Thursday, June 27, 2013

The revenge of Ahn'Qiraj in WOW

It was reported that in this World War, there was an ancient god died, his body was lying in Darkshore, where were a lot of WOW gold buried under the ground; while several others were sealed in the depths of the unknown underground. Of course, among these ancient gods which were sealed, he was Yogg-Saron, which located in the bottom of Uldua, and was already considered dead, but he didn't, with the wound he was hiding in the Silithus, which was the end of the south Kalimdor mainland. He was waiting quietly and look for the opportunity which could make him recovered and desire to put his will toward the world once again; He was called C'Thun by His followers.
  C'Thun saw the subunit insects which were defeated and fled here without any WOW gold, and he immediately put his forces extended on the Zerg's body, and created a more powerful and more wise humanoids from them - the worms man. Through several thousand nights, they constructed the magnificent forts of Ahn'Qiraj, and strengthened their forces to wait for the right time to take revenge. During the thousands of years that Ahn'Qiraj was silence, there were many things occurred in the Azeroth, after the big bang in the unlimited Well, there was only the Western land left on the Kalimdor mainland, and was in domination by the Night Elf's tribe, however, there was no one found the conspiracy of the Ahn' Qiraj until the conflicts between the worm men and other inter-ethnic erupted again.

  The revenge of the Ahn'Qiraj was begun about a thousand years ago when the Dark Portal was open; the tribe of the Night Elf was in the first line, and that was not for the WOW gold. The Arch Druid Fandral Staghelm as the commander of the front line in the war used his talent to stop the attack of the worm men effectively at the very beginning of the war. Otherwise, the chief priest of the Moon Tyrande also sent her most trusted men Shiromar to assist Fandral. 

Shiromar as the Moon pastor which was trained by Tyrande personally, she could summon the blessing of Luna to treat the allies or attack the enemy at any time. Fandral's son Valstann also played an important role in this war. Valstann served as the adjutant of the Night Elf, he was very young but still dedicated to the war and eager to get his father's commendation. After several days fighting for the righteousness instead of WOW gold, Ahn'Qiraj's twin Emperor Vek'lor and Vek'nilash discovered this fact. They think it is his effective weaknesses, which could make the Night Elves' Commander Fandral defeated.

source: http://www.iurpg.com/news/WOW--The-revenge-of-Ahn'Qiraj.html

Lich King’s army in WOW

The snow is still flying in the sky, day after day, year after year, never stop. In distant Thule land of Northrend, we cannot see any boundaries between the heaven and earth. There are only endless white and myths and left many footprints and handprints in the snow, which is clutter-free and mixed with red and green blood, which is left from a night elf. A pair of hands with WOW gold armor supported the body of the night elves which is about to fall. The wound in the arm has already been frozen by the cold air. Scratches on armor are narrow and terror. Many places have been torn; her dark skin has been frozen pale at this moment.
 
  Beside her, there was a broken sword, the blade of it is inlaid some WOW gold and beautiful patterns, looked very gorgeous, even it is broken, but still sharp. Not far from here there is a shield, which left a very long track in the snow. The pair of Eyes of Night Elf which could distribute the blue light is dim at the moment. Her face seems stiff, and her mouth half open, and breathes slowly. She kneeled into the thick snow again. She wanted to stand up but her body is difficult to move. "Night Elf, should I kill you now or just give you to the greatest Lich King? Ha ha ha ..." Not far away there is a voice of awful laugh; this front-line commander of the Scourge waved his enormous wings. He got the double WOW gold angles which bend extremely and looked very ugly; his long claws of hands were waving in the air randomly.
 

  He represents to death and fear, and he is the follower of the Lich King. What she could say? She wanted to strike back, but when she saw the sword of the dragon guardian, Kuierdaila was fractured beside her; she was fallen into despair instantly. This sword which was made by the strenuous efforts of many people and cost much WOW gold was so vulnerable. It could be destroyed easily by the dead souls. At this moment, the biggest threat to him has already gotten rid of, there was nothing could defeat him; anyone who wants to stop him will get the same fate. He and his undead soul army will destroy living beings for the Lich King, and help him to rule the world of Azeroth.

source: http://www.iurpg.com/news/WOW--Lich-King’s-army.html

Saturday, June 22, 2013

The PVP side of the game WOW

I seem to remember getting my Warlock's mount at 40. The quest was "Go talk to this guy in Ratchet and he'll teach you how to summon a demon instead of making WOW gold, have fun with that". There was no sense of accomplishment, just "Here's a free mount that costs half your mana bar to summon, so don't expect to use it to escape in PvP". And, as I mentioned, having to wait for 2/3 of the leveling process to be done (if not more) to be able to afford a mount sucked.
 
