The Landscapes Of WoW

The Dusty Lands Of Tanaris The Dusty Lands Of Tanaris It's been a long time since I went traversing Azeroth, and the Outlands.  Normally we players are just trying to get from point A to point B in the fastest way possible.  We could be in a rush for a heroic run, trying to clean up our dailies, farming or even heading to a raid.  Outside pissing off the party or raid group, a few extra seconds don't matter.  Yet I, and probably we, race to each destination with reckless abandon, and a pair of blinders on.  A secondary effect of the just completed Midsummer Fire Festival was the removal of those blinders, and a re-discovered appreciation of the world I spend so much time in. In my continued obsession with non-combat pets I spent the better part of last week flying around Kalimdor, Northrend and Outland (and a little Eastern Kingdoms) in search of flames to urinate on and praise.  In doing so I was reintroduced to the scope of the Old World, something that was lost upon me after flying around Outland, and later Northrend.  If there's anything that can impress upon you the vastness of the old continents it is the inability to fly on your own.  If you thought flying around Northrend for the Argent Tournament dailies was bad, image a five, seven, even eleven minute flights.  Flights that you can't abandon when your mini map shows a precious mining/herbalism node.  Oh the pain. A Midsummer's Desecration A Midsummer's Desecration I'm not hear to talk about the pain though, it's just hard to forget.  What we are here to talk about is the lush locales, the cohesive zones and traversing landscapes.  Traveling through all four continents back-to-back is something I have never done, and likely wouldn't have if it wasn't for the Midsummer Fire Festival's second pet (that little bugger is the only reason I collected Burning Blossoms, and I am glad I did).  The trip down memory lane wasn't all bright spots though, it reminded me just how much I hated The Burning Crusade's zones.  The zones are so self-contained, so drastically different from those adjacent to themselves as to make one wonder how they could ever come together.  Then it hit me, the realization that my dislike for the Orc's homeland is misplaced. I don't see how I didn't come to this realization before, but the disjointed menagerie makes perfect sense.  After all, the Outland is a collection of fragments of Draenor's former glory.  It isn't a continent in the normal sense, it is what's left of a ruined world.  A stew of lands if you will.  I could be rationalizing, but it's a perfect explanation and something I should have seen long ago. After being steamrolled by blatantly overlooking a key piece of lore I headed to the lands of Northrend for additional easy blossoms.  Unlike Outland, Northrend reminded me a lot of the original continents and is likely why I was so drawn to the territories.  Blizzard did a wonderful job creating a barren wasteland for many of the zones, but the artists blended those expected areas with some diverse starting territories.  Only after getting used to the chill were we thrown into the cold, wind-shaped lands of Dragonblight and Icecrown. Swamp of Emo Swamp of Emo After collecting nearly enough flowers from the two expansions Solidsamm ported to Darnassus and began his trek through the Old World.  The little gnome trotted the streets of Astranaar, a former favorite raiding area of the Horde, clambered through the snow of Winterspring and sweat his body weight in Gadgetzan.  He even climbed aboard a boat to Feathermoon Stronghold in the lush oasis of Feralas.   Although the goal was getting to the fires, taking in the sites and sounds of the lands, all of them, were a nice flashback.  Even if it was a lot of wasted time.  Hopefully the upcoming expansion can pick up were the old world left off, vast, flowing, yet diverse, lands full of unassuming and aggressive beings. I never did get my drop off Ahune, but with my Captured Flame in the pet bag, and some nostalgia in my mind, I consider this year's Midsummer Fire Festival a small victory.  How many got the title and continue on your way to your Proto Drake?  Did anyone have their streak broken?  Enjoy the flights?

