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Posts with tag mystic-chicanery

The Daily Quest: Icecrown tricks, warlock tips, and more

We here at WoW.com are on a Daily Quest to bring you interesting, informative and entertaining WoW-related links from around the blogosphere.

Filed under: The Daily Quest

The (lack of) reality in the Caverns of Time

I've always considered the Caverns of Time to be like the theme park of Azeroth -- as we've discussed before, there aren't really any reasons to go to some of those instances in the first place, and the whole thing seems just so ludicrous. If we wipe, or we don't go in there, and Thrall isn't able to escape Durnholde or Arthas isn't able to murder Stratholme or any of the other premises they have set up, then wouldn't the world as we know it change? It seems like fan service -- Blizzard wants us to visit these great parts of lore, and it just seems to me like they've cooked up a weak story around getting us there.

Which is why I was surprised to read this post over on Mystic Chicanery. They argue that the Caverns of Time are actually the most "real" of all the instances in the game. If we go into Utgarde Pinnacle, for example, and murder King Ymiron, there's no reason why he should be in there again the next time we head in. And yet he is -- we can go in and murder him time and time again, doing the same thing, and getting loot every single time. But in CoT, there's a logical explanation for why the instances are always the same: to the people we're encountering in the instances, it's the first time we've met them. From the outside world, the CoT instances may seem strange (the first time I was in Durnholde, we wiped with Thrall, and I jokingly checked with my guild to see if Thrall was still standing in Orgrimmar, alive and well -- he was), but inside the continuity of those instances, they work.

Of course, we do still get different loot from it every time, as the MC post notices. But it is quite a thought: even though the Caverns of Time instances are the ones in the game that seem to least need us messing around in there, they also might just be the most logical.

Filed under: Analysis / Opinion, Fan stuff, Odds and ends, Blizzard, Instances, Raiding, Lore, Bosses

The Daily Quest: Ain't no silverback girl


We here at WoW.com are on a Daily Quest to bring you interesting, informative and entertaining WoW-related links from around the blogosphere.

Filed under: The Daily Quest

The Daily Quest: Dave Arneson rolls a 20


D&D co-creator Dave Arneson passed away earlier this week. While you might not have played D&D, know that he and the late Gary Gygax were the pioneers of this genre of games. I would not be surprised to hear from Blizzard on this in the upcoming days.

On a personal note, I ran into him around the age of 10 while in a St. Paul, Minnesota comic book store (Schinders, for those of you wondering). I was looking at Magic cards mainly, but he was browsing around and came over and talked with me when he saw I had turned my attention to one of the D&D 2e books. The clerk later told me as I was checking out who he was.

Filed under: News items, The Daily Quest

The joy of grinding

I couldn't agree more with Mystic Chicanery -- despite the fact that most players consider the "level grind" to be the most boring part of the game, a stodgy run towards the much more interesting endgame, I've found that I tend to invest myself more in my character while actually leveling up, strangely enough, and it seems to me that endgame is the much more boring part of the equation. While leveling, you get a constant meter (literally) of how much your character is progressing, but after 70, progression becomes much more nebulous, and you have to do a lot more poking around for things like enchants and gems.

Of course, the main complaint with the level grind isn't doing it the first time, it's doing it again and again, and thankfully, as Mystic notes, will bring us ten brand new levels to roll through. But maybe I have a bad memory, because even when I do hit 70 with a character, going back to the beginning with a new class or a new faction is a new experience. And Wrathgoing through the same content a second time makes it faster and more interesting to me -- I already know where the hard quest targets are, and I can catch up on lore or secrets that I may have missed.

Each to their own, of course -- maybe you've already leveled all nine classes to 70 and couldn't imagine going back and running through Stranglethorn Vale or Hellfire Peninsula one more time. But I've found that I almost prefer the leveling "grind" -- it seems more core to me, improving the character constantly with an XP meter, than the current method at endgame of raiding your way through the instances for gear upgrades.

Filed under: Analysis / Opinion, Blizzard, Expansions, Leveling, Wrath of the Lich King

RP Spotlight: Impermanent death

Mystic Chicanery's Nibuca says she isn't really a roleplayer, but nonetheless has made an interesting observation with big implications for roleplayers. "If Azeroth were real," she asks, "what would be the cultural implications of an impermanent death?"