Imagine that you had to wait till 70 to get your first mount and 90 to get epic land riding, and you don't get to fly because the game wasn't ever designed for that. Some of us would prefer to cut back on the time it takes to get an alt up to 90 so we can fill out that raid spot and make some WOW gold that we need, like Heals or Tank or Ranged DPS, and I'd rather not take 6 months getting to level cap just to start a 3-6 month gear grind to catch up to the rest of the raid so that we can progress past douchy boss #6.
 
For some poor unimaginative souls out there, sure, they just did a web search and played follow-the-leader. For a majority of us (back in the day), talents were almost a never-ending area of exploration, testing, learning, trial-and-error. This is especially and most meaningfully true for the PVP side of the game, where such choices could really make or break a one-on-one encounter. No, Blizz wanted to roll out cookie-cutter toons and to sell it they offered the same line that you and many others now parrot. However some of us still paying attention to that and prefer going to buy WOW gold from some online sellers.
 
I'm not parroting anything, I'm stating a fact. I was one of those people figuring shit out for a spec that people thought was for PvP only. The fact was, I was doing things that others weren't because that's how I played, not because it put out the most theoretical DPS, but because the build was so integral to my play style that it worked better for me than the "cookie cutter" builds everyone else was using. Also, you tell me how you had endless hours of fun spending WOW gold trying to figure shit out, I never had the money to respec, I did all my calculations with calculators (both talent and actual) because where I was coming from (Diablo 2) if you screwed up your build. Respeccing is for noobs so GTFO. Also, there weren't Endless Builds, there were MAYBE 4 per class that worked back in vanilla, and here's the talent calculator to back it up.



source: http://www.iurpg.com/news/The-PVP-side-of-the-game-WOW.html

Game balance issues in WOW

I didn't say Lor'themar was the bee's knees, really. I just won't be disappointed whether he or Jaina gets it and that's also with the real-life safety that Blizzard probably won't do anything crazy like kill off all the Alliance. I know the Horde is going through some rocky times right now and the Alliance is no stranger to getting whomped, but there's only so far a company with a bottom-line can go and there is less opportunity for the players to get WOW gold, both in terms of pissing off half the player base and also in game balance issues.
 
Also, Jaina has certainly been through a lot. I know her history and I was intensely emotionally invested in ToW. However she didn't ask the Sunreavers to leave, from what I remember of the quest, and I'm still not sure why, other than 'suspicion', I had to go murder shop-keepers while she went and teleported terrified civilians into the Violet Hold. And that was not long after a cut-scene where you saw Sunreavers and Silver Covenant members mingling. There is a little jarring. But to each of them, I just found Jaina more compelling when she was trying to play peacemaker. Now she's just like everybody else who want to get more WOW gold in this game.
 
I’m glad to see 2 really nonexistant lore characters being used. You hardly ever see these. I haven’t seen her since LK, on my tauren. I’m really happy to see vereese. I always thought that would be a huge story.  I like seeing these rarly used mostly decoration characters being used. Yes she is a hunter without a pet, which makes no sense according to game rules. Rangers are from the old game.  A bad move on bliz partShaman have been able to use 2h weapons since Vanilla, they just had to talent into it in the Enhance treeIt's funny, because the elder Windrunner sister, Alleria, was/is a Ranger as well. Although her pet is never mentioned in any written material, she's shown with a bird of prey in the Valley of Heroes in Stormwind.
 



Wednesday, June 19, 2013

Different icons in the World of Warcraft

World of Warcraft is a wonderful game, I already played it for many years and earned much WOW gold. Here I want to talk about some different icons in this game. Considering that the first Lich King was an orc (Ner'zhul), and we're pretty sure some element of him lived on in Arthas's mind, it makes sense that he'd be particularly familiar with, and wary of, the Vindicators. I go with the theory that the Lich King did indeed purge the Ner'zhul part of him, but was not quite as successful in purging the Arthas part. 
 
