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World of Warcraft: Dungeon Finder Woes

Back in February 2012, WoWInsider posted a Scattered Shots article entitled What to do in-game when there’s nothing left to do. Having felt bored with my usual World of Warcraft antics, I turned to the article in hopes of finding some idea that I had not considered. It was then that I learned of the existence of a guild on Icecrown-US comprising of nothing but Dwarf Hunters called the Warcraft Hunter’s Union. Brian Wood (a/k/a Frostheim) did a good job enticing readers to join because his description of the guild’s activities had me create my Dwarf Hunter that very same day. While my experience in the guild has been very positive, it was through the leveling of this new character that I became increasingly frustrated with the mechanics surrounding the dungeon finder.

World of Warcraft: Additional Character Slots

On Monday, March 19, 2012, the nondisclosure agreement (NDA) was lifted on a Blizzard press event held the week before. The topic of the press event was the upcoming World of Warcraft expansion, Mists of Pandaria. As a result of the end of the NDA, the internet was flooded with new information regarding the expansion. Among the topics fans eagerly awaited news for was the issue of character slot limitations. Currently players are limited to 10 characters per server with a cap of 50 characters per account. With the introduction of a new race and a new class, players began seeking an increase in the number of allotted characters per server. Blizzard heard their requests and announced . . . an 11th character slot. Upon reading the news my immediate reaction was “that’s it?”

World of Warcraft: Hour of Twilight Mechanics Explained

When patch 4.3 of World of Warcraft was released, three new 5-man heroic dungeons were introduced: End Time, Well of Eternity, and Hour of Twilight. The instances have been out for two months now, but in my random groups I still find players that do not seem to understand how certain fight mechanics work. The two most irritating encounters are the last boss of End Time, Murozond, and the second boss of Hour of Twilight, Asira Dawnslayer.

World of Warcraft: Restrict Enchants by Player Level

When Blizzard introduced heirlooms into World of Warcraft, a largely ignored aspect of how enchants worked became much more relevant. All of the enchants that came into existence as part of “vanilla” Warcraft (that is to say all enchants that existed before the expansion The Burning Crusade was introduced), had no item level requirement. In other words, you could enchant level 1 items through level 88 items (the highest item level in vanilla Warcraft) without any trouble because the enchants did not specify an item level requirement. However, as expansions have been introduced, enchants have required a certain minimum item level as time goes on.

Open Letter to Clifford Bleszinski

Dear Mr. Bleszinski:

I am a big fan of the Gears of War series. It was one of the first games I purchased alongside my Xbox 360. I have very fond memories of playing through the cooperative campaign with a friend online, and I continued to happily play multiplayer games long after I knew every enemy spawn in the campaign by heart. The game was not perfect though. Glitches and exploits in the multiplayer games made the community grow very frustrated, and Epic took longer than most gamers felt was reasonable to fix them. I recall the frustration of being killed instantly by someone running up with a shotgun yet somehow using the chainsaw attachment on the Lancer. I recall enemies being beneath the map but still capable of killing those of us above them. Despite those frustrations, many of us happily continued to play. There are various reasons why, but most of the reasons hinge on the fact that we were still having a good time and felt like we had purchased a quality game.

Blizzard and Gold Buying: Do What We Say, Not What We Do

On October 10, 2011 Blizzard announced a new in-game pet for World of Warcraft that would become available at their online store called the Guardian Cub. Normally, such an announcement would not be cause for concern because selling in-game items at the Blizzard Store is nothing new. Beginning with Lil’ K.T. and the Pandaren Monk back in 2009, obtainable for $10 each, Blizzard paved the way for the current collection of 12 in-game pets and mounts which total a cost of $169.98 plus tax. What makes the Guardian Cub a departure from the norm however, is that this pet can be traded in-game for in-game currency.

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