Jan 2nd 2011 3:02PM god they did a great job designing those
Jan 2nd 2011 11:45AM solid state = amazement
Jan 1st 2011 12:30PM oh man that'd actually let me run graphics lol
Dec 31st 2010 11:11AM this is a strong card :D
Dec 26th 2010 12:19PM wow this looks amazing
Dec 22nd 2010 10:57AM I
Dec 6th 2010 12:42PM pick me pick me! I'm Irish!
Apr 30th 2010 11:29AM I think you're onto something here, but I'm not feeling the same level of agreement that I did with part 1 of this column.
Unfortunately there are alot of things that make encounters and the aesthetic of a given boss feel epic that may not necessarily be good for the game as a whole. For instance, originally to even GET to Hyjal you had to first down Lady Vashj and Prince Kael'Thas. Even if you don't harbor alot of love for lore, this was VERY cool from a raider's standpoint (I'll get to a raid leader's in a moment). The progression there consistently hypes the Hyjal experience, and later Black Temple. So that by the time you even SAW Illidan, you were just in awe. There he was...just...sitting there...contemplating his tragedy, never suspecting that my guildmates and I would somehow defeat his most powerful lieutenants and make our way to his summit. This of course was absolute hell for guild/raid leaders as trying to keep member's that had these keys within their ranks proved most difficult, not to mention having to go BACK to key new players or members that just weren't there. Solution to this: make it a guild key!
Another aspect thats not exactly in agreement with most player's schedules and such, was just the given difficulty of an encounter. Not the OPTION to make them harder, just the boss, in raw form as an opponent, as a target. As stated earlier, Vashj and Kael were needed to key for Hyjal, but -OMG- they were harder than almost any boss you can name in Wrath, originally. They saw their fair share of nerfs, and I wouldn't go so far as to compare them to say, Muru (pre-nerf), but man were they hard. And same deal, on a smaller scale you had to kill all their minions to even see them, and alot of THEM were hard too!
Apr 29th 2010 10:48AM I'm amazed at how the community is reacting to this purely on a gear-based level. But I suppose thats what this game is about for you.
What about the epic? You just downed -THE LICH KING-. Ya know, the guy the decimated entire cities, killed thousands upon thousands, stole their souls, and commands the army of the dead? Yea...and you did it with 10 people...epic? Stop, this is a bad move on a GAMING level. I understand why it seems immediately special because you get more warm and fuzzy loot, but on a design/development level its just a bad move.
Apr 27th 2010 10:11AM While I don't mind the idea that everyone can get a certain level of gear, the movement towards giving less reward to those that play on a more serious level is a little demeaning. When Blizz introduced 10mans and then the hard vs. normal modes of raiding and 5mans it allowed for separation between your casual player and your hardcore raider. The most important aspect of this was allowing the whole community to see the content the game has to offer.
My real issue with this though is PvP. Of course half the posters here are thrilled that there is no longer a rating requirement! It gives whole new meaning to "welfare epix." Some of us enjoy that next level of play in arena and the rewards it has to offer. Even now you can still acquire pvp gear through the precious badge system, and there are plenty of attainable pvp pieces without rating reqs. To take the top tier of it and get rid of rating requirement though is just taking that end of the game from players who enjoy it and tossing it to the masses.
I see the comment "I pay the same 15 bucks a month as you, why should I see or do less because I can only log in a few hours." There is so much wrong with this statement. When you say it in terms of gear and content it kind of sounds like a decent argument, but you'd never say that about currency or any other earned items? If thats an argument, should you just get an allowance of gold everyday? While we're at it, maybe everyone should get a chance to pick a free piece of gear once a week.
This game is based on progression of character, of self, and of the adventures you choose to go on with the people you play with. Ruining that by homogenizing that progression takes flavor from the differences in the community.