Showing posts with label wow. Show all posts
Showing posts with label wow. Show all posts

Monday, 17 June 2013

I prefer that any recent lore

I prefer that any recent lore be applied in the game in some fashion, at least important scenes from the books. Past lore, like the War of the Ancients or the second orc invasion or something, that's fine to keep in book form, as that isn't necessarily immediately relevant to the game. Additionally, fun fluff lore is also fine to keep in book format. When I say this, I mean that character that isn't necessarily a huge part of the game, and doesn't necessarily have any tie ins to what's currently going on. I could say the story of Med'an in that aspect, for example. As much as I'd love to see his stuff play out in the game, his story hasn't had a huge effect in that the game needs his story to exist right now.An example of what I felt really needed to stay in the game was the Shattering. That entire book was incredibly important, a must-read to get fast wow gold understand what was going on in the Cataclysm expansion. Don't get me wrong, the book was awesome, and I'm not saying they should have never made it a book, but I think having it only in book form was a poor decision. As Kelsey said below me, finding out that the king of ironforge was suddenly trapped in stone through the game is incredibly confusing. Yeah, they reference the fact that he'd become 'one with the earth,' and all, but it seems all so sudden, with no cheap wow accounts proper explanation unless you've read the book. Plus, on top of that, it also spoils the book. You see the aftereffects right then and there.

For the most part, I ignore WoW lore. The parodying, fourth-wall breaking, and overall campy factor of a majority of the game completely dispels any of the seriousness for me, and I find myself ignoring quest text and NPCs dialogue because I just can't bring myself to care. I'd prefer it if they went for an over-the-top, B-Movie feel. Make the World of Warcraft actually ABOUT a world overrun by heroes constantly trying to sell wow accounts prove themselves, instead of trying to make us believe there's only a small number of those heroes that actually exists.

Wow lore should be in game. Have supplementary stuff in the books and comics. Warcraft Legends is the way to go. Having the events of The Shattering in a book is a massive failure on blizzard's storytelling. Scripted events and cutscenes are great. EPL does that very well. Quest text shouldn't be in game. Being forced to read a pamphlet after every scene of a movie to understand the story is bad storytelling. A sort of theatre that shows lore moments would be very nice.

Thursday, 13 June 2013

It's not technically an Alliance story either

It's not technically an Alliance story either. Stromgarde has held no place in the current Alliance and is currently occupied by the descendants of people the old Alliance cast out of Alterac. There's also a Trollbane in the Horde and one in the Alliance. It could be a great battleground showing the war in the Eastern Kingdoms while we're battling in Orgrimmar, or it could be a good opportunity for co-operation after the fall of Hellscream, but it's neither "Alliance" nor "Horde" story at the moment.

The city state of Lordaeron (not to be confused with the region of the same name) was settled by former citizens of Stromgarde, and the High Elves -- now Blood Elves -- of Quel'thalas only joined the Alliance because of their debt to the Stromgarde (Arathi) bloodlines. And Thoras is dead. When the King dies, the Prince inherits. I know it's hip these days to sell wow accounts assume the undead aren't people -- but Galen's still sentient. He is still in line for the throne. As for Danath... he's been gone a long time. The last thing the Alliance needs is yet another do-good Warrior King to come in and save the day. Oh I know! Maybe Danath can be the embodiment of buying wow accounts the Wild Cat, because he's so fierce, and then he and Varian can go join the Super Friends together!

By your standards Stormwind is Lordaeron lore as well since it was settled by the last of the Arathi nobility (the Lothars) and was a member of the Alliance of Lordaeron.  So, you know, that doesn't work. Further, princes don't inherit unless the king names them to do so.   Every legitimate spawn of a monarch is given the title of prince or princess, but they don't all become king and queens.  Sometimes the throne passes to the king's brother or his nephew (of which Danath is, btw). When Thoras died Galen did not become king even when he was alive.  He either wasn't named as heir to Thoras at all, or was prevented from exercising that claim -- both of which call into question the legitimacy of his claim.  He either doesn't have one or was so weak he couldn't.

Friday, 7 June 2013

What could be pruned?

In the recent past, whenever Blizzard pruned abilities from our spellbook, it was often the most obviously redundant choices. Three different flavors of Judgment, for example, was hideously excessive. Did Seal of Light and Wisdom need to exist simultaneously? Not really, and it was easy to roll them up into Seal of Insight. Did we need to have two separate taunts? The devs felt no (I woefully would have preferred they didn't) and they cut us down to get cheap wow accounts just Reckoning.

You could go even further back if you wanted and dredge up the ghosts of all the Blessings that have disappeared over the years, if they weren't lucky enough to get repurposed into a Hand spell.

And yet even then, it can be argued that the number of Hand spells we have these days are too many. How many times do we really ever use Hand of Salvation anymore, considering how insane tank threat is? Maybe on transitions when the passing tank has a large amount of Vengeance, but never (this expansion) on a non-tank character. Could Hands be combined, like putting the Freedom effect on Sacrifice? Perhaps, and I imagine that could be buying wow accounts low-hanging fruit for a future prune come the next expansion, if the devs decide they need to cut back a bit.

