Entries in repair bill (2)

BlizzCon 2009: Important Guild Changes

Note: The below information was covered as part of our Live Blogging & Tweeting during the show.  But the information is simply too important to be glossed over.  Here are the major class changes in one convenient, to the point package. Quick Synopsis Of The Upcoming System Quick Synopsis Of The Upcoming System Guild progression was, without a shadow of a doubt, my favorite WoW announcement during BlizzCon 2009.  The crowd erupted when the snippet was splashed across the screen.  The bees nest was stirred further as the developers began detailing the progression tracks, rewards, and reward schemes.  The panelists had to stop speaking numerous times during the presentation as the crowd drowned them out with hoots, hollers and hoorays.  It seems that I wasn't the only player desperately seeking a reason to grow with a guild.  Prophetic vision placing that in the The Next Expansion column, rather than Wishful Thinking methinks. Cataclysm's Guild Progression basics:

  • You're guild will earn experience by way of its most active members (top 20 guildmates contribute).  The "gate" is to limit the "grindiness", a reoccurring theme at this year's BlizzCon.  Limiting the amount of players who can contribute helps maintain a balance between massive guilds, and those with only a few dozen players.
  • Guild contribution won't change your daily activity much.  You can contribute by doing the stuff you already do, be it dailies, professions, farming reputation, raiding, PvP (rated Arenas and BGs) or bum rushing Hogger.  Different acts will be weighed differently.
  • The guild level cap currently discussed is level 20.  Guilds will receive talent points, much like the class talent points.  More on this below.
  • Looking For Guild system being implemented.  The idea is to make it easy for a Raid Leader, Officer or GM to find exactly what a guild needs, or to post a casting call.
  • Guild Achievement system is also incoming.  It'll act like today's system, but require that a certain percentage (75% discussed) of the attendees be a part of the guild.  Some current achievements will be recycled, but most challenges are to be new.
  • A new paid service, guild transfer, was mentioned as a possibility.
  • No, it's not going to happen.  There is still no guild housing plans.
Look At All Those Talents Look At All Those Talents The current rewards for guild progression are too fluid, and numerous, to discuss in bullet form.  According to the Systems panel, guilds will have numerous rewards for sticking together, and not sucking.  First off is the guild Talent system.  Effectively a clone of the current class talents, but with convenience rewards.  The guild variety will offer no gameplay changing talents (no buffs or anything like that).  Instead it will focus on making things easier for a guild.  Bottom line, you're guild will never have to spec a certain way to beat a boss.  We'll be hit with tons of time saving abilities like grabbing extra money from mobs, mass resurrection, mass summoning, reduced durability loss and reduced repair bills!  Quite awesome right?  Sadly, I didn't call that last one correctly. On top of those guild wide buffs there will be a way to reward individuals a bit more, the vendor/currency system.  Users will gain guild currency as they earn XP for the guild.  They then can buy special items, including rare reagents (hello Frost Lotus), Heirloom gear, crafting plans, vanity items, guild standards, guild respects and guild bank slots.  The items are all bound to the guild, so if you leave the Totally Rad Guild, you lose access to the totally rad loot they have accumulated.  Leaving a guild is not as painful as it sounds.  If you join another guild, you get access to their perks right away. It remains to be seen exactly how easy guild leveling will be.  Those specifics were not detailed.  Numerous other titles, old and new, have had guild progression systems of varying success.  Some developers made it incredibly difficult to obtain.  Others tied the size of a guild to its success.  Yet others made it so easy and bland that the feature was lost, a common occurrence.  Worst of all, some demanded that a guild have certain attributes before they could continue advancing in content, disrupting the idea of choice. Hopefully Blizzard's track record of incredibly polished, not always innovative, design will prove to be successful once again. At least they are giving guilds yet another topic for drama, what to spec in!  I vote saving money spec.

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Wishful Thinking: Repair Bill Reduction

When You Wish Upon A Star...Nothing HappensThe bloggers of ProjectLore may be critical of World of Warcraft from time to time, but we do it with a purpose.  The main reason behind our critiquing of WoW is to help our readers envision the way we see the game, and what we think is best for it.  Being paying supporters we, and you, are entitled to our opinions and aspirations.  It would be an added bonus if some of the topics we discussed ever did reach the designers at Blizzard, but we can't honestly expect them to keep track of everything.  This is one of those things that I wish would reach them, as I believe we could all agree that it would be beneficial to all kinds of players. Repair bills sucks.  It is a safe assumption that we all hate paying them, no matter how much sense they makes.  They are included in WoW - and many other MMORPGs - as a consistent and easy way to pull money out of the hands of players.  The fee is essentially a tax, if you are fighting monsters, then you must pay.  I have no issues in paying for consequential repairs to my gear, as stated, it only makes sense that they experience wear and tear.  But there is always a fabric, material or even brand that is known for its durability.  Take cast iron or stainless steal kitchenware, those things take a beating.  Mine go from boiling temperatures to chilling waters without more than a hiss.  Yet they keep on performing.  Why can't we have something like that in WoW, a material revered for its long-lasting durability?  Perhaps we could learn to be a craftsmen so skilled, that our weapon and armor can survive the harshest conditions? There are two intuitive ways to achieve this goal.  The first would be to follow the lead of the Jewelcrafting profession and allow a max level crafter a chance at creating a more durable item.  Should the random number generator fall in their favor, then the item would be imbued with all the craftsmen skill, giving it a slower rate of decay.  This implementation would be great, but requires special durability cases for these items at best, or a re-design of the entire system at worst.  A more likely and more beneficial solution would be a salve or potion that lowers all incoming wear and tear.  The item would cover all of our armor in a protective shield, saving us money on each piece, rather than a designated few.  Our second option removes the need for special cases, although a re-design of the durability system remains a possibility.  Let me be clear, I do not mean a high max durability, I mean for the items to not take damage at the same rate as our current gear. The reduction of our repair bills would be minute if the proc on crafting was selected.  A salve or potion would be of far greater use.  Just think about all those early training runs in raids, difficult heroics, and of course, shady PUGs that they would be applicable for.  In the end, you would be saving tons of gold, making the creation and use of the items quite beneficial.  Not to mention profitable for any profession that was able to craft it. The only adverse effects I foresee would be skyrocketing prices for the the needed materials and a shift in the weight of professions.  Neither of these concerns seem to worry Blizzard that much as evidenced by The Burning Crusade's Leatherworking crafted War Drums.  Heck, now that I think about it, if they are going to implement one of them, they might as well just do both.  It would help even out the profession changes.  What do you guys think?  Do you like money?

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