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Mar 31st 2012 10:04AM lol
Mar 30th 2012 10:48PM ^^same.
less than 20% of the annual passes have been invited, so there really isn't anything to complain about. However (despite the logical part of my brain saying "shut up your fine") I'm starting to feel like the kid who was hoping to be in one of the first rounds of pick in gym class, and who had to painfully watch more and more people get picked before him - oh god please don't let that athletic girl get picked before me -
lol I can only imagine how I'm going to feel after about 50%
In all seriousness, we're all going to get in eventually so we all just need to sit tight and keep calm. They will invite everyone when it is time for a large test, because testing is what beta testing is all about.
Mar 30th 2012 9:43PM Gratz to those who have been deemed worthy... I hate you all
Mar 30th 2012 9:42PM /castsequence reset=3600 checkEmail, checkAccountPage, logInToWow, runDungeonFinder
Mar 24th 2012 1:22PM Q4tQ
Am I wasting my time checking my account 5 times a day? - as in did they send out just one wave and they'll be waiting to send out another for a few days or longer (in which case once a day is more than enough checking), or are they sending out waves every few hours (in which case 5 times a day is perfectly logical)?
BTW I found a somewhat big bug in live the other day and when I reported it I felt like adding in that since I report bugs on live when I find them, I would make a good beta tester (wink wink)
Mar 16th 2012 12:16PM I agree 100% that the auction house interface needs a serious overhaul, but I think there might be some better solutions than presented above (same goes for the inflation):
(stock market model)
To fix the needs of high volume posters (e.g. farmers), the best solution would be linking the auction houses among realms and factions on an auction house server, and running it much the way the stock market is run today (market orders, limit orders, and maybe ever short sales! - god I'd love short sales, but it'll never* happen) This isn't exactly a UI change though; its an entire redesign of the auction house system. However, if Blizzard would be willing to do it, sales would become nearly instant for anyone who places market orders. People who places limit orders could wait for the price to rise or fall to the price they want, but it would be a choice.
If this solution were infeasible, there is still the option of getting rid of the AH posting fees, and creating a way to post much more quickly. My vote goes to being able to click and drag over items in your bags to create a group and post everything in that group at a given price all at once. (Similarly, I'd love to be able to buy all stacked up to a given price with one click)
I also propose getting rid of the auction price part entirely - does anyone still use it?
Lets sort by buyout price per unit in the default UI! Just imagine the possibilities... And if we keep the (insert expletive adjective) auction feature, lets get a column to sort by auction price per unit. Lets also make opening mail not require addons, one-click open all please!
(As for the more advanced features of our mods (knowing what we can craft for the most gold/hr etc., I think that is best left to modding community)
(/tangent) I just can't bring myself to accept the idea that blizzard wants to sell things people can turn into gold. I have a lot of gold - if blizzard can sell it why can't I sell it to other players for game-time credit! (/end tangent) Anyway, under the current model where as the level of the mobs increase, the amount of gold the drop rises, inflation is impossible to prevent. Allowing players to spread it around doesn't change the fact that 1 gold today will not buy nearly as much as 1 gold did three years ago. To fix gold inflation, Blizzard would need to make the amount of newly created gold equal to the amount of gold leaving the system (repairs, AH fees, stuff bought from NPCs, gold leaving through players retiring, etc.) that would include doing a gold crunch on the amount of gold mobs drop each expansion so that the amount of gold introduced is controllable, among other things.
The short and simple of it all is that gold inflation would be highly complicated to control, even though gold distribution is easy to control.
The best we could hope for is increased repair costs and smaller changes in the amount of gold a mob drops (remember, no gold made on the AH is new gold, newly created gold has to come from someone looting it)
Feb 20th 2012 7:25PM this is an interesting point. It begs a question: Sargeras defiantly had demons to fight, and sincere wasn't the head hancho of the demons he was fighting, who was? How did they come about?
I wonder if we're (one day soon**) going to find out about someone even bigger and badder.
Feb 20th 2012 2:24PM Can we move this post to the official forums =D! I want this.
On a related topic, I'd like a way to find out exactly how long ago I started that could be tied to this. Maybe not even something that other players could see, just like a "your account has been active since october 2006" or something. I went on that server history site and found out my warrior was level 15 in jan 2007, but thats as far back as I can find proof that I played. (sadly) I know I played before that because it took me a few months to get that far. I kept rerolling and playing starting zones until I found the one I liked (nelf warrior).
Feb 20th 2012 2:14PM To add to that, we could make raid finder gear that is greeded turn BOE so there is a gold incentive to roll greed.
Feb 20th 2012 2:12PM (after reading your example about loot) I totally agree with your argument that creating an incentive to act in good faith can turn into an incentive to misbehave in the future.
However, I have another solution to the raid finder loot issue (and it doesn't give people a reason to misbehaving in the future):
If an someone wins an item from a need roll in raid finder, it should be impossible to trade to others in the group (or at all for that matter), impossible to disenchant, and impossible to sell to a vendor.
^^this wold mean that there is absolutely no benefit to needing on an item you don't need.
Furthermore, this system could be expanded to the dungeon finder so that pug item theft could drop a bit too.