Change the architecture of realms. In World of Warcraft, client loads are distributed across disparate hardware installations through the use of Realms. Once committed to a realm, you have to use the paid character transfer system to visit players not in your own realm, or begin the grind again from level 1. In the aforementioned titles, client loads are distributed across disparate hardware installations through the use of Channels. Players can move freely between channels; they conduct their own load-balancing through the examination of lag. Think about the difference in the play experience. If you meet someone who plays WOW, the only question becomes "Alliance or Horde?" With a channel architecture in place, it's easy to introduce new players that you can vouch for through IRL contact to your guild. You'd retain many more casual players, and your hardcore players trying to get away from the game would be much less able to do so. I guarantee that, in the long run, revenues from those two categories alone would easily out-strip the losses from character transfers plus the costs of re-working realms to be modular, and the costs of augmenting the character server. For those middle management guys who want to guarantee a grind supply far beyond the ability of human beings to ever meet, please relax. Your creation still has nine^H^H^H^Hten character classes with 2-5 viable builds each, and two incompatible factions. Crunch the numbers. Do your research. This is wow power leveling wow gold aion gold wedding dresses wow power leveling This article's about a problem that's existed since the game's launch, but seems to have become more common since Wrath's release due to a substantial demographic shift with plate classes (more on this in a bit). Simply put; is it appropriate to turn down a potential member of a group over loot competition? Players generally don't want to face the prospect of losing a roll, especially if they've been endlessly running a dungeon trying to get a particular piece. But while you'll get a lot of sympathy if you've run, say, heroic Nexus 17 times trying to get the War Mace of Unrequited Love, people will generally elect to take a competitor if it's a choice between that and not doing the dungeon at all. I'm writing this largely from the perspective of a tank who PuGs a lot and not infrequently gets saddled with recruiting additional members while trying to comply with peoples' requests*. Thankfully, on an average run people are happy to go with whoever's in LFG or advertising for a dungeon run in the trade channel. But there are a distinct minority of runs where players get fairly insistent over not taking a potential competitor, especially if they have seen a needed item drop previously and keep losing the roll. So far the funniest has been trying to pick up a third DPS for a heroic Strat: wow gold HUNTER: Please don't take another hunter or an enhance shammy. HOLY PRIEST: Can we avoid picking up another clothie or caster?DPS WARRIOR: No Death Knights or retadins please.ME: Well, that eliminates...uh...almost everyone. wow power leveling If people get oiwarljwsldkfjslde really unpleasant about it I tend to remind them (politely) that: They may very well be turning down a player who may not need or even want the drop in question. Even if they do, people are often willing to pass to someone who's been trying to get a drop for wedding dresses weeks. The dungeons aren't going anywhere. I think we can all be fairly certain that Blizzard intends to keep them in the game. And if I'm irritated, a somewhat gentler version of: Haven't we been waiting long enough to get this run going? Personally I don't think it's really all that fair to discriminate against potential group members on the basis of loot they do or don't need, especially when you're just tossing a 5-man/heroic run together, but I will also admit that I can afford to be fairly cavalier about it. Tanks generally don't have issues getting a run, so I may very well be underestimating the frustration factor of a DPS who has to spend significantly more time than I do getting a group and a shot at a drop they may already have lost multiple times. If I were in that position, I wouldn't necessarily feel great about losing a drop for the umpteenth time just because my group leader couldn't be arsed to ask about it before adding people. wow power leveling Requests like these are cropping up a lot more lately, particularly with players competing against the plethora of Death Knights now leveling through Outland and Northrend. This has run the gamut from a DPS Warrior who didn't want to risk losing a ring to a DPS Death Knight, to a tanking Paladin who was heartily sick of doing the same dungeon a million times waiting for boots to drop, to a Death Knight who was desperate for anything better than leveling greens but kept losing rolls to people whose toons spent months at 70. I understand the impulse, but sometimes people will get fairly nasty over having to accommodate potential competition, and I have actually dropped a heroic group where this occurred. When a DPS DK starts demanding that I uninvite a fellow DPS DK from a group because the player is certain to roll on "his" weapon, I take that as a sign for me to get the hell out of Dodge. Congrats, buddy; now you need another DPS and a tank. I don't think it's right to put a group leader in the position of having to judge who's more "deserving" of an item that may not drop anyway, but I can't pretend that that's not going to happen, or that the leader doesn't have some measure of responsibility. In an ideal world, the group wouldn't dump the job on the leader, and would be able to suggest available players for all the needed slots in a group with a minimum of loot competition (either because people didn't need certain drops or were willing to pass) -- but I also won't pretend that this happens all the time either. wedding dresses Is there any fair means of determining whether you should invite potential loot competition to a group? Is it right to turn someone down for a slot because they need the same drop as someone who's already in the group? And does the situation change if a group member's been after a drop for a long time with no luck? Is it really all that right anyway for people to "call" certain drops as their own before the run even gets started? *Yes, life would probably be a lot easier if I didn't PuG and stuck only to guild runs, but I actually enjoy pugging. It's a good way to meet new people, and get information and gossip from around the server. And if I didn't PuG, I would have no awful PuG stories to write about here. one of the few design flaws that could break World of Warcraft. For those who skipped my text wall, here is the tl;dr outline: Channels > realms because WOW is a social phenomenon. Blizzard, please implement a channel architecture. This is the exact line of reasoning that Blizzard currently uses. Yes, this entire game is a perpetual exercise in "suck it up, l2p"; thank you for the reminder. The changes I propose allow Blizzard to get more leverage out of existing installations. They're currently hurting their bottom line by leaving that leverage on the table. I definitely don't want to socialize with EVERY person who plays the game. (That's what /ignore is for.) But right now that's not the problem I have. The problem I have right now is not even having the choice of socializing with 99% of the people I meet who are in WOW. There's this new concept that I hope will start to spread to people like you. It called Real Life. Ha, have you taken a look at real life lately? The kind of folks you're talking about when you say "people like you" are, unlike me, already level 80. Is it really in Blizzard's best interest to tell a player who's that invested in the game to "just deal"? Sure, it's just a game. And sure, you really only have to be better than your competition to win on the business side. A change like this one would widen that gap. I want Blizzard to understand this. Because one of those scenarios presents barriers to the player base, and the other one doesn't. If you want the exact figures, too bad; I don't have the number to Blizzard's accounting department. I'm sure we're all quite grateful for this fact. What works for Guild Wars would not necessarily work for WoW. If they're local, which you imply that they are, go meet them at a coffee shop. You don't have to roll on someone's server to interact with them. This would hands down be the most amazing breakthrough in the history of WoW. I love this game, and oh so often I meet fellow gamers in real life who share my love... sadly I can't play with them. Even some of my really good friends started on different servers and even though we both play Alliance, we can't ever play together because of guild commitments on our own realms. If Blizzard could just make a system that let you swap over to other realms at will, you could go play with whoever you wished... And then we could still have our 'main' realm where our guild is... a place to return home to at the end of the day xll.
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