Nov 22nd 2009 6:39PM It's important that the raid leader invites a mix of well-geared people who are just there for the gold (to ensure the success of the run) and lesser-geared people with plenty of gold who want to buy loot (to ensure the pot gets some money in it).
Too many of the former, and you could get the "what if nobody wants anything?" situation. Too many of the latter and the raid may not succeed - especially since ToC-25 is the popular target for these raids (fast, no trash, excellent loot). It's not an enormously difficult raid, but it's by no means trivial for an undergeared group.
Generally you want to make sure you have the main tank and several key healers from the well-geared group.
Nov 22nd 2009 6:24PM Is that unusual? I guess my attitude formed in the earlier days of WoW, but it's very much: you learn with friends and guildmates, and then you pug when you know how to do it.
I've never pugged an instance that I wasn't confident in my ability to handle, and I don't have any particular interest in pugging with people who aren't able to handle it.
Nov 11th 2009 11:49PM I have to say, after reading the astonishing amount of QQ'ing here, if I was the CEO of Activision Blizzard, I'd be pretty close to saying "you know what, it's not worth a billion dollars a year to have to put up with these whining babies, I'm shutting the game down."
Nov 10th 2009 11:06PM To be fair, Joey, I don't think it was ever any great secret that WAR was intended to be a PvP-centric game, and they _did_ manage to shift a healthy number of boxes - presumably to people who felt that this sounded like a fun thing to play.
The blame for the drop-off in subscriptions surely has to be down to execution, not to the concept.
Nov 9th 2009 5:34PM It's hard to argue with you, Venekor. I think WAR has improved immensely since its launch, but I can't see it getting over the hump to become a genuinely excellent game given its foundations. Not to mention the fact that for every improvement which adds to the enjoyment, the constant loss of population reduces the enjoyment - can't have a fun PvP game without people to fight with and against.
Nov 8th 2009 7:13PM The point of the Trammel analogy is not that Trammel was the first appearance of a virtual world where you could avoid PvP if you wanted to; it's that Trammel marked the point where it became "accepted wisdom" that you could not have a successful MMO unless you made it possible to avoid PvP.
Is that accepted wisdom true? Maybe, maybe not. But that's the point of the Trammel analogy, and the fact that EQ1 came out a year earlier does not invalidate it, because it's not about a game without PvP, it's about a PvP game feeling forced to offer an option without PvP.
Nov 4th 2009 9:48PM The thing is, Alganon DOESN'T HAVE AN ACHIEVEMENT SYSTEM. It has an Achivement WINDOW which is only there because they copied the UI from WoW. Just link the keyring icon - they don't have a keyring! But the WoW button bar does, and they copied it without even noticing that they were missing that functionality!
Oct 29th 2009 9:13PM The thing that bugs me is that they put so much effort into the /dance animations, yet something as simple as strafing as you move looks hilariously awkward. But gameplay > graphics, so that's just something to bitch about, not something that would stop me from playing.
Oct 29th 2009 9:04PM Real simple.
1) This addition is not original
2) It wasn't original in the game this was almost certainly copied off, either
3) Achievements are fun and everyone should have them, so who cares?
Me, I'd like to see someone copy the collections from EQ2!
Oct 21st 2009 8:57PM I haven't checked out Aion and have no knowledge or opinion regarding its quality.
But my observation of people I know who did decide to check it out is that it is indeed going to struggle holding on to a large portion of its early adopters. I'd say more than half of the people I know have pretty much stopped playing it before their initial month is even finished, I certainly don't see them renewing a subscription.