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I Has a Bucket: Preventing bucket theft on Bleeding Hollow | FUBU: A better BH Forum
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PostPosted: Tue Jul 13, 2010 3:25 pm  
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Blathering Buffoon
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Henq wrote:
quadtard wrote:
^ pretty much should be common knowledge for everyone. and the tldr for anyone wanting one is pretty much: Dont be a jackass to people unless u want to be treated badly in turn.


Should be indeed.
But at the moment there is a guild that is dissolving on Horde side because they do not understand this.


What guild is that? I haven't played on BH in a while >.> If I come back I don't wanna join a dying guild lol


s^ | Kay
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PostPosted: Tue Jul 13, 2010 3:27 pm  
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Euphonic wrote:
Unless readily accessible new instances give even better loot than this, many players would completely ignore them. Raid instances along the way in leveling simply aren't viable, as raids cut experience by half. Further, the only reason guilds can get 40 players to go do Molten Core is because there are many, many 60s in the game, at least when compared to the number of players at exactly, say, level 37. The only sensible thing that I see to do with instances like Zul'Gurub, 20-man Ahn'Qiraj, and Molten Core is to heavily nerf the mobs to make the instances 5-man, raise their levels so that the loot the instance drops is suitable for the level without changing items, reduce drop rates, and remove the raid lockout. That would at least get some utility out of the instances, rather than Blizzard having spent all that time designing instances that even raiders who happen to pick up the game after the expansion can never see. Furthermore, the 40-man component is hardly the only problem with raids in their present formulation. If they were to make the end-game instances 5-man, but keep all the other problems, would that make for a fun instance? Raid lockouts, exotic resistance requirements, prescheduling, regrouping on multiple days, pigeonholed class functions, forced respecs, reputation grinds, DKP, guild drama, and killing the same mobs in the same orders using the same tactics week after week after week in a 5-man instance? No thanks. If that's what it takes, the mobs can keep their epics for all I care. If the problem with the existing raiding end-game is that it's a boring time sink, then what is gained by offering the alternative of another boring time sink? Should a 60 with 100 days /played who still has trouble with Ragefire Chasm get epics just because he's a 60 with 100 days /played? If you got a thousand characters to level 5, would you expect epics for that? Emphasizing time spent over skill leads to mind-numbingly repetitive content, which is exactly what should be avoided. Surely it is better to spend that time creating real content even if it means only one boring end game path instead of several. Perhaps for whatever the final expansion Blizzard has planned, it would make sense to have multiple end-game paths, so that players could advance to the very best gear via 40-man raids, 5-man groups, solo content, or whatever mix they prefer. But in the until then, it doesn't make sense to overdo the end-game content which will need a major overhaul later, instead of real content which will remain useful for as long as the game exists, and without needing to be completely rebalanced. Another alternative would be to have no end-game at all. Put no raid instances or reputation grinds into the game, so that once you finish Stratholme, Scholomance, Dire Maul, Blackrock Depths, and Blackrock Spire, you're done. There's nothing left to do. That would be like Blizzard telling players, congratulations, you have beaten the game. Now you should cancel your account and go do something else. For obvious business reasons, they can't do that. Let's not forget that Blizzard is playing a game too, here. They're trying to make as much money as they possibly can. This isn't an anti-capitalist rant; that's a good thing, not a bad thing. If Blizzard didn't care about money, they wouldn't care what players want, and certainly wouldn't adjust the game based on player demands. If you don't see the difference between this and what they do now, I suggest you go apply for some permit at a government agency sometime. It doesn't matter much which agency, so long as it isn't dependent on customer satisfaction for its budget. Indeed, Blizzard trying to make money is the reason they made the popular level 1-59 section of the game the way they did. Blizzards great insight was that, even if it was necessary for the game to be painful grinding once the content had run out, many players didnt want the painful grinding stage to begin somewhere around level 3. So they postponed it all the way until players had done nearly everything there was to do, and players loved it. That is a big reason why the game has six million or so subscribers, and the company has (hopefully) made millions of dollars in profit. But players see that the grinding can be postponed, and want it postponed further, or put off indefinitely. A company that found a way to do that in a stereotypical MMORPG with heavily scripted content would make oodles of money off it. But trying that is perhaps a holy grail type of mission, and one for which neither Blizzard nor anyone else on the planet has a solution. However, Blizzard knew that they could only add so much real content to the game, without making a bunch of ill-conceived garbage. The problem they faced was how to get players to keep subscribing after they have run out of content, or more commonly, skipped most of it. Their solution was the current raiding end-game. Look carefully, and you'll notice that that is exactly thinking of pvp, it would make much of the pve content horrendously difficult. And that would give players yet another topic on which to whine. What other reasons are there to get epics, apart from pvp and pve uses? Ego, perhaps? While I tend to pity those who make a huge deal about either leveling or getting some particular drop, as though it were some great accomplishment, this doesn't make much sense, either. Suppose that Blizzard were to add a new legendary set for each class which was undeniably the best gear in the game. All that players have to do to get it is upon reaching level 60 is to complete a trivial quest line which basically consists of the quest giver repeatedly asking the player if he is certain that he wants the set. There's one big catch, though: once you get the legendary set, you can never again enter an instance. No battlegrounds, no raid zones, no group zones, no solo farming instances, even. That is, you can get the set, but can't use it much. Interested? If the players who want gear want it for something other than pvp or pve use, then surely this would be quite a popular set, don't you think? I can sympathize with non-raiders who want more non-raiding content added to the game. What I can't sympathize with is the people who use exploits to trivialize (and hence essentially skip) the existing content, and then complain that they've run out of things to do. You've seen what I'm talking about: take a 40 into Deadmines and a 60 into Scarlet Monastery. Such people would take an 80 into Scholomance if they could, but they can't, so instead, they take 10 players into a 5-man zone. And now that exploit is being cut off as well in patch 1.10, and they're screaming about it. Amusing. It's not hard to find the problems with the people you don't like, and raiders have jumped on this to point out how ridiculous it is. They're right, of course. Where they go wrong is in claiming that non-raiders asked for epics for hard non-raiding content and are now complaining about it. The non-raiders who are complaining about the changes of patch 1.10 are not the same people who wanted actual challenges in non-raiding content, such as having to pay attention. So let it be known, I'm not a raider and I don't want easy epics. What I want is to be able to attack one challenge until I get tired of farming it (and I have very little tolerance for grinding of any sort), and then, as a result of having completed the previous challenge (and the ones before it), to be properly equipped for the next. Whether the gear involved is green, blue, purple, or orange doesn't matter much. And I do want the challenges to be, well, challenging, as opposed to monotonous time sinks. I routinely turn players away from groups I form for being too high level. A 56 wants to run Maraudon, or a 38 Razorfen Kraul? Not with me, they won't. Five man caps on five man instances are great. I wish Blizzard would fix the overleveled exploit and not let players more than 10 levels apart enter the same instance together, too. Finally, I want for there to be a next challenge. Even if it's called an expansion. The game doesnt need more time sinks. It needs more real content. Lets let Blizzard create that without getting all antsy in the meantime about not being able to find a boring time sink that isnt, well, a boring time sink.