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Raiding in 3.2: Decisions Decisions

wowscrnshot_070609_111039Patches mean different things to different players. For some, it is looking forward to more adventure and exciting things to do. Others might be anticipating changes to their class or getting their hands on a new vanity pet. As GM of a raiding guild, I find it necessary to scrutinize patch notes in search of changes that may impact the way my guild operates. For example, in patch 3.1, they introduced dual specialization. This had an immediate impact in our raids. If we're facing a boss that only requires one tank, then we'll have the other tanks swap to their DPS specs. If we're short a healer, one of our DPS can swap over. Having raid members with well-geared secondary specs became important. In order to encourage our raid members to have well geared offsets, we changed our loot policies to offer gear for offsets at a discount DKP price, assuming no one needed the item for their main spec. Another smaller change in 3.1 was the duration change on flasks from two hours to one. As a result, we now make sure everyone is using their flasks in unison so we can time our breaks for when the flasks run out. As I peruse the patch notes for patch 3.2, there are a few line items that could impact the logistics of raiding. It will be interesting to see how guild officers respond to these changes. One of the first decisions guilds need to make is how will the new raid instance, Crusader's Coliseum, fit into their raiding schedule. While the new dungeon is technically a new tier of raiding, guilds may not remove Ulduar off their schedules immediately, like they did to Naxxramas when 3.1 hit. While the details aren't solid at the moment, it has been posted that the encounters in the Coliseum will be unlocked one at a time at the rate of one per week. Many guilds will still spend a lot of time in Ulduar while the bosses are slowly introduced in the Coliseum. Once all of the tier 9 encounters are open, there are more scheduling decisions to make. The Crusader's Coliseum (aka The Argent Coliseum) has both a normal and heroic version for both 10 and 25 players. The heroic versions of the instance limit players to a number of attempts each week, but open up greater rewards for those who succeed. With that in mind, do you try and take out Ulduar quickly and then spend the remaining time working on the normal version of the new instance? Or do you skip the gobs of easy loot from Ulduar in favor of the new content? How do you balance time spent in normal vs. heroic Coliseum? Interesting questions, indeed. Perhaps the biggest raiding change to be introduced in 3.2 is the extend raid lockout feature. When 3.2 hits, guilds will be able to decide if they want to prevent a raid instance from resetting on a weekly basis. Raid lockouts can be extended for up to an additional week to allow players more time to work on and clear boss encounters. With instances as big as Ulduar, many guilds begin to struggle towards the end of the instance because they run out of time to work on bosses like General Vezax and Yogg-Saron. How will your guild use this exciting feature? Players in 3.2 will have the ability to trade soulbound items with other raid members that are eligible for the loot. This feature grants you a two-hour grace period before the item is permanently bound and will save Blizzard GMs from throngs of in-game tickets from items that are distributed incorrectly. Guilds may decide, however, to use this feature as a time saver during raids. Instead of spending precious flask time distributing loot after each boss kill, the master looter can grab everything and hand it out at specified break periods. Obviously, this is more beneficial when you're clearing a lot of bosses in a night and can get complicated if you frequently have raid members leaving and joining throughout the night, but it is still a nice option to explore. The Call of the Crusade patch will change the way a lot of guild approach raiding. It will be interesting to see how it all plays out. Which raiding features are you most excited about in 3.2? How is your guild going to approach some of these changes? Share your thoughts and ideas with us.

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Mount Run: Deathcharger's Reins

Jeff and Juggy are back with their toons Winterstrike and Juggynaut to go on a mount run in Strathholme. Will Winterstrike get the fabled Deathcharger mount? Find out in this episode of Project Lore.

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Patch 3.2: Pick-A-Name-Already Pets Revealed

