Thursday | November 27, 2008

We all know that most players will move up to the new lands

We all know that most players will move up to the new lands In the end I feel that a mid sized world works best for most MMOs and most players as it allows some exploration, but still allows social contact, and reasonable exploration for players that do want to explore. Although it would be nice at times to have space to explore, at other times it would be a pain. I think most games have found a middle ground with world size and populations work best. If you really are just in an wow gold to explore, then I am sure there are games that will appeal to you, however realize that you will be forced to give up or limit one of the main reasons most people play an MMO, socialization. With the upcoming expansion of World of Warcraft and the inclusion of what is to be essentially a third continent to the world, let’s hope that Blizzard takes the social aspect in mind and ups the players per server so that there are always players in every zone. Otherwise we will see what amounts to a mass exodus from Azeroth to the outlands and no one will be left to defend Azeroth from her enemies. We all know that most players will move up to the new lands, can Blizzard balance this and leave enough player behind so that the world still feels full? Only time will tell. I guess in the end bigger is not always better. It seems that so many new games today are canceled before they really get off the ground. The latest in this exit stream is a game called Seed, a sci-fi non-combative, roleplay-centric MMORPG. The goal in this game was the building of a society by means of socialization. Resources were extremely limited, so it was up to the players to decide how things should be allocated and built. The players had control of how far the society, and thus the game, went. Today’s market for wow gold hosts few blockbuster titles. Those that stand head and shoulders above the rest seem to be the ones that contain something for everyone. They contain combat, crafting, roleplaying, a player-driven economy—every playing style has their portion of the game that they can enjoy. There are purely social games out there, There and the Sims, among others. They have no combat, they focus on the socialization and roleplaying of the players. What do they have that games, like Seed, do not? What could be done differently to encourage people away from the leveling grind of games like World of Warcraft? These are tough questions because they lead to an even tougher one. What makes a good game? I’ve offered three key elements that I feel are essential to any “good” game. By no means, are these anything that developers have not heard before. But they are elements that are worth looking into before developing a game which could cause a company to go into bankruptcy sometime in the future.
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Posted by wowgoldshopping at 09:49:03 | Permanent Link | Comments (0) |

Yet you would still need to have quests that required you

Yet you would still need to have quests that required you here are also a few big problems that come about due to a large world MMO system. The most important ones to me are travel times and socialization. In any MMO you need to travel from one area to another, and most of this travel is at real time. There are the exceptions such as teleportation or speed up boat, zeppelin or in flight travel, but most travel is on foot or mount. wow gold has what is considered a fair size world and it still has some insanely long runs to some zones. For example the insanely long run the first time you need to travel from Ironforge or Stormwind to Southshore… UGGG. Can you imaging if the world was 2, 3, 4, or even 10 times larger? That 30-40 minute run could easily take 5 to 6 hours. What would be the point! Yet you would still need to have quests that required you to do these kinds of runs, because if you made fast travel too easy, then you would just setup centers around cities that got explored and played in and no one would ever see the areas in-between. The other big question is what would a huge world in an MMO do for socialization? Sure you and your friends could in theory all play together, but what happens when you log on and find out that one friend is 3 travel hours away in one direction and a few others are 2 hours in another direction, and the quest or item you want is 2 hours away in a third direction. So much for socialization! With a huge server there is also a decrease in the population density, meaning it would be harder to find a pickup group in any specific area at any time. Think of the earth with it’s billions and billions of people and from where I live I still need to travel 8 hours west, east or south to reach another city of any appreciable size. There are games being planned with worlds as large as the earth. WHY?? Do they really think that everyone will play them? Unless it’s wow gold or World of Starcraft that seems very unlikely. If you can’t find other players to play with in the game, what happens to the social aspect of the MMO? If you have to stay grouped with others at all times and can’t spread out to see the sights, then why have such a large world? Hmm, catch 22. The last question I asked at the beginning of the article was do players really want to explore. I am unconvinced that many do, or even any significant percentage. Look at the World of Warcraft as a prime example. How many zones do we have available, how many quests, and what happens when most people make new characters? They travel the exact same route as they did the first time because they are familiar with it and can get through the levels faster that way. Most players the game is about finding good “grinding” spots to level as quickly as possible rather than finding new and interesting areas. Many players do not even both with quests to level or lead them on an adventure through the lands, preferring to sit in a specific area and grind out experience from a group of relatively easily beaten MOBs that give good experience and loot.
Tags: wow goldworld of warcraft gold