Wall of text crits for over 900000000

I read the first and last two sentences.


9 level 90s and 10 85s, Damn I need another hobby.
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PostPosted: Tue Jul 13, 2010 3:29 pm  
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What the fuck did you just write, Euphonic?


Henq, I definitely agree. You can't go around being a dick to everyone on the server unless you've got the recruitment potential to bring enough people that don't care from other servers to join you. The guilds you wanted to mention don't have anything near this and will probably die from it :(

Edit - I don't think people that aren't awful really have to put up with Aestu. He isn't that bad if everything goes smoothly, though he does tend to take things seriously before anything has a chance to go bad as a way to prevent it from doing so.
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 Post subject:
PostPosted: Tue Jul 13, 2010 3:31 pm  
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Attention Whore
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I will say henq that i completely agree with you in your post, minus a few disagreements mainly stemming from previous events with Xshame that have lead to bad blood between us (and the main reason why i still do not talk with people who are in Totems), and the opinion of Intolerance shared by many members of Hero Squad (yes i will state some of them are asshats, but for some reason i get along quite well with several members [Mainly Khroggaq, Bloodamage, Seyn, "Insert Tribunal Members", and a few others]

I would also add to your post Henq that beyond the fact that WoW is a very social game that it is almost like a workplace. This of course referring to inter office romances (which if they don't work out often lead to one of the workers either transfer or leaving the company, to which we have recently seen T.T) and other similarities.

Additionally, if a guild is well formed enough and with correct leadership and respect amongst members and management, a bad occurrence can actually be spun into a point for a guild to grow from, for example Trib's ninja allegations and Tempest's as well. Nether of these guild's witnessed a slow of recruitment because of how each guild handled these types of problems (be it from a slap of the wrist to an all out Gkick).

Summary, WoW is like a Job....which is why i think many people end up quiting the game upon realizing this. You constantly have team building workshops, inventory checks, and productivity assessments, and when a game becomes a job where's the fun in it being a game anymore?


Engi-nerd
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PostPosted: Tue Jul 13, 2010 4:10 pm  
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Pinheaded Pissant
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Aestu wrote:
dek wrote:
agonist is the opposite of a more commonly used word, antagonist.


The opposite of "antagonist" is "protagonist". Both are nouns and "agonist" as it is used here is an adjective meaning something else entirely.


agonist and protagonist are both antonyms of antagonist, with similar but different meanings.

as for your use, i didn't real your wall of text past the first few sentences so i couldn't say. i was just trying to give people a quick clue as to the meaning of the word that seemed to be causing some consternation.

edit: and for a good usage example, in this post i am being an agonist by avoiding conflict, where an antagonist causes conflict.


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Last edited by dek on Tue Jul 13, 2010 4:11 pm, edited 1 time in total.
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PostPosted: Tue Jul 13, 2010 4:11 pm  
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Aqlo wrote:
he does tend to take things seriously before anything has a chance to go bad as a way to prevent it from doing so.