OMFG SO CUTE *squeel*
Non-combat, Vanity, Companion pets.  Call them whatever you want, these fluffy critters make me coo like a school girl and giddy as if a new Hello Kitty product was announced.  It's a sad state of affairs, but I'll admit that my manhood goes right out the window whenever I happen upon a fluffy animal, in game or out.  Consider me the male Elmyra. I blame Boubouille for my further emasculation.  The game file spelunking, PTR canvasing leader of MMO-Champion has dug up new information for us once again.  The weekend update unveiled fifteen or so non-combat pets (my name of choice) that are going to be added to Azeroth in the upcoming Call of the Crusade patch.  In a move to keep me from staying up for two weeks straight, Blizzard will be releasing the dozen plus pets over the course of the patch, rather than unleashing them all at once. We'll start with the unknowns before moving on to the previously revealed critters.
  • The Macabre Marionette is a new pet rumored to be linked to the upcoming Day of the Dead seasonal event.  A mini skeletal pirate isn't exactly my idea of a companion, but I'll take it.
  • The Calico Cat is the first of a feline triple threat.  She's nothing special, your standard cat model with a new paint job, but everyone lovesCalicos.  Currently the multi-colored kitty is not available from the Crazy Cat Lady on the PTR, so its location remains unknown.
  • If you are one to shy away from the mutant cat due to allergies, then you will be happy to know that Patch 3.2 will be bringing not one, but two hypoallergenic furballs.  They are to come in stone forms, Onyx and Jade.  The rocky members of species catus have been attached to separate achievements.
On to the known beasts.
  • Northrend's Children's Week will bring lil' game hunters either a Curious Wolvar Pup or a Curious Oracle Hatchling.  Neither looks like they can top the cutest pet currently in the game, Egbert, but I'll be flying around Northrend anyways.
  • The Shimmering Wyrmling gives players something to look forward to when they hit exalted with the Silver Covenant or The Sunreavers.  A feat many of us have already accomplished thanks to The Argent Tournament.  "Freebies" are nice.
  • plraptorpetsLast, but certainly not least, is a collection of what could be the cutest pets ever viewed since the application of the wide angle lens on animals, mini big-headed Raptors.  There's a total of seven of them available as drops off of rare raptors throughout Azeroth and in instances.  The promised eighth velociraptor can be purchased for 50 gold from Breanni.  Seven farmable pets at once.  There goes a week, of sleep.
They may not be furry, still covered in their eggs or exactly cuddly, but damn if those killer dinosaurs aren't cute.  I can't really decide which reduces my manliness the most, thus the first I will far for, but I think I have it narrowed down to two.  It will either be the ZG raptor, since I could solo it, or the Leaping dino, for the off chance that the animation is amazing.  You can check out the rest of the carnivorous beasts and where to get them at the full post. It's nice to see Blizzard paying more attention to all those mount collectors out there.  I just hope they keep up the good artistic work by allowing the developers time to fully animate the beasts, giving each animal its own personality.  I've already got the Wyrmling in the bag, as I assume many of you do.  Who's going to be farming raptors, cats and keeping orphans busy with me? "I'm gonna hug you and kiss you and love you forever (and never use you up)." - Elmyra

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Hunters: Tame a Pet Worgen, While You Still Can

worgen UPDATE 7/7/09 Wow, I figured this would be fixed, but I didn't think it would come quite this quick. Mania's Arcade now is reporting that the Worgen can no longer be tamed, and those that already have been tamed are somewhat useless. It was a good show while it lasted! Earlier: This past weekend was a great one for hunters everywhere as word spread about a newly discovered way to tame a Worgen - WoW's version of a werewolf-like, badass humanoid creature. It turns out that with just the right timing (described in detail at Mania's Arcade) you can tame Garwal, an NPC in northern Howling Fjord who gives out the quest Alpha Worg (in both Horde and Alliance versions). He has both a worg (beast) and a worgen form, and you have to tame him at just the right time to make sure you get to keep him as a worgen. And once you've gone through the trials of claiming the worgen pet, you then have to be careful in order to keep him. You shouldn't, for example, risk certain activities like bringing him out in an arena, lest risk his return to worg form. Now the big question - will Blizzard allow this game exploit/bug/awesomeness to stay in the game? All this excitement over an unexpected new pet reminds me of a similar situation with the Ancient Grimtotem Spirit Guide, who once upon a time in late 2007 / early 2008 was tameable. Similar to this time around, there was a ton of activity on the official hunter forums about the new addition to the pet kingdom. First, a blue poster for WoW Europe said the bug would not be removed. A couple weeks later, a separate post on the US forums informed us that the ability had been removed through a hotfix. worgenWith this in mind, it seems unlikely that the worgen will remain as a pet, now matter how many petitions you sign. In fact, I'd say that all the attention the topic is receiving through blogs and the forums may just hasten Blizzard's response. But, there is some good news. If you're able to claim him quickly enough, I would say that chances are good you'll get to keep him. Any non-hunters who are trying to complete the Alpha Worg quest in the meantime may just have to put up with some serious competition! Also something to keep in mind - not everyone is happy with being able to tame a worgen. But I'm keeping my positive stance until I hear a good reason beyond jealously because you've already turned in that quest and can't go back to redo it (Yeah, I know it sucks. But at least some people can partake in the fun - I'm all for that). I've had  a great time sorting through the dozens of threads that have spawned up as a result of the whole situation. Everything from what to name your new pet worgen (my fave submissions - ManBearPig, Sirius, GonnaGetDeleted) to what other creatures players wish they could tame (griffons and zhevras are high on my list). It also makes me want to log on to my lowly level 19 hunter in the Project Lore fan guild and start pumping her up. It's a race against the clock! So what does everyone else think of this recently discovered game mechanic? Have any of you hunters gone out and tamed a worgen yet, or have most of you already completed that quest? For those of you who have successfully tamed the worgen, are you hopeful that you'll be able to keep him?