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Posted by wowgoldshopping at 09:45:27 | Permanent Link | Comments (0) |

created insanely large worlds

created insanely large worlds Their thrill and drive in a game is to level so that they are able to get into new areas to explore the land and find out what is in every nook and cranny. Often times pushing the edges and trying to find ways into unfinished areas, routes mistakenly left travelable between zones, and blank spaces into the digital either. Many of wow gold do this to the point of getting into trouble with the game company, getting suspended or even banned in some cases. To cater to this group several developers have created insanely large worlds. At E3 this spring I heard many upcoming MMO developers bragging about the size of their virtual worlds. A few of them claim to have worlds several orders of magnitude larger than anything done before. It left me wondering if they were compensating for something. Other developers feel that every expansion or patch must add on significant pieces to the existing world so that players can explore new areas as they level. The logic to a large world works on a certain level, but falls apart on other levels. The best argument that I have heard of to an insanely large world is that there would be no need for a realm system, everyone could play on the same world. While in wow gold this is great as you can meet up with any of your friends in the game at any time without worrying which server they are on. Pretty cool, hey? The problem with this is hardware support. Big games break up their space so that it is easier to host on servers. A server can only handle so much at one time, and in a huge world that would be broken up by zones, each server would handle specific zones and transfer you between them as you move between the zones (sometimes having load time). What happens if all, or even most players in a game decided to go to one area, for example to raid a city. If WoW was one giant landmass on one single realm, could any server handle several million players in one area? Probably not.
Tags: wow goldworld of warcraft gold

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Posted by wowgoldshopping at 09:44:45 | Permanent Link | Comments (0) |

Is Bigger always Better

Is Bigger always Better A less-known example is the player from the Cenarion Circle server named Brion, upon whose actions coined the term "Briowned". He and his mother both play wow gold and poor Brion posted on the forums one night way past his curfew. The mother, seeing the time that her son posted, tried to put some humor into the punishment. She posted in the same thread: "Pardon me for hijacking the thread, here. But, Brion - if you don't want your mother to know you were up and on the computer at 3:29 in the morning - DON'T post on a forum that she reads. Busted. Grounded." This shot Brion straight up to the top of the list of notoriously-known wow gold players. In conclusion, scorekeeping is much different in today's MMORPGs than it was way back in the days of arcade games, with fame no longer just being a number. The ability to become a well-known player of the game still exists, just on a much broader scope and through many different avenues. Is Bigger always Better?Today’s common content on the TenTonHammer network asks the question: how much should MMOs cater to the explorer segment of the player base? Should developers constantly enlarge the world so that things stay fresh and new to players in the game? What is the cost of this expansive space being used in the game in terms of loss of social contact between other players. I also want to take a look at an issue that revolves around how much of the space available in games actually gets used. It’s fine to have a huge world, but where do player congregate and how much space do you really need. Also do players really want to explore? To start looking at this issue you first have to understand a little about the explorer segment of players in MMOs. These are players that get a thrill out of being a modern day digital Columbus. They enjoy setting out across the digital frontier in search of a brave new land where no man has gone before… Well, maybe just the devs, but in game terms they are God, so don’t really count as men.
Tags: wow goldworld of warcraft gold

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Posted by wowgoldshopping at 09:43:59 | Permanent Link | Comments (0) |