I like to believe the Arthas part of him was the reason the Lich King lost, that a small sliver of Arthas's soul fought valiantly to the end preventing the Lich King from crushing the world under foot. Actually, it did not end there. There are Draenei forces in the icecrown assault. The leader turned out to be under scourge control. The decision seems to have been reversed at that point. There are a few token soldiers fight in the battle for WOW gold, but as far as the storyline, it ends there.
 
Are there any icons you've spent years not knowing what they actually are? It took me about 4 to realize that the cleave icon was not a parrot, and that there's a hand in the holy fire icon. There have been lots of items which I cannot recognize what the icon is, and sometimes the name of the item which could be bought in WOW gold doesn't help, but I can't remember any offhand right now. Most times I just glance at them. It's almost funny how if you look at them quickly they look like one thing and if you take your time
 
The fishing icon, only like near end of cata I think, did I realize it's a hook with a worm all through it.... I've had max fishing on at least one toon since early vanilla (when it was a real undertaking), and I never tried to look at it closely. I know. I thought since a new rep was coming out that they would allow it. I still have a while till exalted. I was exploring the old Dalaran Crater earlier today, trying to hunt down a rare Lofty Libram, and I came accross a statue of a warrior or paladin on top of a fountain (just next to the old gallows). There was no commemorative plaque so I was wondering if this is just a generic piece of garden furniture or a statue of an actual person?

 
source: http://www.iurpg.com/news/Different-icons-in-the-World-of-Warcraft.html

Azeroth quest revamp in WOW

If you want to level quickly and earn more chance to get WOW gold, get the Oqueue addon and look (or start) MONKEY RUNS.  Do a few a days and you'll level in no time. Why are there still some empty zones (Ahn'Qiraj, Stratholme, Gilneas...)? I know these areas are dungeons, or otherwise being used in some instanced environment, however, it doesn't make sense to me to reserve these zones solely for instances. What's up with it? I know pre-cata there were zones like Twilight Highlands that weren't available... Could it be that Ahn'Qiraj or Stratholme will be level zones somewhere in the future?
 
Gilneas is kind of a special case, since it's sort of been left orphaned by there being a BG in the city. If I was to don a tinfoil hat, I'd suggest that maybe it was meant to be a Tol Barad/Wintergrasp style contested zone early on in the Cataclysm design, then that idea was junked and maybe you want to go to buy WOW gold to save your time now. Ahn' Qiraj and Stratholme are representations of instances out in the world. This is a relatively new thing, from Cataclysm, so there hasn't been enough time or inclination to really do more with them. You can see the development on from that, with scenarios/quests that take you into the Pandaren instances. Arguably, that was something they tested out with Zul'Gurub quests in the revamped Stranglethorn. Don't expect anything anytime soon - they aren't keen on another Azeroth quest revamp - but we might see 'em used for Scenarios.
 

I hope the empty areas are filled with characters at some point.  At least NPCs. Old raids are an excellent place for Blizzard to expand on more solo content.  If they filled the uninstanced versions of raids with daily questing for WOW gold, and then had some of those daily/weekly questing to be done inside the raid for solo players, that would be truly epic. The fact is, very few people do those raids anymore at level, and until Blizzard implements a scaling system for raids (scaling down, and then allowing people to queue up for those in the Raid Finder or allow groups to play), they are really just vanity farms. But if actual questing could be done in the old areas, that would deliver a huge amount of replay value to them that goes far beyond just vanity farming.

source: http://www.iurpg.com/news/Azeroth-quest-revamp-in-WOW.html

Tuesday, June 18, 2013

The Good old days of WOW

I remember the good old days of WOW, and certainly, even though I think many things changed for the better, many other changed for the worse, making this game feel cheap, especially at leveling up. Now I want to show some point about why we loved this game before, what interested me was more than making WOW gold in this game.
 
1. Class quests. They gave you a better sense of how your class was built up and it also gave you some sense of developing your character as levels went up. This quests gave a sense of that the class you chose was "special".
 
2. Leveling was way slower back then, letting me be able to see the whole of zones and all its proper content before jumping to the next one.
 
3. Getting skills from your trainer also enhanced the sense of development of your character.
 
4. TALENTS. They gave people a choice to build the character in whatever way they wanted to. Too bad the elitists and bad raid encounter des.
 
5. Quests and mobs on the leveling process were harder. And that is not taking into account the elites that wandered around certain areas (son of Arugal I hate you with all my heart).ign killed this for all of us.
 
6. Getting mounts and other vanities for transportation certainly felt like an accomplishment, especially those related to warlock/ paladin mounts.
 
