Mar 25th 2012 2:41PM sorry to hijack; couldn't think of an easier way to get a hold of a fellow commenter :O
Pyromelter, hit me up at tomokei[dot]maelstrom[at]gmail[dot]com or twitter. I'd love to hear some of LA advice :D
Related q4tq: Since there's no blizzcon, could you reroute that money to local meetups? I selfishly desire an LA event (Sacco's in the area, yeah?) but I know the staff and readership is dotted all over the country. I think it'd be great to have a series of meetup articles. It might not be WoW news per se but showing off the WI community is always fun. I love following the Blizzcon parties :D
Mar 23rd 2012 10:45PM The issue I always run into when discussing this with my friends (...yes I do have this conversation quite often...) is where are the ports set to?
Problem 1: How do you fairly decide what the Earth-based teleport locations are? "My house", "my office", "my favorite restaurant" are nowhere near equivalent to Orgrimmar, Dalaran, and Silvermoon, for example.
Problem 2: Stemming from Problem 1, Teleport/Portal can be (fairly) viewed as useless since the spells specifically state WoW locations. What will otherwise unempowered humans do in Stormwind, and how will they get back to our dimension? (Woe to you if you port to Org as a human :P)
Problem 2: Is it fair to count every single teleport location as one spell? After all, each city has its own spell in the game files.
Overall my opinion is that the humble hearthstone is far more useful. Even if you can't use your own house as a hearth location since you're not an innkeeper, just set it to a hotel, motel, or bed+breakfast near your home/workplace/school. You can also change it at will, which keeps it useful if you travel a lot.
Mar 23rd 2012 10:33PM I'll be going through my last hurrahs in Northern VA before my move to Los Angeles on Monday. The American Art Museum in DC is hosting an exhibit on the history of video gaming until September 30th and I'll be hitting that up on Saturday. Will probably visit the dinosaurs in the Natural History museum while I'm there :D
Bonus question: Evocation, depending on what constitutes mana IRL. I choose to interpret it generally as some mix of energy and motivation, meaning sleep, mood, and willpower are increased. At, for example, the gym, Evocation will allow me to push further toward my absolute limit but I won't suddenly be able to do things I was physically incapable of doing beforehand, such as instantly recovering halfway through a workout.
Mar 22nd 2012 3:05PM Regarding bandages, if they were changed to %maxHP rather than a flat amount, they wouldn't fall off so quickly over an expansion. While a flat amount worked when a gear upgrade gave you like +2 stam, things are a bit different now that it's like +100 stam, only to get worse in Mists.
They'd need level restrictions on bandages if so; increasing the % healed every cloth type would get kind of crazy.
Mar 22nd 2012 2:59PM The problem now seems to be that people congregate in SW/Org without going anywhere else. The best solution Blizz will ever be able to manage is boosting the other cities and some of the bigger quest hubs across the world - they will never be able to get people to change their idling location to, say, that area of Vashj'ir with all the gilgoblins, or Balargarde Fortress in Howling Fjord, where there is absolutely no NPC utility. If this is what "get people into the world" means, it will never happen.
The best viable solution is to create a super-hub in every zone with the most critical NPC utilities - mail, vendor, repair, innkeeper, banker, auction house. Dailies should be in or very close to these hubs and trade chat should be active - in fact, "villages" would probably be a better term if SW/Org are "capitals" and the others are "cities". The goblin starting experience and Molten Front both illustrate how these hubs could start with just a few questgivers and gain utility as the zone's storyline progresses.
This would at least accomplish the goal of distributing the population across zones, and the smaller size of villages would make it easier to engage in world PvP.
Mar 12th 2012 7:32PM Reforging is an amazing concept that rewards people for spending some time with their character. I have a bag full of gear that is ready to be swapped in, based on whatever future upgrades call for, because reforging gives me the ability to fine-tune stats and push my numbers a little higher than they could have been. This also highlights a very important benefit to guilds - instead of sharding all of those drops, raiders can hold on to them to essentially boost the value of future upgrades.