Monday | November 24, 2008

My Guild Use This

My Guild Use This This is burst management. Not everyone can be a part of this guild, but many players can -- college students, financial advisors, self-employed players and those maintaining an online business. Also, anyone who is still young enough to be able to run on 4-5 hours sleep a night for 1-2 months usually fits well in these guilds. How Can My Guild Use This? There are a few ways you can take these principles and apply them to your wow gold while still maintaining a workable schedule. Let's assume that you can't necessarily build your guild on the principle of burst management. Here's a few things you can do: Drop Old Instances Be willing to drop old instances as soon as your gear progression can handle new instances! Do not continue official guild Karazhan on raid time when you are in Serpentshrine; do not continue Gruul and and Magtheridon on raid time when you are finishing Serpentshrine and Tempest Keep; do not continue running both Serpentshrine and Tempest Keep when you are learning Mount Hyjal and Black Temple. You have to be keen on key processes when doing this. For instance, as a guild moves into Black Temple and Mount Hyjal, it will need to make sure that new members are able to be keyed as they join the guild. Doing this haphazardly can cost the guild valuable time. There are two options. First, you can alternate wow gold and Tempest Keep each week, ideally spending one night on the old content and doing half of the keying process. This can sap weekly progress on new content as it consistently reduces overall raid time; however, it remains consistent. Second, you can choose to bite the bullet every few weeks and spend a raid week keying several new applicants at once. This can be very effective immediately after a major boss kill in Black Temple or Mount Hyjal; however, it can be frustrating when it interrupts the valuable continuity of learning in a new encounter. This is the most time-efficient option, but may not be the most guild-effective option, and leaves you open to the risk of being unable to raid if poor class balance shows up at an awkward time. Temporarily Extend Raid Times When things are down to the wire and you are in danger of not completing content, give people a few weeks warning and some inspiration -- ask them to accept extended raid times on a temporary basis for a guild goal. Be a leader. This worked incredibly well for my own guild as we approached Kel'Thuzad -- about a month prior, I let them know that we simply had to buckle down and finish the wow gold or we were in danger of not completing what we had set out to do. Since I had held strictly to our guild schedule for two years (albeit with growth), they were sympathetic to the need and trusted it wasn't permanent. We pulled 3 successive 8-hour raid nights, finally killing Kel'Thuzad well after Midnight.
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Posted by wowgoldshopping at 09:26:11 | Permanent Link | Comments (0) |

Consider this

Consider this After a few weeks, they go onto the next stage, just as a normal raiding guild would: Old: 8 Hours New: 16+ Hours They are spending more time working on old content just to get back to the level they need to be. They still need to clear through to Kael'thas and Vashj (or through Illidan and Archimonde, as it were) to get the time on these fights. However, when they get there, they still have an incredible amount of time to spend on progress. This is because of the weekly reset. Consider this -- old content needs to be completed every instance reset. This guild realizes that raiding the amount of two weeks in one week does not just give you double the time: it also gives wow gold all of the extra time you would have spent working on the old content. In other words, if you raid 16 hours two weeks in a row and spend 8 hours each week clearing old content, 16 of those 32 hours are spent on old content. However, if you raid 32 hours in one week, only 8 of those hours are spent on old content. This guild also completes old content much quicker, even though they have more of it to do. The reason is loot progression -- even though they haven't been farming past gear, they are killing new bosses quick enough to receive items with much higher item levels and more potency. While the gear difference is not that dramatic, they are saturating their raid with every single encounter along the way, often seeing dozens of gear upgrades each week. Further, these items aren't rotting -- almost everything that drops is an upgrade. By comparison to the first guild who only finds an average of 4 hours to work on new content, this guild can pull more than four times that each week on the same content. What would take a month to complete for the schedule-burdened first guild would be finished in a week for this guild. Then the bosses die. Be willing to drop old instances as soon as your gear progression can handle new instances! Do not continue official guild Karazhan on raid time when you are in Serpentshrine; do not continue Gruul and and Magtheridon on raid time when you are finishing wow gold and Tempest Keep; do not continue running both Serpentshrine and Tempest Keep when you are learning Mount Hyjal and Black Temple. Old: 8-12 Hours New: Time Off With many months to spare -- sometimes half a year -- these guilds move into a very small raid schedule. This is the hibernation phase of the guild, when they lead very relaxed (but still disciplined) raids. This is where the guild succeeds. Not only were they a world-first guild, they have also become so quick and geared for the encounters that it just takes a couple solid nights of raiding to clear content each week. Their guild bank and their members are recuperating money at a quick clip -- one-shot-kill instance clears net over 60 gold after repairs each week and wow gold epic plans are sold on behalf of the guild bank. Also, gems no longer stay a large expense of the guild members, as they are at a stage where the gems they need are found inside the raid zones. While this guild only raids a few hours each week, most other raiding guilds are still pulling their full schedules -- 16-20 hours a week.
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Posted by wowgoldshopping at 09:23:09 | Permanent Link | Comments (0) |