This game which I love and continue to play since vanilla has changed into good things that should stay as well. LFD, LFR are 2 of those key aspects that come to mind since they offered people with a much more constrained schedule or not much time to play for making more WOW gold, the ability to see parts of the game that would have been void to them in the past. Elizabeth states: "I can say with certainty that I'm not interested in turning back the clock.
 
The game may be easier, but it's still a heck of a lot of fun, and with level 90 to reach, the grind to level 60 that we had in old Azeroth would be tedious at best." I say, the game is stupidly easier, which hurts the leveling process and the game itself, since the more important part of an RPG is the leveling process, and not much the final goal. We still have fun at WoW, but it feels cheap in comparison to the glory days and the last part, imo, leveling to lvl 90 like we had in Azeroth would have never been tedious...because I'm not in a race to 90.




source: http://www.iurpg.com/news/The-Good-old-days-of-WOW.html

Blizzard's pace in World of Warcraft

Round up every mob in sight and aoe them down is the usual method, its not like even 10 or so level appropriate mobs can kill you nowadays in levelling content. And as for gear, you'll be behind anyway if you use the LFG or even just questing for WOW gold, you get so much xp now that there is no way that you dont massively out level zone shortly after entering them, so you wont stick around long enough to get to the better loot that is usually handed out near the end of teh zone quest chain. Some classes can totally do that. 
 
My mage on the other hand has to pull out every trick in the book if he doesn't want to die on pulls of more than two. I don't disagree that some aspects of leveling should be much harder than they are, but when it comes to the thousands of boars you have to kill for their collective hundreds of snoots, is there really anything gained if every one of those requires you to pull one at a time, blow all your CDs, and eat and drink up after?
 
I remember Frost Mages decimating swaths of WPL and EPL and never getting touched. Thanks for being the advocate of all the people that think like you, and have made Blizzard change this game into this industrial pumping intsant gratification game. This game turned into an IGG (Instant Grattification Game) from the RPG it was originally made as. The group content decissions that have been taken certainly help, as nothing ever before in the capacity of individuals to see the full content of the game. But the making of WOW gold in this game is faster, and the easiness that is now to level up, certainly killed a great deal of the game for me and many other, that play this game not at your pace, the guild leader's pace, Blizzard's pace or any other trivial excuse you can put. Nobody needs to play this game to complete everything in a scheduled amount of time. That is the most fascinating thing WoW, and its many RPG predecessors had in common.
 

WOW is so not instant gratification. Rift now is instant gratification, and in my opinion strikes a better balance, there are loads to do, but unlike mop, it’s an option rather than a necessity. I think mop made stuf too needed, rather than choose which activity you want to do and how much WOW gold you want to get in this game.

Friday, June 14, 2013

Plan for Dealing with the Enemies in GW2

The next combat began. Salon and his mates got into the arena after they went to buy Guild Wars 2 gold. The enemies also had one warrior, one freelancer, one monk and one elementalist. The freelancer was the classical interruption freelancer of symptom. The monk was the popular ardor monk. The elementalist was the wind elementalist of blinding. Both sides had equivalent power. It seemed that a fierce combat would happen.
The characteristic of this arena was that there was a suspension bridge in the middle. Both sides of the combat could gather under the suspension bridge; they could also get on the bridge through the high hillsides on both sides.

The freelancer of the enemies had already stood on the bridge to shoot poisoning arrows fiercely. The first chance was occupied by the enemy. Salon and his mates moved back quickly with their skills and GW2 gold. They must keep far away from the shooting range of the freelancer.
Salon and his mates did not know what they should do at this moment. If the enemies did not catch up with Salon and his mates, their good position would be lost. But if they caught up with Salon and his mates, the combat line would be prolonged.

The warrior of the enemies rushed out. Salon’s plan came true. Now Salon smiled. He used his skills at once. Generally speaking, the enemy would lose half blood and much Guild Wars 2 gold after these two skills. But it was strange that the warrior still had full blood. All arrows were blocked.
It was the Violent Protection. Its profession was warrior; its type was non-attribute; and its attribute was stance. This skill could last for 8 seconds. You had 75% probability to block the attack which was given by the enemy. But you would suffer double damage. This skill consumed 5 points of energy. The cooling time was 10.