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Questing: Holding Your Own In Battle

The Eighth Wonder Of The World!
You know those discussions you have with friends or guildmates about PvP.  The conversations were you tell a story about how you, and possibly some buddies, took on X amount of the opposing faction with only Y amount of help?  You know the stories I am talking about.  It's the speech type, the ones you stop listening to instantly just so you can gather your thoughts to tell your own awesome story.  Everyone has them, heck, everyone has dozens of them.  They are the experiences in video games that we won't forget until they are replaced by something that much cooler.  That's what today is.  Just be kind enough to read my version of the battle before you jump into yours.  Thanks. Solidsagart has seen most of my playtime recently thanks to a little predicament.  Even though I have slowly been leveling her since my rogue hit level 80, the amount of time spent on her is limited to minutes at a time.  Therefore, I have never truly got the hang of, well, pretty much anything.  With rookie Shadow spec skills activated I began to light up Coldarra's army of quest mobs.  Thanks largely to my inexperience I pulled a couple of mobs in a row.  Not to worry, with Power Word: Shield, Inner Fire and the occasion healing spell, I was able to handle the one or two guys who came at me like I dissed their mother.  Then another pair pathed in my direction unseen to me.  Now I was just minding my own business, collecting XP with four guys wailing on me. It became obvious that the replacement rate of Vampiric Embrace's healing was less than the incoming damage.  In my further ineptitude I decided to Fear the mobs after a round of DOTs so I could heal in peace.  Any knowledgeable priest knows how bad an idea that can be in crowded areas.  I was left in solitude with only a pair of mobs hoping to spread my brains across the snowy landscape.  Upon his (one mob died from the DOTs) return he brought a few buddies along with them.  Five fresh mobs to be exact. Gulp. It took five and a half incoming mobs before I knew I had botched it.  I would be popping into Spirit Form and need a repair any second now.  But I wasn't going down without a fight.  I fired off my Shadowfiend, drank a pot, clinched my belt, through out another round of DOTs and feared once again.  After a few volleys of Mind Blast, Mind Flay, shield refreshes and yet another personal heal I had it down to three guys.  Then two.  And finally only one lowly Mage Slayer remained to have its face melted and skin later flayed. The great battle of casters, eight died without Sagart leaving combat, was one of those rare occurrences in WoW where you actually fear for your life outside of an instance.  Rarely do we feel that our demise is immediately at hand when PvEing for quests, or just grinding for loot, but I certainly thought I was going to bite the dust during the excursion.  Sure, it would have been easier to accomplish with some familiarity to my second spec, but I thoroughly enjoyed the heart racing, fear-filled, learning experience and wish that it would occur more often.  Only next time I hope it is not due to my own ineptitude, but as part of the punishing world we take part in. Ok, now that I have recanted my none cyclical battle story, no 2-3-4-5-6-7-wand this time, and you politely sat through it, cheering me on of course, you can hit me with yours.  What was your greatest moment of survival in the environment?  How about some unbalancedPvP destruction on the level of OrangeMarmalade? The sad fact, I would have Vanished on my rogue so fast as to make your head spin.

