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  • Kakume
  • Member Since Mar 16th, 2010

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Recent Comments:

The Queue: NO {WoW}

Feb 24th 2012 12:01PM There's which does a very clever thing. Per the bottom of that page "Every visitor to this site fetches some data that we need and sends it to our servers."

The Queue: NO {WoW}

Feb 24th 2012 11:54AM I'm really interested in this one as well. I found myself wondering recently - why 17%? Why that number in particular? Is it just an arbitrary number, is it a miss rate that feels about right as a lower bound (so people want +hit but aren't too punished when they start out) or is there some particular magic to 17% that keeps it balanced against something else?

The Queue: The luckiest guy in the world {WoW}

Feb 19th 2012 5:17PM I bet it's not so hard to get WoW compiled on Linux, alright, but putting the QA and support infrastructure in place is another story.

The Queue: The luckiest guy in the world {WoW}

Feb 19th 2012 5:15PM I've learned never to say "never" about Blizzard, but don't hold your breath on this one. Think about the effort in making this change versus the benefit. There's no way it's just flicking a switch; there'd be a bunch of additional QA and terrain changes that were probably never done since they weren't needed. Then stack that up against other things on the same to-do list; those other things expand the game rather than make tweaks to a place that few visit above level 20.

The one glimmer here is that there was a good policy reason for this technical implementation in the past, and that policy reason has gone away. They no longer need a loading screen to keep non-TBC accounts out, since all accounts now have TBC. So a reason why they *couldn't* do it in the past no longer holds; but I'm still not confident that there's enough reason for them to prioritise it over something else.

The Queue: Creepiest class combo {WoW}

Feb 16th 2012 1:24PM You might feel better about it if you think of it like this: druids always had four specialisations, squeezed into three talent trees.

For the longest time, we've conflated these two concepts, thinking of them as talent specs. In Mists, talents no longer determine your specialisation; it's a separate, explicit choice of the player.

I reckon we're all agreed that it would be pretty lame of Blizzard to remove one of the four druid specialisations in order to squeeze it into a three way choice. And we can probably mostly agree that trying to combine cat and bear in a single specialisation, without being affected by talents or any other player choice, would be pretty off.

So they made it an additional player choice. It's not coded in talents like it used to be, and any notion that druids once had of a combined cat/bear spec is now dead and gone. The class is still capable of fulfilling four different roles, like always, but the character can only be specialised in one (or two if dual spec) just like the rest of us.

So is it wise of Blizzard to do this? Yeah, a hell of a lot wiser than the alternatives, I reckon.

Wouldn't this be cool? The Lost Islands of Draenor {WoW}

Feb 13th 2012 4:04AM You know it's not flipping the switch is the problem, right? That content wasn't built for flying, so it's a design problem rather than a technical one. I'm sorry they didn't allow it too, mind, but it's more work (for old zones) than you seem to think.

Breakfast Topic: What's the best quest zone in the game? {WoW}

Feb 11th 2012 9:37AM Others have mentioned Silverpine, Badlands and Northern Stranglethorn, all of which are awesome examples of what the Shattering was able to do.

I'm gonna go out on a limb and nominate the Twilight Highlands.

When we were first rolling through the 80-85 content, a guild complained that after Vashj'ir, Deepholm and Uldum, the Highlands seemed sort of... normal WoW. Kind of a let down after how exotic the previous zones were.

Thing is, he's right, but that's its strength; it's the very best of the game we've always been playing, distilled into one zone. The scenery is familiar, the music is *beautiful*, the quests tell a story that draws you in as it unfolds, and you can't let go until you see it through. It's dripping in the history of the game. It's archetypal WoW.

The Queue: Garbage Day! {WoW}

Feb 10th 2012 11:54AM Read them all in sequence. It's a poem! It's awesome!

The Queue: Shattered glass {WoW}

Feb 8th 2012 8:01PM So, Throm, I think you have your answer. There is disagreement about the extent to which Garrosh is responsible for what the horde has done, and there's disagreement about how good what's been done really is. That's why people hate Garrosh.

Perhaps you want to convince people out of these positions, but at least you don't need to keep asking your question. :-)

The Queue: Shattered glass {WoW}

Feb 8th 2012 7:55PM Noyou, sadly not. Ghostlands is not physically connected in-game to the Plaguelands. They're held on separate servers, and the only physical way to get from one zone to the other is through an instance portal. Even the flight path goes through the instance portal.

The emphasis was a bit odd on the answer in The Queue; I suspect that keeping you from trying to fly to a non-existent Ghostlands is the primary reason for the wall. Before the Shattering, the location that Matt P refers to was an accessible but not obvious location that you could reach by going into the sea north of Lordaeron and swimming east.

It was a small location with the zone name "Quel'danas", and a small few structures including some elven ruins. I went there with a few guilds in the days before the Shattering, because though I wasn't in the beta I had the strong suspicion that it would be going away. It was lovely to see it before it went.