Showing posts with label Progression. Show all posts
Showing posts with label Progression. Show all posts

Wednesday, January 14, 2009

Where Does Your Guild Stand?

In Vanilla WoW, if you wanted to know where a guild stood, you went to their realm forums, and hoped there was some dedicated person keeping a huge thread up to date with boss kills.

Throughout BC, if you wanted to know where a guild was at in progression, you went to WoWJutsu. Hands down, this was the place.

And now where do you go for Wrath, if your competitive spirit demands a logical ordering of guilds - ?

...I'm finding WoWProgress to be the site of choice.

Achievements are the clincher. Base clears of Naxx, OS, and Malygos have probably all been done on your server by many, many guilds. What sets guilds apart now are Achievements - Noteably Twilight Assist, Duo, and Twilight Zone, though there are some others (The Immortal) that certainly convay a level of mastery over the content.

Date of, and Order in which a guild got a kill/achievement on not only World and US/EU level, but as specific as Realm - are all pretty sweet. Like, LOKI was the 14th to Clear Naxx, but the 4th to get Arachnophobia, and the 6th to Just Can't Get Enough.

You can also tack on Recruitment and guild information, in the likely event that someone is checking you out when considering placing an App. You can see how often people leave/are removed from the guild, RSS boss kills, and see who's getting loot.

All in all, its the best I've found so far. But tell me, am I missing something anywhere else?

Wednesday, November 5, 2008

Consumables - Why I'm For Them

Catalyst for this post - Sharpening Stones and Mana Oils being removed in wrath.

I like Raiding, don't get me wrong. I could spend a whole lot of time in an instanced dungeon, stomping around with 24 other people, and pretending they are the extent of the WoWplayerbase. There were times that I forgot that there were textures and architecture other then the shiny insides of Tempest Keep, or the dank caves of SSC.

There is, however, a whole rest of the world full of stuff - and one of the things that coaxed me out into it was consumables

All of a sudden, I'm seeing that there are rolling hills, dense forests, and barren wastelands, full of... look! - a Rich Adamantite Node! World PvP! A Rare Spawn! That Guy with the Server First Legendary! Whether your farming mats or doing dailies, your taken all around the world, so that you stay engaged with the server as a whole. Heck, even a trip to the AH gives you a chance to see other players (and view the 'colorful' trade chat).

So all flowery-RP reasons I liked having to gather consumables aside; there are also some very serious reasons I think that consumables are important.

Its one thing to read a strat, and watch videos. This gets you, the player, prepared for a fight - but it's not all of it. There is something very concrete about having a stack of food, two flasks, a stack of sharping stones, a stack of wards, repair bots, resist cauldrons, and ammo. Your character is as prepared as you are. 

When you put in time getting ready to raid, you are more focused about the time you are raiding. That flask is ticking, and you want to put it to use! It also gives raid leaders, and those around you, a visual indicator that someone has put in the time and gold to be there. I can't imagine a situation where someone is ready to pour full consumables into a fight they haven't read up on. 

Consumable gathering time is also flexible - you can do it whenever you want, regardless of your guilds raiding schedule. Assuming that consumable acquisition was a time-sink factor in progression, it allowed guilds with less together time to get more done. We may now see fights where the consumable farming time is built into the learning curve of bosses.

Compared to Vanilla WoW, Consumables are easy to get. Gone are the days of needing to get theOny Head Buff, Lung Juice Cocktail, FR Buff from UBRS, Gone-on-Death Flask, Unlimited Stacking of Elixirs, Dire Maul buffs, ZG Buff, ect. 

And for most - Mana Oils and Sharpening Stones were the cheapest buffs to keep up - hour long, persistent through death buffs, that stacked in your bags.

Anyway, I'm against the removal of stones and oils. I think consumables are an important part of raiding, and think that this is an un-asked for, and unneeded change. 

Wednesday, October 29, 2008

I Can't Get No: Satisfaction (& Titles)

There was recently a near-fatal collision at the corner of hardcore st. and casual lane. EMTs were on the scene quickly, and were able to cut off the supply of fuel to the flames.

No, really. A fairly typical argument about "earning" epics, being turned into "hardcores" being butthurt about "easy to get" T6 equiv, and now casuals being able to collect BT/Hyjal gear in pugs cheapening / not cheapening content.