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Soloing: Dorkins Does Dailies Part 17

Dorkins continues his rep grind with the Kights of the Ebon Blade. Today he takes aim at a few nasty Proto-Drake riders and shoots them out of the sky... with JUggy's help of course. Find out how in this episode of Project Lore.

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The Curious Case of High-End Raiding Guilds

[caption id="attachment_4468" align="alignright" width="186" caption="Ensidia"]Wiebe's mug on a Twin Galaxies event poster.

Professional gamers. For all the sponsored tournaments, unwarranted merchandising, and red-eyed luminaries that now swarm around the nexus of competitive gaming, you'd think it would amount to more than a footnote in our sporting culture. Currently, they're lucky to get a mention on ESPN 2, somewhere in-between Punkin Chunkin and the ailing World Poker Tour. That's certainly not to knock the players themselves. I mean, what kid in the past two decades hasn't dreamt of living out their years on a fat stack of cash earned from mastering the joystick? "The Wizard" dazzled us with that vision, and a shelf full of "How To Win At Video Games" books gave us hope that, one day, we too could be the first person in the world to find the hidden Warp Zone. To date, few have been able to take that journey, let alone make enough green to retire by the age of thirty. But that's not to say the industry isn't booming, or that it doesn't have a history. When we think of professional gamers, the first thing that comes to mind is probably Quake or Counterstrike. Pure competition in the spirit of the world's greatest sports; human versus human, even if its facilitated through the a computer screen. The story doesn't begin with the explosion of the old 'tubes in the early '90s, though. No, digital athletics have been chronicled for at least as far back as 1981, when Twin Galaxies founder Walter Day began recording the high scores he found on local arcade machines. I'm talking asynchronous competition here: nohead-to-head matches, just a battle of points, a battle of progress. And the cottage culture has created its share of rivalries, too -- the one between Steve Wiebe and Billy Mitchell over the world record for Donkey Kong, as portrayed in the documentary "The King of Kong," being the most notable. Accusations have been thrown about that, for all its seemingly hard and fast rules, that Twin Galaxies has problems with showing favoritism. In the film, for instance, they go to great lengths to test Wiebe's arcade machine for a hacked circuit board, while they allow Mitchell to send in "legitimate" scores via video tape (where the rules say record attempts must be done in front of officials). Records? World firsts? Scandal? Does any of this ring a bell, Warcraft fans? The recent controversy concerning Exodus and their Yogg-Saron + 0 kill may not seem like something worth getting up in arms about, and perhaps it isn't, but it did get me thinking about the implications of the existence of high-end raiding guilds. Where did they come form and what do they represent? Is there value to be found in winning a war against a machine, or does the accomplishment seem puerile next those that involve defeating another human? Do they breed cheerleaders or jealousy and are they ultimately healthy for the community at large? As I continue to mull over these questions in my head, I begin to see these guilds -- Ensidia, Exodus, and the like -- as the modern Twin Galaxies crew, and all the potential problems that could bring along with it. If  they're taking advantage of game-breaking bugs to get ahead (the e-sports equivalent of juicing) and slinging mud at each other, that's a sign that competitive progression truly is serious business.
Ensidia[/caption] Their existence is of no surprise, coming from humanity's need to define a "best." From the minute we are born, we start building hierarchies and classifications, sliding different people, organizations, and things into them like blocks in a pyramid. Quite simply, given anything, there are those individuals that will seek ways to be, make, or facilitate a standard. High-end raiding guilds just represent the capstone of the WoW universe. I don't think it matters whether or not a particular goal is worthy, merely that it exists to be conquered. But what of it, then? How do we measure the importance of a world first kill? As a long-time gameplayer myself (and I'd pretty much have to be, if I were blogging for Project Lore!), I'm not about to call it a waste of time, but it feels to me as though there's something that needs to be sorted out when your "win" seems to consist of nothing more than learning and executing a set pattern. If that were truly it, then we'd all be able to do it given enough time. No, you need skill, mental and physical dexterity. A quality rig and decent connection doesn't hurt, either. There's little doubt that your average high-end raider is playing at a completely different level than you are. And as many of these top-tier progression guilds are also home to rock star PvP teams, you certainly can't knock their expertise. I suppose my concern arrives at the point of content, and what is being "conquered" in WoW. Most of those old Twin Galaxies records are endurance trials. Arcade games have a history of running indefinitely (or at least as long as the programming let them), allowing your average record attemptee to play and rack up points until they run out of steam. On the contrary, a world first in Warcraft amounts to a race to see who can reach a benchmark first. But once it's accomplished, that's it. As it is, everybody gets to sit on their hands until the next dungeon comes out. So perhaps it