was the last person to receive an item? Or, who is it a better upgrade for? After all, any upgrade to the raid benefits the raids progression, it's not just about YOU.
It's been my experience that a purely /roll guild either has a friendly atmosphere where everyone acts like civilized adults and doesn't mind who receives the items, even if it's not them, or it's a place where everyone just wants a chance to win all the items. If one pally plate drops per run, and there are three pallys, and one of those pallys wins the plate every time, how is that fair? This isn't vegas, and everyone is contributing the same. A point system could easily solve this issue.
People who hate point systems hate not having a chance to receive drops when someone else has earned a chance to get something. I have nothing against either system, but will only use a /roll system if I think everyone, all members, would be fair about it. A point system enforces fairness where a /roll system does not. Then again, I'm the guy who feels bad for winning anything that someone else needs as well.
Apr 15th 2010 3:44PM Some people pay to play World of Warcraft, others pay extra to play World of Warcraft with a new mount. Nothing wrong with that.
Apr 12th 2010 11:50AM All the mats and gold that the guild has are supplied by the raiding and it's members, so you're paying a "tax" to re-supply something you contributed to/donated in the first place?
I can see having people paying back mats/gold for items they use, but to have the entire raid pay dues for some people is crazy to do on a game environment. Guilds this eager to require this are guilds that probably aren't going anywhere good, IMO.
I've never needed to borrow from a guild bank, because I've always been self sufficient enough to grind it for myself.
Mar 30th 2010 11:02AM Here is my comment, where is my prize?!