A freelancer had much Guild Wars 2 gold and many block stances such as the Lightning Reflection and Whirlwind Defense. But the disadvantage of these stances was long cooling time. The Violent Protection of a warrior lasted for 8 seconds; and its cooling time was 10 seconds. The block could be used continuously. Of course the price of continuous block was double damage. The sorcery damage could not be blocked, so the fire elementalist, especially the withered fire elementalist could easily kill a warrior who opened the Violent Protection. But there was no withered fire elementalist in the team of Salon. The ice sorcery of Barclay was not high.

source: http://www.ugw2gold.net/news_view/1098.html

Thursday, June 13, 2013

Different icons in the World of Warcraft

World of Warcraft is a wonderful game, I already played it for many years and earned much WOW gold. Here I want to talk about some different icons in this game. Considering that the first Lich King was an orc (Ner'zhul), and we're pretty sure some element of him lived on in Arthas's mind, it makes sense that he'd be particularly familiar with, and wary of, the Vindicators. I go with the theory that the Lich King did indeed purge the Ner'zhul part of him, but was not quite as successful in purging the Arthas part. 
 
I like to believe the Arthas part of him was the reason the Lich King lost, that a small sliver of Arthas's soul fought valiantly to the end preventing the Lich King from crushing the world under foot. Actually, it did not end there. There are Draenei forces in the icecrown assault. The leader turned out to be under scourge control. The decision seems to have been reversed at that point. There are a few token soldiers fight in the battle for WOW gold, but as far as the storyline, it ends there.
 
Are there any icons you've spent years not knowing what they actually are? It took me about 4 to realise that the cleave icon was not a parrot, and that there's a hand in the holy fire icon. There have been lots of items which I cannot recognize what the icon is, and sometimes the name of the item which could be bought in WOW gold doesn't help, but I can't remember any offhand right now. Most times I just glance at them. It's almost funny how if you look at them quickly they look like one thing and if you take your time
 
The fishing icon, only like near end of cata I think, did I realize it's a hook with a worm all through it.... I've had max fishing on at least one toon since early vanilla (when it was a real undertaking), and I never tried to look at it closely. I know. I thought since a new rep was coming out that they would allow it. I still have a while till exalted. I was exploring the old Dalaran Crater earlier today, trying to hunt down a rare Lofty Libram, and I came accross a statue of a warrior or paladin on top of a fountain (just next to the old gallows). There was no commemorative plaque so I was wondering if this is just a generic piece of garden furnitute or a statue of an actual person?

source: http://www.iurpg.com/news/Different-icons-in-the-World-of-Warcraft.html

People’s activity is based on imaginary sense in WOW

With green fire, my view is that, if we all logged in tomorrow and found our Warlocks automatically had access to it, it would be passing up on an opportunity for experiencing something good. Ultimately, I don't know if even a World First boss kill for WOW gold is prestigious in the sense of having a lot of people admire you for it. There's the sense of personal satisfaction, but there's also the belief that other people understand its significance (even if they don't) that can underly it. What I was trying to say is that so much of people's activity is based on an imaginary sense of what's prestigious.
 
I think you misunderstood. "Simple and inexpensive" are not what I was talking about. If you bought something, if you travelled to get it, if you were rewarded it from a quest, if it was mailed to you by a friend: If you made an effort to get it, there is a narrative attached to it. Can you tell me something you've genuinely felt a glow of pride about, that doesn't have a story to go along with it? I definitely agree with you there. I'm really looking forward to this WOW gold quest line and when they removed the class quests for spells and mounts from the game with Cata I feel they diminished the leveling experience quite a bit. The story of how you got something can be as important to you as the thing itself.
 
I'm just questioning the necessity to try and create an artificial "prestige" by limiting access to the start of the chain instead of just making the chain itself memorable. It's not like any orange fired Warlock, upon encountering a fel blasting green fired Warlock, is ever going to go "Wow, he must be an awesome Warlock for getting that random drop, truly that green fire makes me admire him".
 

Yeah, that makes sense. I guess it could be about not wanting their new mini Black Temple to be swarming with Warlocks in the first week. Or maybe just, you know, gamifying it, so that the alpha nerds can have their little shot of "I did it first" joy, before they take to the forums to complain about other people being allowed to have it to.

source: http://www.iurpg.com/news/People’s-activity-is-based-on-imaginary-sense-in-WOW.html

Remove Draenei from the storyline in WOW

I know what the questline was about in the World of Warcraft. My point is Blizzard wrote it to specifically remove Draenei from the storyline. They supposedly will be writing them better next expansion. But after three expansions with no movement in their storyline, I will wait until I see it and get my WOW gold before I believe them. It's interesting though.
 