is the mere nature of the competition that makes it seem so fruitless on the surface. What can be done to remedy this? I'm not entirely sure, but the measurement likely needs to be changed. Currently, MMO-Champion keeps a log of world firsts called the Hall of Fame, which records only the time, date, and guild associated with an initial kill. We could go the route of cataloging reams of personal data (things such as DPS, healing effectiveness, and so on), but that almost seems too complex. Personally, I'm a fan of the speed-run, something that's been a stock measurement of finite-end video games for awhile now. You can find loads of them all over Youtube and other video sites, covering everything from Super Mario Bros. to Final Fantasy. It's a convenient mark of efficiency that's even started to creep its way into the World of Warcraft. A few enterprising individuals realized that they could still squeeze some fun out of Naxxramas before the release of 3.1 by completing it as fast as possible. Watching them, I was amazed at how the players handled certain encounters or deftly side-stepped trash mobs in ways that I hadn't conceived of before. The downside of speed-runs is that they're ultimately susceptible to the same foul play as world firsts, by means of taking advantage of bugs and glitches to achieve faster times, but they do offer a wider range of accomplishments to be had. But whatever measurement might ultimately be employed down the road (and it will have to be as the field of eligible guilds expands), there's still the issue of competitive progression on the WoW playerbase. Having browsed forums, fansites, and in-game chat, I've seen everything from cheerleading to vitriol. Whether you hate them or love them, there's little doubt that these guilds are community touchstones. Even Project Lore's own iTZKooPA claims to "live through them vicariously." While I lean just a tad towards the critical side, I've caught myself referencing  the timing of world firsts as standards by which to judge the difficulty of the content. Stepping back for a moment, common sense sets in, and I realize that talent is a greater factor in these accomplishments than a lack of complexity, but that sort of mindset is dangerous for content developers. Namely, Blizzard. Perception, especially when combined with the mob mentality of the internet, can quickly and easily trump the reality of things. If the community sees a difficult boss kill achieved within the first few days of a dungeon's release, they're going to start questioning whether or not Blizzard's given them their money's worth, and that seems to be one of the major problems they've run into with providing content in Wrath. On the other hand, top guilds can be a huge boon for the game's popularity. After all, how pervasive would most professional sports be without the cult of personality? All the pomp and circumstance associated with teams and players does amount to something. As the proletariat of Azeroth, guilds like Ensidia, Exodus, or Premonition give us rare insight into the inner workings of upper-level game mechanics. They might even inspire us to play better or to become something ourselves, just like little Jimmy did in "The Wizard." *cue Stan Bush* The controversy associated with high-end raiding guilds, however, will not go away, and it may even metastisize as more and more join them at the pinnacle. I'm honestly not sure what to make of Exodus' response to their own banning. Their complaints, citing past game explotation by rivals, may stink of butthurt, but are nonetheless valid. The blatant flag-waving, though, whether or not its tongue-in-check, leaves a real nasty taste in my mouth. If this is a sign of things to come, I'm not sure I like it, and it's most certainly not something that Blizzard, a company founded on fair play and a commitment to quality, would want to be associated with. To close out this post, I'd like to emphasize that despite some of my skepticism concerning the phenomena of high-end raiding and competitive progression, a lot of the guys and gals involved are ultimately classy and well-respected players. They've mastered elements of the game I can only hope to one day in the distant future and consistently proven their dedication to a product that many have waned on out of sheer frustration. Their knowledge and input may just make World of Warcraft a more fun and interesting game to play.
Major League Gaming
But my concern remains. After years of observing (and in some cases, even help running) gaming competitions, I'm all too familiar with the complications and inconsistencies that can arise. Organizations like MLG are doing their best to create a standard set of rules which we can all play by (though I don't believe they currently cover the brand of achievements I've talked about here), and if "professional gamers" are seeking to live up to the first part of that title and gain more mainstream acceptance, it is in their best interest to follow them. "Another lengthy post by Amatera, right? What is this guy thinking?! This is a blog! Posts are supposed to be bite-sized and easily digestible!" Well, I'm sorry for making you all sit through my verbal torture, but I hope you've enjoyed what you read, and I'm especially interested to hear what you all have to say about this topic. It's one that I think rarely gets taken seriously, but has the potential to explode in the future. What do you think of the existence of high-end, competitive raiding guilds, and what kind of effect do they have on the community? Do you believe that their accomplishments have honestly influenced WoW's development over time, or is the whole affair of world firsts completely pointless? Readers, the floor is yours.

