Relationships in-game

A little while ago, wow.com published a touching story about a couple who found each other in-game and fell in love. Since yesterday I posted on motivations, this story came to my mind.

A few thoughts related to this are around the social aspects of gaming, guild management, relationships and the bonds that bring people together within a guild.

  • there are a few hardcore guilds I know of who do not recruit women, because they (wrongly) think they

    [ continue reading...]

Why do you play? Motivations assessment

Nick Yee developed a four-page assessment. It doesn’t take long to complete.

It rates you against 3200 other players, so it’s statistically valid, and measures you on three dimensions of why you game: achievement, socialisation and immersion. Each of these are driven by sub-factors, so within achievement are: mechanics, advancement and competition.

As you’d imagine, I scored highly on mechanics because truly I love analysis and theory and how this game works. I think this is self-profile worth doing,

[ continue reading...]

Cataclysm tanking and healing will be more strategic

Two comments from Ghostcrawler recently are clearly pointing at a design change which means we’ll have a more strategic playstyle for Cataclysm tanks and healers.

In Cataclysm:

  • relative to the damage input from bosses, tanks will have more stamina,
  • total avoidance will be lower by some degree, perhaps 30% rather than 50%.

The significance of this is exciting! It means healers will have time to choose slower heals. Your tank won’t die if you go for greater heal because you will have the time. Whether boss fights also become longer in duration is unclear, but that would be a nice change for the better; to feel more epic and to be consistent with a strategic gameplay. » continue reading

Three-day transfers change recruitment forever

This is really big news for top 250 raiding guilds, but it will help everyone.

I was interviewing the leaders of 120-world ranked guild Semper Fildelis last night. We got to talking about recruitment, whilst topically today Blizzard announced the realm transfer cooldown is now only three-days; down from 30.

Think about this.

If you had wanted to join a hardcore guild on another server, you would apply, get accepted, transfer your character, then trial.

What if you don’t

[ continue reading...]

More raiding nights?

Blizzard news about the next tier of raiding content, with five bosses, coming in 3.2 includes an important change.

There will be four different versions: 10-player, 25-player, 10-player Heroic, and 25-player Heroic, with each one using a separate lockout.

Significance to raid leaders:

  • you can schedule a 25-man loot raid, get saved to a raid ID
  • and also schedule a 25-man heroic raid, in a separate ID
  • plus a 10-man heroic for boss-encounter practice and loot.

Only

[ continue reading...]

Burnout is inevitable

Many of you might be familiar with the incredible, voluminous and precise research carried out under the Daedalus Project, by Nick Yee. The researcher looked at MMOs for ten years before finally ceasing, just recently.

His work on burn-out shows raid leaders that it’s largley inevitable, and guild member turnover is therefore a factor you simply need to accept and manage.

Nick’s research is still available to peruse, and it’s a gigantic library of primary research mostly gathered through

[ continue reading...]

Raid buff checking addon, with taunt failure warnings: RaidBuffStatus

This morning I came across RaidBuffStatus. Update: I’ve since raid tested it and highly recommend this addon for raid leaders.

It provides intelligent raid buff checking prior to the pull, is talent-spec aware, has a real-time visual window of tank health/healer mana/dead healers/ missing buffs and (icing on the cake) has tank taunt warnings.

RaidBuffStatus also has an information video here, developed by a Finnish player (cool accent).

I like how seriously the author

[ continue reading...]

Switch to our mobile site