There are some abilities that I hope that the devs do not usher to the chopping block, no matter how utterly inconsequential or situational they are. For example, Turn Evil: I don't think I've yet used that ability once this expansion and (confession time) I don't even have it on sell wow accounts my bars. Yet, it doesn't add to any ability bloat I may or may not be suffering and it just feels so iconic as part of the paladin toolbox (this may be my old D&D days showing) that it would be a real shame to lose. For similar reasons I was annoyed when they chopped Sense Undead, which was utterly unobjectionable outside of the silly glyph that everyone used back in Icecrown Citadel.

Closing up this topic, I'm curious what you all think. Do you have too many abilities on your bars, are you drowning in buttons? Or do you feel like there's enough room for expansion and you're not yet pressured to go out and buy a Naga?

Tuesday, 4 June 2013

Faction change?

My main characters have been Horde for quite some time, but this week I decided to change things up on my priest. It's a bit disorienting to faction change after playing one faction for so long. So far I haven't flown into the wrong Shrine, but I know my day is coming.

While my faction change processed, I passed the time thinking about how much of a butthead Garrosh is. And what about the Alliance's arrival in Pandaria? I wanted to experience it. Well, Blizzard had me covered cheap wow gold. As soon as I made my way to Stormwind, I received the quest to head out to Pandaria on the Skyfire. After zoning into Pandaria, I immediately fell to my death because the Skyfire disappeared from under me.

I assumed my quest had ended there because I'd already been introduced to Pandaria through the opposite faction. My slight OCD for quest completion pushed me to visit Wowhead, where I discovered that I could complete the Alliance-side starter quests after all. Woo!

Faction change Travel back in time to experience the Pandaria starting questsTaradormi, a Keepers of Time NPC, is stationed at Lion's Landing for our time travel needs. After being selling wow accounts and iinformed that my timeline in Pandaria was incomplete, Taradormi offered up a second chance to experience the Alliance arrival.

Accepting her offer will change your character's phasing with a buff while you complete the entire starting chain. And if at any time you want to return to "present day," Taradormi will be in Paw'don Village in The Jade Forest to send you back. I'm glad the devs included this little workaround for those of us who enjoy the story side of WoW.

Unfortunately, there's no DeLorean.

Thursday, 30 May 2013

A beginner's guide to WoW's gathering professions

As soon as your character hits level 5, it's time to pick up a profession -- or two or three! Each character you have can take two primary professions -- herbalism, mining, skinning, alchemy, blacksmithing, enchanting, engineering, leatherworking, tailoring, jewelcrafting, or inscription -- as well as however many secondary professions -- cooking, fishing, first aid, and archaeology -- they want. Primary professions are typically categorized as "gathering" professions -- herbalism, mining, and skinning -- that allow you to collect materials and "crafting" professions -- alchemy, blacksmithing, enchanting, engineering, leather working, tailoring, jewel crafting, and inscription -- that allow you to create items.

When choosing a primary profession, it's good to pick two that work well together: say, a crafting skill that uses the items you collect with a gathering skill. This means herbalism is typically paired with alchemy or inscription; mining is typically paired with blacksmithing, jewelcrafting, or engineering; skinning is usually paired with leatherworking; and enchanting and tailoring can be paired with anything (though often players will pair them together and use goods created by tailoring to level their enchanting). But if you aren't terribly interested in crafting or just want to give your character a leg up with money-making, you could pick up a pair of gathering professions and take whatever you gather while you're leveling to sell wow accounts to crafters on the auction house. As to secondary professions, since you're not limited on the number you can take, you can really grab as many as interest you.

Not sure where to start with all these choices? We'll walk you through it.

Whatever profession you take, you'll start with a skill level of 1, which you increase up to 600 as you level up and use the skill. Apprentice skill (which you can train at level 5) covers skill levels 1-75, journeyman (level 10) covers skill levels up to 150, expert (level 20) covers skill levels up to 225, artisan (level 35) covers skill levels up to 300, master (level 50) covers skill levels up to 375, grand master (level 65) covers skill levels up to 450, illustrious (level 75) covers skill levels up to 525, and zen master (level 80) covers skill levels up to 600. To train in each skill level, you need to buy wow gold be both the right character level and have a certain amount of skill. Further, to harvest higher level materials or craft higher level items, you'll need a higher skill level -- in short, this means you'll probably want to work on advancing your professions while you level up.

But just which professions should you choose? There are good reasons to pick all of them, which can make picking the right profession for your new character a challenge. Today we're going to walk you through WoW's professions, explaining what they do and why you might want to take them. There's a lot of world of warcraft accounts ground to cover, so today we'll start by talking the game's three gathering professions: herbalism, mining, and skinning.