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The Next Expansion: Guild Progression

Hopefully Solidsamm Never Relives The Loneliness
BlizzCon is slowly creeping up on us, and this year most people expect the company's big announcement to be World of Warcraft-based.  With StarCraft 2 locked in for this year, and Diablo III looking like 2010, early 2011 is rip (if not late) for the third expansion to Azeroth.  As it stands now, people are expecting The Maelstrom (not storm) or The Emerald Dream to be the focus of the next expansion (water mounts anyone?), but World of Warcraft needs more than epic lore to pull people in and retain the current amount of users.  Like any good internet subscriber, I need to get my ideas out there before the announcements are made so I have something to point to and go "told you so!" We, the citizens of Project Lore, touched upon the idea of guild progression earlier this week.  The short quip in the post almost lead to a complete derailment of the topic.  Nearly as many commentators spoke out for guild progression as guild cohesiveness , the actual discussion.  Obviously the topic is an important one to many of us here, so here's to hoping that Blizzard is listening.  Outside of player desire, there's also another reason Blizzard needs to step up, every other game is doing it.  There is the whole jumping off a bridge philosophy to worry about, but I say the leap needs to be made.  Desperately. Plan and simple, there is absolutely no reason to stay in a guild these days.  None.  Not one single reason keeps me from guild hopping daily.  Okay, perhaps SolidSamm 'The Guild Hopper' wouldn't be a great title, but I could still get things done.  I could leap from guild to guild and still raid, still participate in Arenas, still do my dailies, you name it.  I'm not suggesting that you shouldn't be able to do these things without a guild.  Not by any means.  What I am suggesting is that your guild, and one's standing in the guild, should rise the more you contribute to it, and the rest of Azeroth. How cool would it if your guild leveled up along side you through various means?  Guild age, member count, average member length, these are just some easy ways to measure a guild's progress.  Then we have more complex, and fun things to participate in.  Complete 100,000 quests as a guild and receive a new Feat of Strength, all guild runs of Ulduar and Naxxramas award another.  A new title, "Home of Mick" if your guild contains the #1 Arena team.  "Die Hard" for guild domination (no deaths) in all of the Battlegrounds.  The creativity could be taken as far as Blizzard would allow it.  However, without player/guild housing, the developers would be somewhat restricted to what types of rewards they could offer.  We'd be limited to things like extra guild bank slots (no longer would the GM have to pay up), news titles and achievements, super tabard construction, guild recognition, guild summoning (for those Warlock-less nights), discounts at vendors...Should I keep going? One cool thing I would like to see is auto-progression in the guild.  Instead of, or perhaps in conjunction with, the current guild ranking system we'd have a ranking system based upon atoon's contributions to their guild.  No longer would a player's popularity allow him to raise the ranks of a guild, instead a toon's standing in the guild would be promoted by way of merit.  As cool as it is I doubt this idea would fly due to the loss of control by the GM and officers. A complete, and detailed, overhaul to the Guild system in WoW would be a huge boon to the community, and a great selling point on the back of The Maelstrom's/Emerald Dream's box.  Who in their right mind wouldn't want to be a part of a guild that did their best to stay together, tried their utmost to deal with the internal issues, was full of selfless and giving members, was a group of friends and not random acquaintances.  In a word, comradery.  After all, aren't MMOGs supposed to be all about the social experience? Those are just the seeds to get the greater readership brainstorming.  What other progression mechanics would you have in mind?  How about other types of rewards?  Are you fine with the guild hopping ways of today, or do you desperately want a change like I, and many others, do?

