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Would removing legendaries be a benefit for the World of Warcraft? {WoW}

Jan 28th 2012 2:33AM @thawedtheorc

You may define a large number of problems in WoW as issues of lack of character. It is just not helpful. Because that "lack of character" is not going away. Blizzard have to take the players' actual behavior into account when designing the game, because setting up situations where "lack of character" ruins players' enjoyment is a real bad business model.

Omedon666 explains it well in a link just below.

Ol' Grumpy and the Dragon Soul nerf {WoW}

Jan 20th 2012 9:51AM Year well, I don't get it.

We are always told that the design team is so busy fine tuning the raid encounters that they can't possibly see to making archaeology and fishing fun/balancing PvP on all levels/dance studio/give us a moose.

And now we are told that the average raider is the king, and difficulty OBVIOUSLY has to be adjusted to him.

If this is true, why didn't they just do so during those oh so many design hours spent on the seven phases of High Lord Obsolete-In-Five-Months?

I mean I could understand it if they said: "Raiding is marginal, so bollocks to all this fine tuning. We pour The Difficult on with a snow shovel, and announce a monthly nerf schedule, complete with achievements for doing stuff early. That will leave us time to work on making it possibly to level and level a craft at the same time/ update characters designs/ flying moose."

But apparently that is not what they are doing. Apparently they spend all their time fine tuning, get it wrong, and then spend some more time on fixes. Seems to me we get the worst of both worlds.

Blue Posts and Other WoW News: The endgame is king, and face the blues in rated BGs {WoW}

Jan 14th 2012 5:19AM Blizzard seems to believes that the "end game" is the actual WoW and levelling is just there because.. uhm.. Everquest had it?

At the same time levelling is four continents full of stuff, while "end game" is a dozen holes in the ground run over and over.

There is just something off with the design here.

The Light and How to Swing It: The importance of optimal play {WoW}

Jan 7th 2012 8:03AM I think we have to keep some sort of perspective here.

A subset of the tiny minority of WoW players that raids uses builds and practises that are arguably sub-optimal? A minor problem.

Every time a player runs within inspection distance of another player he runs the risk of being ridiculed and called out to defend his choices by some overbearing nobody who may or may not know or even care to know what they are talking about? A major problem.

Now, I know that you (general you, not the OP), Mr. Well-meaning Self-appointed Adviser don't FEEL like Mr. Overbearing, Meddlesome Nobody # 138. But ask yourself: if you are really that wise, why are you standing there, number 138 in a line of random nobodies that no one wants to listen to?

The Queue: Happy New Year {WoW}

Jan 1st 2012 12:25PM 75. And no it isn't that weird :).

The Raid Finder, the Dungeon Finder, point caps and you {WoW}

Dec 31st 2011 6:22AM Because:

A) As you have already been told, this is not only a personal control issue. It is about how much you have to grind in order to keep your raid spot. Keeping your raid spot is an "other peoples' control over you" issue.

B) If X numbers of players turns out not to be able to control themselves at the face of limitless grinding, that might make you feel mighty smug. Blizzard, however, will end up with a PR problem.

Look, all you guys talking about free will. We can discuss the strength of Free Will contra Incentive Structures all day long. But if you honestly believe that Free Will trumps Incentive Structures 100% & all the time, then Incentive Structures don't mean squat and isn't even worth discussing.

If, on the other hand, you do believe Incentive Structures mean something in a game, you can discuss their effect. And that is what we are doing.

The Raid Finder, the Dungeon Finder, point caps and you {WoW}

Dec 31st 2011 3:40AM Yeah, it seems like the "New raid out, old raids are worthless, now run new raid to death" model is what necessitates the weekly caps. With so little content relevant at any given time, speed bumps have to be there to prevent player burn-out and stretch the lifetime of the raids.

The Raid Finder, the Dungeon Finder, point caps and you {WoW}

Dec 31st 2011 3:29AM "WoW is a vast game."

This is the crux of matter, rather than the issue of various caps.

WoW is vast, but it does not FEEL vast when all you do is kill the same dozens of bosses in the same holes in the ground, week after week, month after month.

Now I could launch into a mom-ish speech about how y'all should get out of the holes and into the sunshine and fresh air for some nice archaeology or fun achievements down by the beach.

But the sad fact is that the WoW endgame, the prestige and feeling of accomplishment, isn't integrated at all with that vast world. If you want to be powerful and cool you have to murk about in those few dungeons and that's all there is to it. No wonder Blizzard has to artificially gate it to avoid massive burnout and stretch the content.

Drama Mamas: Loot lessons {WoW}

Dec 27th 2011 1:53PM Because the rule was only mentioned when it was in the guild's interest to do so. It is not enough for a rule to be fair; it also has to be applied fairly.

Would the rule have been mentioned if some guild member had gotten all the goodies? We don't know. Would the OP have been allowed to pass on the wand in order to roll on the staff that he wanted more? We don't know. Did the rule even exist before that long, possibly guild-chat filled pause between the roll on the wand and the OP actually getting the wand? We don't know.

As to the OP being a whiny brat? I agree he could have handled it better. So could the guild… unless they where scamming him. Then they did everything right, they where just unlucky with the die rolls.

Drama Mamas: Loot lessons {WoW}

Dec 27th 2011 1:32PM But a PUG'er IS in the group to get gear, and that gear will mostly be gotten instead of someone else who could use it, that is to say at their expense. And a PUG'er does not have a long-term relationship with the group where in he is, or should feel responsible for, the progression of the group, at least not beyond how much the group feels responsible for the PUG'ers personal progression. Self sacrifice cannot be expected.

It amazes me that people here wishes to turn matters of game theory and logical relationships into a case of bad morals among other (always other) people.

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