The human military commander who refuses the help from the vindicators is under mind control by one of Arthas minions. It does raise the question wether the refusal is solely a way of cutting Alliance forces short - or if the Lich King fears a number of Vindicator regiments. Not too long ago most of them were probably fighting things way worse than the Scourge. The Vindicators have been blessed by the Naaru. A few regiments of battle hardened paladins could have been very bad for Arty indeed. My "head canon" often decide that the draenei simply seek out the Argent Crusade instead. I imagine they're put to good use there (don't we save a bunch of draenei argents from Scourgeholme?)and help me earn more WOW gold from this game.
 
It would be a way of making space for new characters to come through, but if it did happen I think it would likely be an Alliance character rather than a Horde one. Some people have speculated Anduin will be mortally wounded and Varian will sacrifice himself for his son. It would be kind of ironic that Blizzard actually put time into developing Varian in this expac, and then kills him off. Pure speculation but I could see that happening. I'm thinking Lor'themar might be killed because whenever Blizzard develops a character well they don't know what to do with them and simply kill them off then all the faction leaders should be dead except Thrall, Sylvanas and now Vol'Jin.
 
It's not just you. This is what happens. I'd guess it's less processing stuff they have to make the system save to do it this way. They're changing it to remember the moves you 'equipped' last in 5.3 though, so wait like 2 days and you're good, maybe there is no need for you to buy WOW gold. If you're using specific lineups, you can use the PetBattle Teams addon to remember the lineup and the moves right now. With as many new systems Blizzard's added to the game over the years, you'd think they'd know by now to add the ability to default/save sorting preferences! I'm sure it'll get fixed in a patch, just like it always does. Sometimes it feels like they just drew up a plan for a UI, put it in, and then only fixed bugs vs care about using it daily for weeks on end.




source:  http://www.iurpg.com/news/Remove-Draenei-from-the-storyline-in-WOW.html

Wednesday, June 12, 2013

The Cataclysm event in WOW

The Cataclysm event only affected half the capital cities of each faction; every other city, quest hub, etc, was unmolested. Players could play in peace if they were in Outlands or Nortrend at the time, if they were using the WOW gold quest hubs outside the main cities, or if they switched over to the unaffected capitals. The Zombie Invasion, on the other hand, affected all cities, including Shattrath (where a bug between Sanctuary and the Zombie status meant that zombies could kill NPCs at will but players couldn't fight the zombies); the Zombie Invasion even spread to the more used quest hubs outside main cities, where players would go kill all quest givers just to mess with the players that didn't want to participate in the event.
 
The Cataclysm event had guaranteed windows of opportunity for players to interact with the NPCs of besieged cities between the attack waves. The Zombie invasion had no such guarantee; depending on the server, specific NPCs stayed down for days at a time. And zombie players loved to target the NPCs that would cause the largest possible disruption for players that didn't want to participate. Even the Cataclysm event might have been too intrusive, as Blizzard made the MoP launch event even less intrusive; it became effectively an opt-in event. From all I've seen the Zombie Invasion was far more disruptive than anything before or since, at least in populated servers. Seems like it wasn't that bad on low population servers, but that is no excuse really, as expecting players to change servers due to the event would be outrageous.
 
The sad thing is that, had the players participating in the event merely respected the players that didn't want to take part, it could have been perfectly acceptable for everyone, not just for those that enjoyed it; and, if that had happened, Blizzard could have used the Zombie Invasion as the blueprint for other launch events, and perhaps even for one or two seasonal events. Instead, we got enough WOW gold players intent on ruining the game for everyone that wasn't enjoying the event to provoke a huge outcry from part of the player base, almost assuring that other similar events won't happen in the future.




source: http://www.iurpg.com/news/The-Cataclysm-event-in-WOW.html

Enhance the game play experience in WOW

I like the idea that there are consequences, both good and bad, and that the people who enhance the game play experience of other players are really adding to the atmosphere - which does help Blizzard. Where would you rather play? Where people are cordial and helpful, and answer your questions honestly? Or where blaming, insulting, griefind and ninja-ing happen often enough to affect your play experience and your chance to get WOW gold? What environment has the potential to retain more players?  (Especially new players who are seeing and experiencing these for the first time and may judge the game on such factors).
 
