24 June 2014
| | LHStaff
I’d like to preface this rant with a disclaimer: Don’t misunderstand me – I’m craving the mount; the hoarder in me begs that I get this for myself.
I would impulsively do so, if it wasn’t for the price tag.
You know what truly
grinds my gears bothers me?
When a company sells merchandise for double the price of their base subscription to their MMO – especially when there’s no in-game alternative to acquire it.
Blizzard’s release of the Warforged Nightmare is not only thrilling and adds something to the aesthetic of World of Warcraft, it is completely overpriced.
Granted, when it comes to the core feature involving this mount, it definitely deserves a little respect. Unlike every other mount found in WoW, the Warforged Nightmare gives the owner the ability to drop the “Hitching Post” to offer other players the chance to summon their own horse to ride on – for 20 minutes. Continue Reading
9 April 2011
| | Heartbourne
I don’t think there is any real valid complaint about the new Call to Arms system: the reward bags, which offer a chance at rare mounts, are bind to account, meaning you can send it to any character you choose on your server after receiving it.
If you are a DPS player who thinks the additional Call to Arms system is unfair, level up a tank alt. You can send the rewards to your DPS main. I don’t think that “the rewards are too much, but not enough for me to play a tank” is a very strong argument against this system now that you can put them on any character.
I personally will be tanking a lot now and working on getting appropriate gear. I’ve heard from a lot of raid-geared tanks that they queue as DPS (since its so much easier and they can do other things while in the queue) or don’t run heroics. This system can entice great tanks into the queue. Yes, it will entice new tanks, but tanking takes time to learn. You can’t soundly say “we need more tanks” yet “we don’t need any new tanks.” Would you put up with new tanks for a 15 minute shorter queue? We have no idea on how this will pan out – but all the negativity around every change Blizzard makes is getting old.
23 March 2011
| | pixiestixy
"All this drama is making me want to fart all over that Alextrasza hussy!"
Back when Trion Worlds unveiled their Rift pre-launch trailer a couple months ago, they took a mixture of cheers and criticism for using the tagline “We’re not in Azeroth anymore.” By drawing a comparison to the top-of-the-market MMO from the start, it seemed the game was inviting more of a comparison from gamers familiar to the world of Azeroth who would instead argue that Rift was a WoW clone, or that it had drawn ideas and parallels to WoW.
I’m not here to argue for or against that — I personally have not played Rift, so I’m not qualified to make that comparison. And while I do love WoW, I also wouldn’t call myself a fangirl. There’s many aspects of the game that I feel could be improved upon, and in fact I hope that strong competition continues to come forward so that Blizzard is forced to keep innovating and keeping Azeroth a fun place to be.
But I do think that Trion Worlds’ assertive stance against WoW in the trailer was a bold marketing move that has worked. It brought a buzz about Rift. Even those who were openly decrying the tagline were still talking about the game. And a lot of people who otherwise may have never looked into the game were exposed to news about it from WoW-centric blogs who covered the trailer because of that open comparison. Perhaps this is where trouble began to brew. Continue Reading
8 February 2011
| | iTZKooPA
The Golden Sun franchise created by Camelot Software Planning is my favorite RPG series to come out of the GBA, a handheld that was chock full o’ quality RPG titles. And one of my favorite RPG franchises of all time. Golden Sun introduced me to Djinn, which subsequently lead me to further investigate Middle Eastern mythology (something we’re seeing a lot of in WoW now). The titles tickled my frontal lobe with a story, while cliche at the outset, that grew in to an epic tale spanning multiple continents and told through different perspectives. Most memorable, the franchise racked my brain with increasingly difficult and complex puzzles that coalesced battle mechanics and puzzle-solving spells into a single ability, psyenergy.
Camelot wasn’t stupid enough to remove this award-winning element from Dark Dawn, the recently released third installment. Instead, the title is hamstrung by an incredibly lengthy introduction/tutorial campaign. The opening sees the young protagonists, children of the heroes from Golden Sun, besieged by First Day of School syndrome. You know, those boring first few classes where the only thing you “learn” is the upcoming curriculum and the professor’s name.
Players are told, in great detail, how to battle, use spells, psyenergy, djinn, etc. Instructions for new mechanics and franchise-specific changes to genre staples is fine, but even equipping weapons and using items are explained in great, unskippable detail. It’s as if Nintendo expected a horde of normal people, those that have never played an RPG before, to flock to the third game in a franchise.
The coddling continued. Continue Reading
11 May 2010
| | pixiestixy
The worst thing about Children’s Week: that it’s only a week long. Sure, it’s not got quite as many mini-achievements required for the meta, but one in particular can be quite troublesome. I’m looking at you, School of Hard Knocks.
For the non-PvP-savvy player, this achievement can be horrid. Now, that’s not to say that I want achievements handed out without some effort. But when it comes to quests ultimately required for What a Long, Strange Trip It’s Been, it seems the year-long effort alone is a pretty major accomplishment.
And then there’s the other reason why it seems totally whack — requiring certain feats within a PvP setting means encouraging players to play only for themselves, and not for the team as a whole. Case in point: my first several runs of Warsong Gulch resulted in stalemates. Half the players were unwilling to leave the home base, since they wanted to be there to return the flag once a brave soul came in for a shot. The other half waited it out in the enemy flag room, also unable to get anywhere because the entire ally team was camping out, too. 25 minutes of boredom.
The stalemate finally ended in another match when a kind-hearted (or possibly just annoyed or desperate) Night Elf entered our flag room, grabbed the flag, then dropped it. Repeatedly. Letting each of us take a shot at the return. Apparently the other team didn’t get it when I tried to return the favor; I got killed by the mob.
Read on for how I fared in AV, EotS and AB.