Sep 9th 2010 6:52PM Makes you wonder. Is WoW really an MMO. From level 1-80 you spend it soloing or in small groups, mostly soloing quests.
At level 80 you do the following things
Battleground: instanced (cross server)
Arena: instanced (cross server)
Heroics: instanced (cross server)
Raids: instanced (wtb cross server)
Daily Quests: usually solo, some small groups.
With 3 of the items occuring cross server, honestly, how is it any different than Diablo2 or Guild Wars, where you gather in a social hub (Dalaran, Shatt, Capital city) which is theoretically no different than the out of game chat rooms in Diablo2, and then set out for a small excursion with a small group of people. Both games have equal sized pools of people.
Honestly, in some ways I would love if WoW just dropped the idea of "servers" altogether and put us all in one giant instanced pool. That way when I want to raid at 1:00am my time I have the potential to draw from the entirety of the playerbase, rather than just the tiny amount of players online at 1:00am on my singular server.
Sep 7th 2010 5:16PM I can't help but disagree. The overall gist of your column consisted of: "Double XP weekend forces me to play too much to take advantage of how awesome it is."
Wait... it forces you to play... a game?
That's like saying half-off marijuana Mondays forces you to be a stoner. Well, maybe it makes the decision to play or take easier but in the end it's still a choice.
EQ2 is even better about this because you can lock your adventure XP at anytime and not have to worry *at all* about leveling. In every other game there is no way to stay static and experience current content.
Sep 3rd 2010 7:29PM Elite WoW players *do* use a mouse... for the camera and movement. They trigger all of their abilities through binds and macros though (including multimouse binds thumb, thumb+ctrl, thumb+shift etc). So when you read an article about people "using the mouse" they mean triggering their abilities with a mouse, which is usually bad. Click-heals being the exception.
Mar 2nd 2010 3:26AM Uh Nazgul you totally missed my comment. You can only loot the boss once. So 9 people are gonna stick around incurring repair costs just so one guy can have one *chance* to loot. Mind you, you're locked to a boss, whether something drops for your char or not. Just like your locked to an instance soon as a boss goes down. So just like always, you have 1 shot to loot Marrowgar, and then every kill on him is useless. But you could join a raid mid-raid and it'd be ok because you could find another group to kill the first few later.
Mar 1st 2010 8:44PM No joke, 2 weeks ago a hunter rolls need on a piece of 264 BiS (assuming non-heroics) leather which I needed badly for my bear tank who was currently tanking. Most aggravating thing ever. In addition, just because you have the highest armor tier (Paladin, DK, War) you the right to roll need on every drop!
Mar 1st 2010 8:28PM Wtb Loot Locks rather than Raid locks. You can only loot one boss once a week, but can kill it an infinite number of times. Thereby allowing pick-up raids, in progress raids, and cross-realm raids without having the raid-id hurdle, but not contributing to item inflation because you can only loot a boss once.
Dec 15th 2009 2:17AM I'm gonna have to agree with the Marrowgar nerf. I'm geared at "level" for ICC10, all triumph badge gear, and ToC 10 gear (0 ToC 25, unless you consider triumph stuff). When I tried to tank him, I got hammered, and hammered hard. So much so that I started to re-gem for more avoidance because stacking stam on him was pointless when I needed to avoid more of these massive melee strikes.
Oct 27th 2009 3:03AM I actually have. Once in general discussion, once in suggestion, both times the threads died and never really got picked up. I'm just trying to get more people to think about this possibility and start talking about it. If enough people start to like the idea of "loot locks", and evangelize it then there just is a chance it could come to life and save us unguilded puggers from fail raids.
Oct 27th 2009 2:16AM Raid id problem, I think there's a solution for that. Remove permanent Raid IDs. Make it so that every player is "loot-locked", ie they can only loot a specific boss once per week, but can still participate in it's kill. Raid ID's still exist, in the sense that they are used to manage progress each week, but can be tossed out and created anew mid week.
By locking players to loot, instead of the raid ID, it prevents the biggest problem facing pug raids - "I don't wanna be locked to the fail raid". Meanwhile, it allows all other facets of raiding to continue unabated. This also doesn't allow loot inflation, because each player only has one shot at a week to loot a specific boss.
But, if there is a raid forming for ToC25, and you did it two days ok, but only got one boss in, you'd be in for another run at it, because hopefully you'll get past Jaraxxus this time, and if you don't, no biggie, you aren't locked to anything.