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Nov 18th 2011 10:14AM I think all it would take to make the skins idea bring life back to archaeology is to make them BoE. That would create a market for them, and markets are way more fun than just grinding for yourself. Vanity items aside, I would like to see other rewards like ore, gems, BoE recipes, potions and elixirs, and anything else that might be useful or marketable.
Nov 18th 2011 9:40AM I still think 15 man raids are optimal. Do away with 25 and 10, and just do 15. That would reduce development expenses and allow Blizzard to focus more resources on making the content great instead of tuned to various demographics, reduce the tank to other roles ratio compared to 10 man (making it easier to create raid groups), feel more epic than 10 but logistically more manageable than 25 man, allow for a greater spread of buffs, etc.
Nov 14th 2011 5:37PM This has been such a one-sided discussion: the ball has been put in the girl's court. Gotta ask, is she even worth it if she's not doing whatever it takes to put the boyfriend at ease? If she's not fooling around, it shouldn't be that hard. She could get her boyfriend and older guy friend together, share what she texts about with him, etc. Not to say she should need to let him in on everything, but it sounds like she's the one who is creating the distrust.
Since she isn't putting out the fire, she probably doesn't value the boyfriend or the relationship that much. He may just want to move on. Plenty of fish in the sea and all that, especially as young as they sound.
Sep 7th 2011 1:28PM @Revnah: it's exactly the same. Crafting patterns: 5 people trying to gather the pattern from one vender. Use it or resell it at a higher price. Ore: 100 people trying to gather the ore from 20 nodes. Use it or resell it at a higher price. Neither the patterns nor the ore are terribly essential to leveling or succeeding with your craft. All the patterns you need to level can be learned from the trainer, all the ore you need can be bought from the people who collected the ore before you and are selling it.
Sep 7th 2011 12:04PM I think what would be more interesting is having guild talents behave like individual character talents: you have specializations to choose from, talent points to spend based on your guild level, and more places to spend them than you have points - thus, your guild will have to make choices. For instance, the specs could be Raiding, Leveling and PvP, and investing talents in either tree will make your guild better suited to the interests of certain kinds of players. This would help differentiate guilds more and force guilds to make more (fun) choices at an organizational level.
This was how I expected guild leveling to roll out, but I was disappointed. As things stand, leveling and gaining talents is a linear affair with a cap, no variety, and no differentiation between guilds except for how high their levels or. I would be disappointed if we didn't gain more talents, but in the current system, that's probably going to mean bigger bonuses from talents, which is sort of boring. In the version of guild talents I outlined above, it might be more about being able to branch out more into different branches/specs with maybe some brand new talents/bonuses to spice things up.
Sep 7th 2011 9:28AM Raiding for me is about overcoming a challenge with a dedicated team.
I can't get into the story. Reading quest text is fine, but I find questing in general rather boring. I tried reading books set in the WoW universe, but they are universally poorly written. I'd rather log in for fun stuff like raiding and working the auction house, then log off and read a GOOD book set in another universe.
Sep 7th 2011 9:25AM This exactly. After half a dozen major joint surgeries due to sports injuries, this is about the only team sport I can physically manage anymore!
Sep 6th 2011 12:31AM Don't bother with an intricate system of rules. Do you want to run a raid or a preschool? Managing all those penalties would likely be almost as bad as putting up with those two raiders.
Replace the raiders with ones you enjoy raiding with, stop raiding, or transfer realms. Choose. Otherwise you are as much a source of drama as anyone else!
Sep 5th 2011 6:01PM Agreed. The GL has all the power in the guild. While clear rules and policies tend to make a happier guild, at the end of the day one of the benefits of having your own guild is you get to do what you want (and live with the consequences). If someone wants a fairer guild than the one they're in, then do what the current GL did: start a guild.
As for this person's reluctance to start his or her own guild? Guild perks are the worst reason to not leave a guild. Quality people attract quality people. Quality people usually view guild perks as secondary to an overall good guild experience. People who stay in guilds for only the perks are stuck with the drama in that guild.
What I see here is a guild full of drama queens with an overgrown sense of entitlement.
Aug 22nd 2011 10:59AM It's not about people's attachment to their toons' names at all. It's like the OP indicated, calling someone by class gives the air of "shut up and do what I tell you, Tool." While Robin is right and sometimes it's actually more a tone of rolling up one's sleeves to get the work done, 1) it's hard to tell without tone of voice and facial cues from a complete stranger, and 2) this is rarely the case. In my experience, 90% of PUGs (usually the tank) who use class name instead of toon name end up filling chat with all kinds of rudeness and idiocy, blaming everyone else for wipes, abandoning group after the first boss where they did/didn't get their lootz, etc. Calling people by class and all the other failness of PUGs almost always go hand in hand.