We all know that death is a one-way journey in reality: death's permanence affects everything we do in this world -- all our laws, customs, and moral values. Yet in Azeroth it is not so: the main consequence of dying is a tedious and expensive "corpse run" for your ghost to retrieve your body. If this sort of impermanent death were a reality on Earth as it is in Azeroth, then everything about our world would be changed. As Nibuca points out, people would take risks with their lives much more lightly, execution would no longer be the ultimate punishment, and doctors might sometimes find it easier to let their patients die and then resurrect them, rather than deal with the mess of curing their sicknesses.

Roleplayers have to be somewhat careful not to let impermanent death and other such necessities of computer gaming become realities from their characters' point of view. After all, if the rules of Azerothian reality were the same as the rules we have in the game -- where death never lasts and good gear is the ultimate goal -- then there is really nothing of importance at stake for any of the characters in the Warcraft stories, least of all yours. That kind of world would effectively be just a game, whether it was real for its inhabitants or not.

Can you imagine how real life would be different if death were impermanent like it is in the game? Would such game-world realities enhance our own real world, or reduce it to trivial meaninglessness?

Filed under: Virtual selves, Lore, RP

Using Auctioneer's AskPrice to answer "what's this worth?"


I always love hearing tips I've never heard about something I use all the time, and Nibuca at Mystic Chicanery posted exactly that. Auctioneer apparently has a listening module called AskPrice (enabled by typing "/auctioneer askprice on" when the addon is loaded up) which will allow other players to use a trigger (? is the default, as in "? [Wolfrunner Shoes]") to find out your Auctioneer's price via whisper. And you can set it to listen in guild chat as well, so as a guild officer or leader, you could easily and quickly answer all those "what's this worth again" questions.

I'm not sure how exactly it gets around the no-spam requirements on sending so many messages at once (although spamming is "allowed" in some whispers and chats), but if this is something that pops up in guild chat or among your friends really often (and there is someone online enough to be around whenever this question is asked), this is handy little tip for something that you probably already have installed. Very nice.

Filed under: Tips, Odds and ends, Economy, Add-Ons

"Lurting" and how not to do it

Nibuca from Mystic Chicanery gets credit for coining this one, but I don't disagree: Lurting is bad-- don't do it.

Lurting, as you can see in the video above, is a made-up term for looting during battle. Sometimes, we can't help it (yes, I'm a sometime lurter, too, I'm sorry to say)-- the thrill of seeing shiny sparkles on a foe is just too much. But while it seems like it won't matter, odds are that that's when things will go wrong-- looting not only distracts you from the fighting, but also can cause exactly what happens in this video. If a loot window pops up while you're trying to keep the main tank healed. And it's a distraction that could cost the whole group.

In short, no looting during combat: no lurting allowed. That loot ain't going anywhere, and it's got your name all over it. Wait until all the sheeps are dead, and all the targets are down, and then right click away and claim your goodies.

Filed under: Items, Analysis / Opinion, Fan stuff, Virtual selves, Instances

The unwritten rules of raiding

I really like this post over at Mystic Chicanery. Every guild, when raiding, has its own unwritten rules of play. You just know that by the end of your raid, the MT will be drunk, the priest will have died about five times, and if you insult the healers, you might or might not get healed. It's these little quirks that make raiding so much fun-- sure, the game is a good time, and downing bosses is definitely an achievement. But it's having fun with the people you're raiding with that make the game worth playing.

So what are your guild's unwritten rules? I find that they usually revolve around people-- someone does something that gets them remembered, and then everyone knows the joke after that. Guildleaders tend to set a lot of the unwritten rules as well, since they're there at most of the raids anyway. And some of the rules just plain have to do with etiquette-- who belongs in group 1, who explains which fights, who runs the tasks of main looter and calls boss phases.

None of this stuff is programmed into the game, obviously, but of all the hundreds (and thousands) of guilds out there, each one, I'd bet, does things their own way.

Filed under: Guilds, Instances, Humor, Raiding

Breakfast Topic: Best wipe ever


Nibuca at Mystic Chicanery talks about a mob aggro bug in Karazhan that resulted in not just a wipe, not just a spectacular wipe, but the best wipe ever. An out of nowhere, 15 mob pile up that would be a night ending catastrophe if it wasn't so surprising and amusing all at the same time. Like watching a Orc suddenly executing an elegant pirouette.

Have you had a wipe like that?

Filed under: Analysis / Opinion, Breakfast Topics

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