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Next Expansion: WoW Cataclysm?

maelstromA series of trademark requests that Blizzard Entertainment recently filed may indicate the possible name and lore of the next World of Warcraft expansion. Wednesday, Tumblr blogger Supererogatory revealed that Blizzard is seeking trademarks that would include computer games, paper-based products and online games with the name "Cataclysm." For all we know, that could be the name of Blizzard's super-secret project under development, a new MMO or something else completely unrelated to WoW. But given the name's relationship to the Maelstrom, some people (including myself) speculate that this could be the name for the next WoW expansion. There's been a great deal of speculation for a long while now that the next expansion will relate to the swirling vortex of power that lies between Kalimdor and the Eastern Kingdoms, the Maelstrom. To refresh your memory, the Maelstrom was created in a huge world event at the end of the War of the Ancients, thousands of years ago. Often referred to as the Cataclysm or the Great Sundering, it all started with the destruction of the Well of Eternity. The giant explosion that this caused ripped Azeroth asunder, destroying most of the land mass (previously there was one giant continent, Kalimdor) and reshaping what little remained. In place of the Well of Eternity now lies the Maelstrom, a constant, thunderous reminder of the peaceful times that now are lost to the world. It also is implied that the giant storm is slowly drawing in the surrounding land masses. It could even eventually swallow all that remains of Azeroth. What more could you ask for in a conflict? Another noteworthy, though perhaps coincidental factor: WoW.com pointed out that the WoWcataclysm domain expired on June 26, the same day that the trademark requests were filed. Interesting. There also have been a lot of guesses that the next expansion could be related to the Emerald Dream, the realm of Dragon Aspect Ysera. That speculation was flamed by several blue posts that hinted at the area as a possibilty for future development, but I haven't seen any new, official mentions of that for at least a couple of years. Let's see if we can glean a little bit more information for what the Trademark would encompass by reading the details of the applications, which were filed June 26. According to the documents posted on the U.S. Patent and Trademark Office's website, the three requests are classified to cover:

  • Computer game software and related instruction manuals and guides sold together as a unit; downloadable computer game software; interactive multimedia computer game program; mousepads
  • Comic books, computer game strategy guides, trading cards, coloring books, adhesive stickers, rub-on transfers, notebooks, stationery-type portfolios, posters, greeting cards, calendars, instructional leaflets in the field of computer games, computer game instruction manuals, catalogs in the field of computer games, advertisement boards of paper or cardboard, photographs, art prints
  • Entertainment services, namely, providing on-line computer games; providing computer games that may be accessed via a global computer network; and providing on-line information in the field of computer gaming entertainment
It certainly sounds like an MMO to me. So what does everyone else think? Would you be all for some maelstrom-based content for the next expansion? Do you think that's what all this information points to? What else do you think the trademarks could be for?

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