Dec 19th 2011 10:41AM mine!!
Dec 19th 2011 10:41AM gotta catch 'em all
Nov 18th 2011 5:54AM Until now, each tier of content brought us more diverse fashions of gear, but not always with the same strategy.
As an example if you look through the BC gear you'll notice as there are diverse gear models ranging from character level 61 to 70, allowing for more diversity but also leading to it basically. If you check the models for WOTLK gear you'll notice that gear tends to use the same models from 71 to 80, leading to a more uniform look of characters'overall appearance.
Blizzard's strategy about gear models seems to maximize uniformity during the level up process to reduce the clown effect on players at the beginning of new expansions, while going easy on fancyness when coming to the wave of purplez at the level cap, but still with an eye on uniformity when it comes to specific tiers (think of how items of the same level basically match the fashion and colors of the tier set for that same level).
This was true until now. Transmogrification will potentially reduce the necessity for "badass" appearance on new gear, which might as well never be actually shown if players end up not liking it. If you check some of the ilvl 378 gear from Dragon Soul instances they do not look very "special" looking.
Do you think Transmogrification will reduce the amount of "pretty" new models we're goin go see in the future content releases?
Nov 17th 2011 3:41AM I never trusted Archeology to find a certain epic, apart from the Vial of the Sands which i am still currently hunting. The profession is ok as long as you take it for what it is: a collection of lore items which can grant you some funny little treasures and from time to time a probably useless epic. (Even if you find something you can actually use, chances are it will be obsolete gear already by the time you get it)
POSITIVE: you can do it anytime, even when already in a raid group and waiting for the twenty-fifth to finally get back home from work and log in. It does not add anything that anyone would consider mandatory so you will never be required to skill it up if you do not like it. It does have some little pretty rewards for pet and mount collectors, and those are not too hard to obtain, unless you want the Vial of the sands recipe of course, but still the mount itself is purchaseable. Fragments are still always useful for instances, even if i am not very willing to donate them in some pugs, when others wouldn't even use food to improve their performances.
NEGATIVE: if you decide to invest time specifically into it rather than just use your dead time, the return is probably the lowest among all the possible activities. Unless you are a lucky ba... one, you can probably spend your time much better by just farming or questing and then spending gold for the items you desire. Unless the rewards from questing are lowered or the gold from artifacts is increased, the costy little treasures you complete from time to time just are not convenient enough to make it a vaguely viable investment for your time, even if you consider gold just as a consolation prize for the time you spend hunting for a specific artifact.
1- archeology was supposed to be the most easily expandible profession of all: do not let us down and keep adding some little new things from time to time, even if its just new gray items with funny historical backgrounds.
2- consider drastically raising chance that a new spot will spawn for a culture if there are no spots already available for that culture: it is not mandatory that the four spots are of four different cultures at any time, but it should be a pretty frequent situation.
3- consider making purples work somewhat like heirlooms, at least for a certain range of levels and when the item fits characters of low and medium level: with the leveling rate we have today for the older content it is very likely that even if you're lucky enough to find a rare item that actually fits you or an alt, it will become obsolete very quickly anyway.
Oct 11th 2011 3:18AM Sorry but I think that the capability of gaining Raid-equivalent gear from instances is another blow to the longevity of the game.
I also have alts - 7 lvl 85 atm - and all of them do not raid and are geared via the Zandalari, but i find it only natural and fair that my raiding main is geared better than my alts.
Just like you said we ran Zandalari for VP to the point where we do not take skill into account: the moment you see the group composition tou can predict wether the group will wipefest or make a smooth timed run. But even with terrible parties you'll sort it out eventually and everybody will get their VP in the end, and their 378 gear over time, with no real necessity for improvement apart from that which comes from simply doing the same thing over and over again.
So once again gear wins over skill. In one more way.
Sep 20th 2011 8:41AM Regular and daily quests in Wow grant a nice sum of money in exchange for a certain expense of time. This gold will never make you rich, but an hour of questing easily pays for an evening of raiding, both in terms of repairs and consumables.
Average players can equip themselves well enough to confront raid content just by running random dungeon (meaning heroics and zandalari here), and those runs usually provide more reward then they cost in repairs and consumables.