I figure I'll weigh in on all this. 

I get satisfaction from this game by knowing that the team I run is good. The only way to judge this, is to compare how many other people have completed what we have (though try to see the difference between what I just said, and the idea that I need to 'feel superior' than others). When we broke into the top 2000 US guilds / the top 5% of raiding guilds, I had some genuine pride. It was based on knowing that we had overcome difficult challenges - not the gear that resulted, or having seen a particular boss. 

I don't mind that T4 raiders are pugging BT and succeeding since 3.0. It doesn't diminish my accomplishment (Clearing everything through 23% Kalecgos pre 3.0). If I used gear as a marker for what I've done, it may have. But I don't. 

Now, I think that one of the things that made 3.0 easier for me personally to swallow - was remove the ability to get titles / bear mounts. Having Hand of Ad'al is a distinguishing mark that I did a certain piece of content at a certain difficulty level, at the intended level. 

What sweetens this setup, is that I haven't seen a single QQ from someone who has done ZA / T5 / ect since 3.0, and is angry they can't get the titles. They get loot, and to see content - I get a displayable feature that doesn't have any effect on the game, except to show off. Unfortunately, there were only titles for some content: T4 (Champion of the Naruu) and T5 (Hand of Adal) - and a special mount for 4-Chest ZA. 

The BC formula, to lift attunements and gradually nerf content into pugabilitty, seems like its here to stay. All I can hope, is that there are more cosmetic bonuses for those that put in the time and effort to ride the wave of top end, challenging content. As far as I'm concerned, everyone wins. 

...thats what I say

Tuesday, October 21, 2008

Why Guilds Don't Progress, and "Seeing Content"

Namthe recently quoted a (casual?) friend of his, whom responded to his (widly-held) complaint of raids being too easy...

Are you kidding me? You can’t wait 4 weeks for a new challenge while less hardcore players get a chance to see the content you’ve been taking for granted?

This made me stop and think, about what keeps guilds from seeing content? Is it difficulty?

I'm fairly convinced that it is not how hard Bosses hit, or how many HP they have, and that the 3.0 nerf won't result in any significant, widespread availability of content - it actually hurts the still-raiding player base.

The reason guilds don't progress comes down, plain and simple, to issues surrounding its members. Lets look at some situations...

1) A guild doesn't possess 10 or 25, active, raiding members (plus extras for replacements)
2) A guild has enough raiders, but they don't log on in unison.
3) The guild is a revolving door, and new members force the re-learning of old content, while keeping any consecutive time on new content from happening.
4) A guild does not have enough members willing to put in the time/effort/consumables/repairs to learn new bosses / boss mechanics.

Nerfing a bosses health and damage does not change any of those factors. There are no fights that cannot be overcome by a fairly-regular, dedicated, prepared group of people willing to put in the time.

Now, those seem like reasonable requirements. And you may be thinking - my guild is like that, why aren't we farming Kil'Jaden? 

Time. LOKI got off to a late start, and has consistenly progressed, but that didn't put us into deep Sunwell before 3.0. There are countless other guilds that didn't form (or get past the above barriers to progression) until recently. And what do these guilds need? - Another month of being about to work on content. 

Example: Kadomi and (Daughters of the Horde) just got Hex down (Congrats, btw!), and were working on Zul'jin. I'm positive that they would have killed him pre-wrath, and had a satisfactory conclusion to BC. Likewise, LOKI was on the cusp of downing Kalecgos and being a legit Sunwell guild. In both cases, another month would have provided what would have felt like a legitimate, capstone achievement. 
What we got, however, was an anti-climatic *poof*. Robbed of any real chalange, we now wonder the glove, uncovering map, working on achievements, and occassionally going into instances where the single perk is spending time with the people we've struggeled together with in the past.

Honestly - if casual player's real desire was to just see the content - they could always come back at 80. However, I'm willing to bet that the great majority of such lv 70 players have not gone back and "seen" all of BWL, AQ40, ect. And its not how hard a boss hits, or their max HP thats keeping people from doing those encounters - its the same reasons they aren't raiding current content - there aren't enough people interested in putting in time and effort.

Regardless, whats done is done: we have been left with meeningless content a month earlier then we should have. Sigh.