What players do not understand

What players do not understand This causes several issues. First, content that is nearly ready to be completed often gets held off another week or, depending on the wow gold two or more weeks before it's finished. Some nights when the class balance in the raid is ideal are followed up by a week with raider vacations or other holiday-related shortages. Worse, this becomes taxing on the guild leadership. New players to the guild feel they only have opportunities to get gear in the older content and do not want to see it dropped; veteran players who are still looking for gear feel they have a right to push for older content in hopes of finishing off sets. More often than not, this is the stage when players start rationalizing progress with their personal motives. Have you ever heard someone say, "We should keep going back to these older instances to gear up for the new content," or "progress doesn't matter, this game isn't a competition!" I'd wager most of you have, or will soon. What players do not understand is how real a factor time is on the guild welfare as well as their own. Spending time gearing up for new content is almost never as well spent as time actually working on that content. This is especially true in the Burning wow gold where stat differences and gear progression between Karazhan and Black Temple is relatively small; keep in mind that Nihilum cleared through Black Temple just 3 months after raiding began. Gear is good, but it is not key. At the beginning I noted that top tier raiding guilds often spend less time raiding than other guilds. How is this possible? I know they spend 35+ hours a week inside a raid zone! Yes, that's partly right. Many of these guilds do spend 35 hours a week inside a raid zone. Let's consider the same scenario as above. In our first example, these guilds have spent a week in a new raiding zone with their incredible schedule. Their time would look like this: Old: 4 Hours New: 20+ Hours Pretty crazy, right? Of course, that's how they get this incredible progress. They spend as much time as they possibly can inside a raid zone on new content. wow gold so allows them to knock down boss after boss in rapid succession, and allows continuity of progress -- after all, they aren't taking week-long breaks to work on the same content, but are instead showing up the next night to finish the job.
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Posted by wowgoldshopping at 09:21:26 | Permanent Link | Comments (0) |

Time Management

Hours out of total There is a constant upwards shift for raiding guilds as they begin new content and new raid zones. This shift is between how much time is spent on old content, or "farm" content, and new content, or "progression." After a few weeks into new content, the raid usually wow gold to have downed at least one or two of the very early bosses. At this point, their schedule begins looking like this: Old Schedule: 4 Hours out of total playtime New Schedule: 12 Hours out of total playtime They are still spending most of their time on new content, and once the raid week is over they have plenty of time off. After all, these aren't the hardcore raiding guilds! They have a strict schedule they do not deviate from, making it easy to adjust to work and family schedules. As 1-2 months progresses, much of the easier content in the raid zones have been completed. In the instance of the Burning Crusade, this would be the point when much of wow gold Void Reaver, and perhaps Al'ar have been defeated. The schedule begins to look like this: Old Schedule: 8 Hours out of total playtime New Schedule: 8 Hours out of total playtime Suddenly the days are split. Two raid nights are invariably taken corralling the guild to two separate raid zones and completing known content. The additional two nights (in a four night schedule) are spent trying to learn the later bosses of an instance. As new bosses such as Solarian and Morogrim are taken down, old bosses become faster and quicker. Even so, the sheer number of encounters the guild must complete in time to keep people motivated and keep gear flowing is taking it's toll on the schedule. By the time the guild is focusing on Vashj, Kael'thas, or beginning Black Temple and Hyjal, the schedule starts looking like this: Old Schedule: 12 Hours out of total playtime New Schedule: 4 Hours out of total playtime It's at this point that things become frustrating. Not only is the wow gold faced against very difficult, very specific encounters, they are only finding one day -- very occasionally two, if the raid week is great -- to work on the content.
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Posted by wowgoldshopping at 09:19:54 | Permanent Link | Comments (0) |