The constant inflation is a major concern only for the most casual players, that probably don't have enough time to regularly invest some of it into quest farming, even if they still have time to spend while in queue for their occasional random heroics or zandalari (I'm assuming a casual player will probably play the dps role, although direct experience sometimes proved the countrary). But these players are indeed the minority of the market.
The big chunk that makes economy go on and represent the demand is made of average players, whose income is made of quest rewards and loot from killing monsters or gathering materials. If we take apart the short periods after a new expansion is launched and some items'prices skyrocket because people are actually willing to spend more of their spare money, even the most seasoned auction grinders cant multiply their customers'funds. The average players do not have a big concern about inflation, because it is their demand that makes the market, and prices tend to settle not too far from the price they are willing to pay.
If an hour of questing can bring you about 400g, and an hour of farming herbs can supply you 100 herbs, you will not want to sell those herbs for less than 4g each, that makes 80g a stack, and counting everything in, the final price for a flask will be around that amount. People that can quest for an hour a day will probably find it a fair price. But if an hour of questing provided only 100g, the cost of herbs would quickly decrease in a similar way, since on the side of demand questing people would find it too expensive to pay more than 20g for a flask, and on the side of offer more herbalists would find it convenient to invest some time into herb farming until prices settled down.
My point is that the "rich" slice of players will always find ways to get gold capped, even if you slow them down, but that is not the big concern anyway. The big concern is the gap between the "average" and the "poor" players, since the first are the majority and tend to be decisive for settling the prices of the items, and the latter are the weak side that suffer this gap. Since the main source of income for the average player is essentially the time they spend farming, dungeoning or questing, the key point is to make it less lucrative, but in a way that has a reduced impact on the more occasional players.
So to make a long story short, my strategy would be to make quest and dungeon money rewards decrease one after another every week for each account on a certin server. Let's say the first quest reward of the week will grant you 50g, the second 40, the third 30, then 25, 15, 10, 5 and then settle to 1 or 2 gold per quest. The occasional player could gather almost the same gold as an average player by only questing for an hour every week instead of an hour every day, thus drastically reducing the gap. If this proportion was applied to both quests and dungeon rewards, the amount of money circulating would substantially decrease, and the AH prices with it.
There would still be the necessity to bind all characters of an account on a server to the same quest reward counter, but it would not be necessary to bind different servers, and maybe different factions on the same server. Of course you should tune the monsters'loot so that questing would still be valuable, or at least not worse than just farming mobs after reaching the lower cap in rewards.
I am aware that such a novelty would probably cause people to tear their robes and commit mass-suicides or send killers into Blizzard Offices of course. This is just my idea for an alternative to gold sinks.
Sep 9th 2011 10:25AM Althought its not very particular, i like the solid and reliable look of the old craft: "mark S boomstick". It's rather regular, but to me it does look like a cannon in your hands!
Jul 27th 2011 10:32AM Father.. is it.. over?
At long last.
Jul 27th 2011 6:59AM Skill surely matters more than many other things, but in my little i still give big credit to the effort of gearing, gemming and enchanting.
Gemming and enchanting gear is something that can be done with very little money compared to what dailies and quests grant us, it is not necessary to have the most expensive tinkers on every piece of gear. This is a "basic effort" to give a decent contribution to a dungeon run.
If i met a player in a 5 man run who deliberately gimped himself by not gemming or undergearing for fun i wouldn't try to have him kicked from the party as long as he can fulfill his role to a decent extent, but i would still feel legitimate to blame him. Ok, simple heroics don't require the same performance than raids, but i'd still appreciate if you could put up say 16k out of your potential 20k dps and help us steamroll the random daily quickly instead of slacking to 9-10k, even if that still makes you top the charts.
I'm cool with not everyone being the best player. Maybe you're playing your fourth alt and you don't have months of constant practice in the rotations. Maybe you're trying a new spec and you've not still gotten into it. Maybe you're just tampering with reforging strategies. Maybe you've just return from work and you just can only give it 70% of your brain. As long as you're decent i'm cool with it and i'm not going to blame.
I'd feel entitled to blame instead if one is deliberately nerfing himself, even if he is still doing better than myself in the charts. And then, if he ended up performing worse than the others? "lolz i was running naked and still did almost the same dps you did you noobz" ? Big deal really!
Jul 27th 2011 4:06AM Not strictly the questline, but the chunk of story about king Thorim, with the brothers' struggle and the final defeat of yogg-saron