There have been times where people went out of their way and explained the fights to a group of confused people in LFR and kept up the positive motivation, "It's OK - we did pretty well that time. I know we'll get it next time," rather than pulling before everyone was ready and berating anyone who didn't know the fight ahead of time. I would have loved to have given them some kind of KUDOS apart from thanking them in Raid Chat. These people have made a huge difference in how my friends and I experienced the LFRs.  Most of those tend to be either neutral (we down the bosses, its efficient, but not terribly friendly, fun or memorable) or negative (lots of blaming, insulting, vote-kicking, meter-spamming, gloating about self). The few positive LFR runs are that way because of the actions and words of a few people that made a difference for the better.
 
IF they would allow in-guild "good" reporting, I think it should be severely limited.  In fact, maybe they should have some background information that the game can see, to make sure it's not some out-of-guild alt, or recently left guildie who's trading the kudos. Aside from how (and how to keep it from being abused because you KNOW any system they put in, people will abuse them) but what would constitute this?  Does someone who runs a lowbie through one dungeon after another and follows them around doing all of their WOW gold quests count?  I'm sure the newbie might think so, but from my view, that's not helping them OR the community.  How about giving gold to a constant beggar, thereby encouraging an annoying and nasty habit?  That's a little more subjective. I think giving someone a quick answer (such as direction to get somewhere, or a name of a quest giver) is fine, and then pointing people toward a good online resource for more in-depth information, though, with subjects that I know a lot about, such as my own professions. 


source: http://www.iurpg.com/news/Enhance-the-game-play-experience-in-WOW.html

The players of WOW

I have long wish for a way to recognize the people who have been so great to me in WoW.  People like to say it is just a game which could offer some WOW gold to its players, but it is a game where we interact with one another a lot and the ramifications of that can extend well past the time you log off. It matters how you treat people, even online. When we say "It's just a game" we are often trying to excuse taking out our RL frustrations out on strangers, I think. We are trying to excuse being a jerk from the safety of our PCs. But there really isn't any excuse for treating other human beings badly, is there? A kind or funny or generous act in WoW can get a person through a really bad day in RL. It does matter how we interact in the game. I'd love to be able to reward those who make the game --and life in general --better for others.
 
The proper way to recognize the folks that have been great to you is to turn around and do the same to someone else. Pay it forward, in other words. In fact, do double the "good deeds" you've been the recipient of!  If/when you think of doing so.  I'm a newbie in the RIFT game and I recently joined my first guild. After my first night with them joking around and stuff in gchat, I found that one of my new guildmates had sent me 25 platinum, a nicely substantial amount of WOW gold in that game, especially for a newb.  I can't tell you how many times I've done similar things in WoW and other games (this is an anon place so I'm not outing myself, thankfully lol).  It was really cool when someone did that back for me, it made me feel really good.
 
In the very large thread concerning the sub loss on the WoW forums, one of my posts contains the suggestion for a system that you can up vote helpful and nice players. No negative votes allowed due to the fact it could be abused. I really didn't think of a reward, but I would suggest that once you reach a certain threshold of up votes your name changes from the normal colors we see for friends and guildies and just random people, to a more purplish color as a reward, or those rewarded like WOW gold which would be given the chance to have a last name for their character that is displayed. Using "only" upvotes and suggesting that it you can't abuse it is false as well. You just get people to click it.



source: http://www.iurpg.com/news/The-players-of-WOW.html

Monday, June 10, 2013

The new baseline of players in WOW

The majority of players in the World of Warcraft could become accustomed to always getting the rewards like WOW gold and that would be considered the new baseline. Where if you make some faction happy enough, one of their members randomly charges up to you, gives you a sweet roll and dissapears, never to be seen again. And then when you get back to town they charge you for repairs / arrows.

The type of player the system would be looking to reward in WOW gold is the same player who would turn such things down. You don't help your fellow players because you are looking to get something out of it. Knowing you made someone's day a little brighter should its own reward. Not to mention that a system like this, though noble in its mission, would probably end up so bogged down in people exploiting loopholes that it would fail to accomplish its purpose.  It reminds me of the old adage, "Jesus is coming. Quick! Look busy."

Behavior modification of trolls (small t) is quite a hot button these days, but diminishing negative behavior by reinforcing positive behavior only looks good in a psychology textbook (in theory, theory and practice are the same, in practice, they are different.) You have already anticipated that a structure purportedly meant to reward good behavior will only stimulate new negative behavior. This was already covered extensively yesterday on another topic. The consensus there was that Blizzard merely needs to put their money where their mouth is (i.e., actually do what they say they are doing.) Why add another layer of micromanagement and responsibility to an mechanism that already fails?

