Monday, August 29, 2005
WoW Journal - 29-August-2005
Lots of WoW action since I came home, let me try to sort this out a bit.
Waldin, my shaman, made it to level 22. Ah, the soft life of a twink! It feels good to level again, it is so frustrating doing a quest with a level 60 and only getting useless xp as reward. Waldin's mining skill is at 128, so if I get high enough in level to go to the areas where iron deposits are, I can mine them. But with some generous financing from my high-level, I already got engineering to level 225. This turns out to be rather useful. I had a quest where I needed to summon a level 20 elite, and putting a goblin mine down first, which dealt him 500 points of damage the instant he showed up was rather useful. So are the grenades and exploding sheep. But in spite of all this exploding goodness, at level 35 I'll go for gnomish engineer and all the fun devices instead.
Raslebol's Alterac Valley expedition last week got him to PvP rank 1, scout, with the progress bar to the next rank already 80% full. So I did some more PvP to get towards rank 3, sergeant, where I can get a useful cloak. I did a few Warsong Gulch battlegrounds. Two without a shaman on our side, which we lost. One with a shaman, which we won 3-0, all three points made by the shaman, carrying the flag in ghost wolf mode. Not really fair. Then on Saturday somebody made a huge effort to collect enough Horde players for Alterac Valley, and I joined there. Playing AV on my desktop with 1 GByte of RAM works a *lot* better than on the laptop with 512 MB. There was still some lag, but in general it was playable. As warrior I still didn't get many killing blows in, but as we were all raided, I still got over 500 honorable kills and lots of honor. As lag was low, I could charge into the enemy lines, hit intimidating shout, and deal some damage and mess up their defences before they killed me. In AV, every second you manage to stun a mage counts.
Sunday was guild raid night, with two raids planned. I showed up for the first one, and found that of the 15 players in the raid, 5 were warriors. Doh! Warriors are essential to have in a raid, but you only need 2, main tank and main assist, with a maximum of 1 more in reserve. A raid needs a 4th and 5th warrior as much as a fish needs a bicycle. So when a 16th guy showed up for the raid, I dropped out.
That turned out to be a very good decision, because the second raid had no other warrior. Okay, "raid" is maybe said too much, only 5 people showed up. But that allowed us to go to Dire Maul east, which I never finished. Very nice dungeon, I don't know why we don't go there more often. Still not trivial at level 60, but playing well we didn't have a single death, and that without having a priest or mage. And we got some quite nice loot, although I didn't win anything special. Well, I won a blue book starting a quest for a very nice trinket, but I got the wrong version, the Harnessing Shadows for Warlocks. I'll give it away to some guild warlock. But as the trinket gives +10 fire resistance, it might be worth doing DM east several times to get the trinket for everybody, it seems it exists for every class, and the fire resistance will be useful for Molten Core.
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Nothing to do with your article Kai, but here is an interesting thing I read that you could share with all the others here (it does concern WoW among other MMORPGs) :
"China blocks online gaming
General News The Chinese Government unveiled a new system last Tuesday to prevent individuals from playing online games for more than three consecutive hours, which must be installed for every online game in the country. "This timing mechanism can prevent young people from becoming addicted to online games," Kou Xiaowei, Deputy Director of the Audiovisual and Internet Publication Department of the General Administration of Press and Publication (GAPP), said during a press conference.
The new system, developed under the guidance of the GAPP, stops individuals from playing online games for more than three hours by cutting the abilities of game characters. The new system cuts the ability level of a player's online game character by half after he or she has played for more than three consecutive hours. Once a player has played for more than five consecutive hours, the system cuts the ability level of that player's character to the lowest level allowed by the game.
The system also lowers the ability of players to find treasures or prizes available in an online game after they have played for more than three consecutive hours.
Furthermore, the system keeps track of hours of play. Individuals who immediately log back onto a game after three hours of consecutive play will continue to have the ability of their game character lowered by the system. Players must be logged off for a minimum of five hours before the system resets.
The GAPP has defined the playing of online games for less than three consecutive hours as "healthy," playing three to five consecutive hours as "tiring," and playing for more than five consecutive hours as "unhealthy."
In addition, seven of China's largest online gaming firms pledged Tuesday to "sacrifice short-term revenues" to create a "healthy" environment for young internet users. Companies signing onto the "Beijing Accord" were Shanda, NetEase, The9, Optisp, Kingsoft, SINA, and Sohu. These seven companies also pledged to deploy the system when development is completed.
Development of the system is scheduled for completion at the end of September 2005. Internal testing is scheduled to begin in October of 2005. After internal testing, trial operations of the system will be held using the games "The Legend of Mir II" and "The World of Legend" operated by Shanda, "Westward Journey Online" and "Fantasy Westward Journey Online" operated by NetEase, "World of Warcraft" and "MU" operated by The9, "JX Online" and "First Myth Online" operated by Kingsoft, "The Legend of Mir 3G" operated by Optisp, "Lineage II" operated by SINA, and "Blade Online" operated by Sohu.
Compulsory deployment of the new system is expected to begin for all massive multiplayer online role-playing games and casual games in China in late 2005 or early 2006"
Source : http://www.interfax.cn/
Yours friendly
John
"China blocks online gaming
General News The Chinese Government unveiled a new system last Tuesday to prevent individuals from playing online games for more than three consecutive hours, which must be installed for every online game in the country. "This timing mechanism can prevent young people from becoming addicted to online games," Kou Xiaowei, Deputy Director of the Audiovisual and Internet Publication Department of the General Administration of Press and Publication (GAPP), said during a press conference.
The new system, developed under the guidance of the GAPP, stops individuals from playing online games for more than three hours by cutting the abilities of game characters. The new system cuts the ability level of a player's online game character by half after he or she has played for more than three consecutive hours. Once a player has played for more than five consecutive hours, the system cuts the ability level of that player's character to the lowest level allowed by the game.
The system also lowers the ability of players to find treasures or prizes available in an online game after they have played for more than three consecutive hours.
Furthermore, the system keeps track of hours of play. Individuals who immediately log back onto a game after three hours of consecutive play will continue to have the ability of their game character lowered by the system. Players must be logged off for a minimum of five hours before the system resets.
The GAPP has defined the playing of online games for less than three consecutive hours as "healthy," playing three to five consecutive hours as "tiring," and playing for more than five consecutive hours as "unhealthy."
In addition, seven of China's largest online gaming firms pledged Tuesday to "sacrifice short-term revenues" to create a "healthy" environment for young internet users. Companies signing onto the "Beijing Accord" were Shanda, NetEase, The9, Optisp, Kingsoft, SINA, and Sohu. These seven companies also pledged to deploy the system when development is completed.
Development of the system is scheduled for completion at the end of September 2005. Internal testing is scheduled to begin in October of 2005. After internal testing, trial operations of the system will be held using the games "The Legend of Mir II" and "The World of Legend" operated by Shanda, "Westward Journey Online" and "Fantasy Westward Journey Online" operated by NetEase, "World of Warcraft" and "MU" operated by The9, "JX Online" and "First Myth Online" operated by Kingsoft, "The Legend of Mir 3G" operated by Optisp, "Lineage II" operated by SINA, and "Blade Online" operated by Sohu.
Compulsory deployment of the new system is expected to begin for all massive multiplayer online role-playing games and casual games in China in late 2005 or early 2006"
Source : http://www.interfax.cn/
Yours friendly
John
I have always felt Blizzard needs to give exp gained after 60 a reward of some sort... mainly gold.
Like every 1 million exp = 10g?
Obviously the numbers would need to be played with :P
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Like every 1 million exp = 10g?
Obviously the numbers would need to be played with :P
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