This is very, very true, and many times I've relented on this impulse then regretted it.

cziiki wrote:
Summary, WoW is like a Job....which is why i think many people end up quiting the game upon realizing this. You constantly have team building workshops, inventory checks, and productivity assessments, and when a game becomes a job where's the fun in it being a game anymore?


And that takes us back to Henq's post and the importance of maintaining a positive environment. This is the sort of thing that lends itself to being hard when it is made to be hard.


Aestu of Bleeding Hollow...

Nihilism is a copout.
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PostPosted: Tue Jul 13, 2010 4:16 pm  
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dek wrote:
agonist and protagonist are both antonyms of antagonist, with similar but different meanings.


agonist, n. One involved in a struggle or competition.
protagonist, n. The leading character, hero, or heroine of a drama or other literary work.
antagonist, n. A person who is opposed to, struggles against, or competes with another; opponent; adversary.

The antagonist opposes the protagonist. The agonist is one who competes. Apples and oranges.

The word I had intially used as an adjective was "agonistic" (actually the word we ought to be discussing):

agonistic, adj: of, relating to, or being aggressive or defensive social interaction (as fighting, fleeing, or submitting) between individuals usually of the same species <agonistic behavior>


Aestu of Bleeding Hollow...

Nihilism is a copout.
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PostPosted: Tue Jul 13, 2010 4:23 pm  
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fair enough.


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PostPosted: Tue Jul 13, 2010 4:56 pm  
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cziiki wrote:
Summary, Vanilla WoW was like a Job....which is why i think many people end up quiting the game upon realizing this. You constantly have team building workshops, inventory checks, and productivity assessments, and when a game becomes a job where's the fun in it being a game anymore?


fixt 4 u

what i hated was when the guild i was in was learning a raid aka dying a lot, nobody was on

when the guild was doing stuff that was on 'farm', OH HI I CAN HAS RAID INVITE?!!!!
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PostPosted: Tue Jul 13, 2010 5:45 pm  
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Yarl wrote:
cziiki wrote:
Summary, Vanilla WoW was like a Job....which is why i think many people end up quiting the game upon realizing this. You constantly have team building workshops, inventory checks, and productivity assessments, and when a game becomes a job where's the fun in it being a game anymore?


fixt 4 u

what i hated was when the guild i was in was learning a raid aka dying a lot, nobody was on

when the guild was doing stuff that was on 'farm', OH HI I CAN HAS RAID INVITE?!!!!


Still the same shit...see RM'S Heroic Sindragosa 25/EI's Heroic Sindragosa 25


Engi-nerd
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PostPosted: Tue Jul 13, 2010 6:06 pm  
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if i'm right at who this is aimed at, and i guess i could be wrong, but this would do a lot better being posted on their site cuz they dont read these forums and probably dont even know they exist >.>


somebeach
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PostPosted: Tue Jul 13, 2010 6:21 pm  
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Being an unrepentant douchebag worked for Tripler, Horrigan, and Demented.

Which isn't to say that I disagree, but when you bring together a like-minded group of people and convince them it's "us vs them" then you'll get an army of loyalists who will stick with you no matter how tough the going gets. It's the same as the BH vs other servers mentality. The guy we're looking out for might be a total douche, but he's our total douche. You just need to figure out how to be a classy asshole, rather than be, say, Mackla.


If destruction exists, we must destroy everything.
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PostPosted: Tue Jul 13, 2010 6:22 pm  
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Sorry, but the guild your talking about isn't dissolving. I know you hate them for saying that word that means homosexual, but that doesn't mean anything to anyone else. There must be a reason you dislike them, other then them being assholes to baddies.
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PostPosted: Tue Jul 13, 2010 6:23 pm  
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I don't think you have to be social or polite to be successful (assuming success is measured in progression) especially as an individual, you just need to be good and get your foot in the door with a solid app and most guilds/people will grin and bear the attitude for loot/fame/whatever.
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PostPosted: Tue Jul 13, 2010 7:02 pm  
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cziiki wrote:
Yarl wrote:
cziiki wrote:
Summary, Vanilla WoW was like a Job....which is why i think many people end up quiting the game upon realizing this. You constantly have team building workshops, inventory checks, and productivity assessments, and when a game becomes a job where's the fun in it being a game anymore?


fixt 4 u

what i hated was when the guild i was in was learning a raid aka dying a lot, nobody was on

when the guild was doing stuff that was on 'farm', OH HI I CAN HAS RAID INVITE?!!!!


Still the same shit...see RM'S Heroic Sindragosa 25/EI's Heroic Sindragosa 25


i'm still waiting for isamoo to announce on wednesday "free loot wednesday has been cancelled, we extended our raid id to wipe for hours on heroic lich king." and see if anyone suddenly has a convenient power outage.

(i don't honestly think there are many if any people in RM's raid that goes out of their way to miss progression nights, but then again i also am more than likely to give people more credit than they're due in that regard because i don't have to actually keep track of it).


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