X Guild is further in Y Raid

X Guild is further in Y Raid Loot arguments –Sometimes arguments happen over loot. I see many players run from a guild over one argument. Sure, we all want that shiny new item, but wow gold at it objectively. Why did someone else get it? Was it fair (even though you didn’t like it)? Was there a reason that makes sense for the guild (if it was nor purely fair)? If the leaders are all friends and everything goes to them it may be a real issue, but my experience is that that is rarely the case, and its generally greed getting in peoples eyes. X Guild is further in Y Raid – So? Work at it. If the guild is further it’s because they have more experience and time into the event. You will get there if everyone sticks with it and doesn’t bail. The other guild was at the same point you where at one point in time. I switched my current main due to the Size / Progression issue. My main is a Paladin Tank that is fully geared with the best gear, enchants and gems that I can get outside of heroics and Karazhan. While I loved playing with the few people in the guild that were level 70, we never had enough on to do normal instance runs, never mind Heroics or Kara. I voiced my concerns to the guild leader who I had become friends with over time and ran many instances with. He was well aware that I wanted to main tank Karazhan and he wanted to run it as well. The issue was just getting players and the right wow gold mix. Over time, I did not see anything changing, and got an invite to a larger guild due to demonstrated tanking ability in heroic PUG groups and they where looking for a MT to start running Karazhan with. I made the jump after almost 2 weeks of considering, looking for new guild members and discussion. I still hope the original guild gets to a point where they can run Karazhan and have already passed on that I would gladly change back if they do. Later in the week that I switched the new guild had 2 players leave due to the fact that on our first week in Karazhan we only downed 3 bosses (Attumen, Moroes and the Maiden) and had issues with the opera event but almost downed it a few times. I thought this was great for a first attempt through Kara. They had heard about other guilds though, that downed all of Kara in one night with no wipes and were could get invites into them. I’m in wow gold of those types of guilds on my undead priest, and we had to work through it from the start to get to that point. The work and learning is half the fun (to me at least) and I am n

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Posted by wowgoldshopping at 09:17:13 | Permanent Link | Comments (0) |

The Messiah has had his say

The Messiah has had his say It did get me thinking even more about the guild switch though. While people where asking about why the others left, my comment was “They wanted free epics. They didn’t want to work for them.” Was this fair? Was their change really any different than mine? I would like to believe they were vastly different, but maybe they aren’t. All of us left for gear upgrades and progression. Some of us though don’t mind working for the gear, while others want it handed to them on a silver platter. The Messiah has had his say, what’s yours? Are there other valid reasons to switch guilds? How often do you change? Are guilds important to you at all? Am I over analyzing this? I want to hear your comments. Work at it. If the guild is further it’s because they have more experience and time into the event. You will get there if everyone sticks with it and doesn’t bail. The other guild was at the same point you where at one point in time. I switched my current main due to the Size / Progression issue. My main is a Paladin Tank that is fully geared with the best gear, enchants and gems that I can get outside of heroics and Karazhan. While I loved playing with the few people in the wow gold that were level 70, we never had enough on to do normal instance runs, never mind Heroics or Kara. Most importantly, though, is being able to adapt your raid for progress. Planning and organizing consumables for the beginning of the week is a matter of preparation, not doctrine. The principle for progress here is that you are able to raid new content any time during the week as necessary; be prepared to have that incredible class makeup you need for Magtheridon or Mother immediately after an instance reset. Your goal is not rigid, but fluid -- if class balance is great on Tuesday then raid new content on Tuesday; if it is weak Wednesday, go to your old content; if it's good on Thursday, go back to new content and put the remainder of old content off until Monday. In other words, planning to raid early gives you and your raiders preparation to raid any time at all, since consumables, gear, strategies, and goals are in place at the instance reset. This guild also completes old content much quicker, even though they have wow gold of it to do. The reason is loot progression -- even though they haven't been farming past gear, they are killing new bosses quick enough to receive items with much higher item levels and more potency. While the gear difference is not that dramatic, they are saturating their raid with every single encounter along the way, often seeing dozens of gear upgrades each week. Further, these items aren't rotting -- almost everything that drops is an upgrade. Tags: wow goldworld of warcraft gold

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Posted by wowgoldshopping at 09:14:58 | Permanent Link | Comments (0) |