A way to avoid exploitation of this system would be the following: Each player account would have a certain amount of "karma" that accrues over time. This would be divided evenly amongst all of the players that he/she reports "vote-kudos".Now you know, there would be people on Alts or whatever just down voting anything they can get their nasty little mitts on. They would do it to prove that the system is broken.


Source: http://www.iurpg.com/news/The-new-baseline-of-players-in-WOW.html

Questing is easy but boring IMO in WOW

I know folks are howling abut CRZ, but don't be guided by the echo chamber, I see plenty of herbs and ore in Outlands these days. It's really a shame though. A lot of care and crafting went into many of these quests, and some of the rewards , especially at lower levels who don't have much WOW gold, are pretty unique (like the one-hand bronze katana from a quest in South Barrens that can only be gotten, IIRC as a quest reward). I look at it as immersive storytelling. And though there are some quests that still have poor tuning on the drop rate or the ratio of quantity to drop rate, for the most part questing these days is a cake. 
Questing is easy, but boring IMO. If you find the storytelling exciting and immersive, that's great for you (no sarcasm). Your dessert analogy only makes sense if we take for granted that questing is really enjoyable and some people weirdly don't want to do enjoyable stuff. I'd re-work that analogy to fit myself: leveling up is having to eat a dinner you hate as a child in order to get to the dessert (raiding).  To me, questing is just incredibly repetitive with essentially no skill required. Repetitive alone is not an issue...almost every game is repetitive. But when there's no fun skill being tested, it's less the fun repetition of, say,  Super Mario Bros. In the '80s and more the repetition of stocking shelves. Even the "story" aspect doesn't really wash when you're talking about alts...you've already seen the story, maybe multiple times.

I understand that leveling is part and parcel of the CRPG experience (MMOs just being a subset of CRPGs---the 'C' is for "computer," separating it from pen-and-paper RPGs). I would have to admit that I'm not a fan of CRPGs...what I love about WoW is the raiding experience, not the RPG experience or how to get WOW gold. So I just have to bear with the leveling, and I accept that. I'm not trying to convince you to dislike leveling, but you said you didn't understand that perspective so I was trying to help you understand what someone who doesn't like leveling sees.

Mentor Guilds in the World of Warcraft


World of Blizzard's idea of "mentor" Guilds was good, but they never promoted it or encouraged it in anyway. Let folks tag others with something from a menu of choices, much like we do now for "reporting", except these would be for things like "funny", or "kind", or "competent player" or "saved the group" or "making more WOW gold" Make this a visible stat in armory and on character windows. Do not tie it to any in-game mechanics. No title. No mount/ No tabard. Zip. Nada, just a stat, and this stat give some hint whether or not you've been a decent human being. Being a decent person isn't something you get a cookie for; it should be the default setting. But, well, we all like to see proof sometimes.
 
Make a title or a pet and people might have that carrot on the end of the stick to lean them away from their douchebaggery-making ways. They did something like this in LoL and it was kind of neat to see players rated as sportsmanlike or helpful, etc. Can't really say as to how well it motivated people to be nicer, but it does recognize the better people playing the game. Allow players to give positive ratings to other players in LFD, LFR, and BGs. The reward like WOW gold is a shorter "deserter" debuff for that person - or removing that debuff altogether if you have a high enough rank. Good thinking! I was going to head down this road, but now I can just contribute to yours! To phrase it the other way around: It can't be a one-time reward and it can't be permanent--you could grind out niceness to get it and then go back to being a tool. The reward has to be directly related to the group mechanic in question, or it won't change behavior where intended. And it has to be tied to the votes of strangers, not your friends. 
 
You're not seriously saying that you would just mindlessly +1 every person you ran a random with, are you? I know I wouldn't. But there are people I would upvote, without question. Since the benefit is a reduction or elimination of the deserter debuff, I don't care if I get voted or not. I don't desert very often, and when I do, I don't much feel like joining another random group to get more WOW gold. Most of the strangers we meet in LFG are just average. I barely encounter really bad or exeptional good players. I wouldn't +1 the bad ones and they end up on my ignore list.

Source: http://www.iurpg.com/news/Mentor-Guilds-in-the-World-of-Warcraft.html