Reforging, however, desperately needs another UI facelift. Clicking the NPC should bring up your character panel, highlighting all slots which are already reforged and greying out any slots which can't be reforged. Like transmog, you should be able to make changes to multiple pieces of gear to test the numbers out before clicking "accept" and paying your bill - I'm decent with math but I can't eyeball whether altering four pieces will get me to exactly 1742 hit. It would be nice for the in-game features to allow players to test "aggregate reforging" rather than having to use an addon or off-game website.
Mar 9th 2012 3:04PM Chiming in with things that I look for in recruitment ads (some things specific to me, others maybe more general):
-Server and faction
-What classes and roles are being recruited
-Guild size and atmosphere. More than "adult atmosphere" please - I'm probably overly hopeful but I'd like to know beforehand if gchat and vent are filled with slurs and how social incidents are addressed.
-Raid team sizes, progression stats and schedules for each. Especially pertinent for the specific team that is recruiting. 5/8 25m Heroic doesn't mean much if the team you're recruiting for is a 1/8 10m Heroic run.
-World of Logs link if it exists
-Dragonwrath runs: how many guild members are on which of the three drop stages? Rogues will probably be interested in a similar comment for Fangs.
Mar 9th 2012 2:45PM From an intensely individual standpoint, your counter-argument about the referrer getting the mount makes sense. But if you expand the argument to the community level, it falls short.
How does a guild decide who among its roster should get the mount by referring back former guildmates - assuming those guildmates even do come back? Even if you assume that every former guildmate is willing to spend $15 for 1 month so the active players receive their bonuses, the ratio of active:inactive is skewed heavily toward the active population.
tldr: The issue isn't "How does one loyal subscriber get a reward". It's "How does every loyal subscriber get a reward".
Mar 5th 2012 8:56PM @matt Cartel was (is, technically) a band who had one big single in the mid-2000s. I hadn't heard the song Fox posted; I just recognized the name. Don't feel too down about that one.
@hob Seeing people younger than me working at stores/restaurants freaked me out for about two years after it started happening regularly. Justin Bieber gave me a "what am I doing with my life" crisis on and off for a weekish before I decided not being a little douche is more important than having tons of money.
@raingod Ask them to put vodka in the next batch, then let the mixture set in those little water cups they give you with pills. Jello shots!
@pint Hahaha yeah, I guess I should clarify that I recognize that I'm still young, but little moments (like this one) are beginning to creep in every few months or so. The first was back in high school when I started being able to say "It's been a decade since I _____" - and that was less 'old' than 'wow that was over half my life ago' I think in general people feel less young when they make life transitions and can start 'looking back' on longer periods as a single condensed experience.
Mar 5th 2012 7:44PM My guild's 25-man strategy, just for more anecdotal evidence:
Frost phase: The entire raid stacks (very) loosely around one crystal, killing it before ice waves come out. Ranged and healers then stack exactly on Hagara, from where ranged dps can attack all three remaining crystals without moving and healers will be in range to heal and dispel melee as they duck in and out to avoid the frost walls. This allows DoT casters to tick away on every crystal, making things faster for melee. Melee move in the same direction as the ice walls to kill more crystals while ranged work in the opposite direction.
Lightning phase: We use a variation of the plus method. Groups 1-4 form up in lines as usual, but group 5 forms a ring around Hagara. The ring puts more people in range of heals and allows the line-makers to have more flexibility in their spacing, most importantly keeping things quickly salvageable if someone dies.
1) We don't use PW: Fort - it increases damage taken in the bubble during frost phase
2) The line segment connecting the originally-charged beacon to the center will take the most damage during lightning phases: try to keep your stronger healers in range of them, and stack the group with classes that have good defensive cooldowns
3) Pets count for lightning jumps - let them fill in on missing spots, but beware since they will cause an extra link if placed too close to group members
4) Ice Blocked mages count for lightning jumps as well