Thought for the Day: On limited attempts

February 10, 2010

Latest raid news this week is that Blizzard has scrapped the notion of limited boss attempts in normal mode ICC. Previously, a raid was only allowed a certain number of tries on some bosses before the boss despawned for that week.

From now on, you can wipe as many times as you like and the boss will still be there laughing at you.

Why scrap that now in particular?

Guesswork says that it was failing to work as intended. The more hardcore guilds ran 10 man raids and/ or alt raids to spend more time learning the fights before going in with their main 25 man raid.  I’ve heard of one guild who all switched both server and faction in order to reset their number of attempts for the week. So rather than encouraging progression guilds to raid fewer hours but to raid smarter, it seems to have wound people up into running many more raids than usual.

Limited attempts might have seemed like a good idea in theory, but when they  are too limited and even an unlucky disconnect can screw up an attempt, it puts a lot of extra stress on a raid group.

However, the main issue with the limited attempts on this specific week  is that in order to unlock hard modes for next week, a raid must kill Arthas this week. So any raid who doesn’t do that will be a week behind on progression. For most of us, this is a /shrug issue. Why Blizzard would care about that I can’t imagine, it’s all more competition for the ultra hardcore which is presumably what they want, right?

But there’s always someone who takes it just a bit more seriously.

So imagine you are a raid guild who didn’t manage to kill Arthas within the limited attempts this week. So you are facing the prospect of being a week behind the other ultra hardcore guilds who did kill him. But what if there was a way to get the hard mode lock without actually killing the boss?

Premonition lured a mage from a successful Arthas kill to join them. So they can use his raid lock next week and go for those hard modes.

All these games merge into one

This is the sort of bizarre metagaming strategy that you expect to read about in EVE blogs. It isn’t an exploit – or at least, it may involve some severe rules lawyering about the raid locks but it isn’t technically a cheat. It does involve one player screwing over a raid guild slightly, although in EVE the mage would also have emptied the guild vault on his way out.

And is it bad if I’m thinking, ‘Oh, Premonition bought a higher ranking bridge officer?’ And now I am imagining raiding as a sport-style strategy game where players buy and sell raiders and then set up their weekly raid fights via tactics for each player.


Class Distribution Redux – Who Raids?

February 9, 2010

A couple of weeks ago, I took a lot at level 80 class distribution via armoury datamining.

On the official boards, Venom has another take on this. He’s looked at the first 100 25-man kills on Professor Putricide (one of the tougher ICC bosses) and broken down the numbers of classes/ specs who were taken along in those raids.

Note: Yes, the fight may not be typical and top 100 guilds may not be typical, but it’s close enough to draw a few conclusions.

% first 100 PP Kills Class
14 Paladin
13 Druid
12 Priest
11 Shaman
9 Rogue
9 Warrior
9 Mage
8 Death Knight
8 Hunter
8 Warlock

Let’s start with some elementary maths. In a 25 man raid, each raider represents 4% of the total raid force. There are 10 classes in World of Warcraft. So in a perfectly class balanced 25 man raid, you’d take 2 of each class, and an extra member for five of the classes.

Looking at the numbers above, Ghostcrawler must be thrilled. Because that is exactly the split we’re seeing here. Even the lowest represented classes still account for 8% of the raid force.

In fact, the top four most represented classes are also hybrids, which is exactly what you would expect in a perfectly balanced position. If a class has three roles which are all viable for raiding, then a balanced raid is more likely to take one of each than to stack several members of the same class/ spec. Not only that, but paladins are also the most played characters at level 80 (see previous post as linked above) so if they are also more represented in raids that just reflects the number of available characters.

Perfect Balance? Shamans, Priests, Warriors

Shamans have the distinction of being the class where all three specs are almost equally represented. At first sight that looks astounding as a feat of balance. We’re a long way from TBC days when raids used to stack 5 resto shamans.

But actually resto shamans are currently the least represented of all the healers. When you think that resto is also the most popular of the shaman specs among the player base, that implies that a lot of people aren’t able to raid as their favourite spec. Fortunately, the other specs are also popular with raid leaders. (Note: Based on these numbers, I’m starting to be tempted to roll a Goblin Shaman myself next expansion, I never was good at picking a spec and sticking to it.)

Priest representation in these 100 raids is impressive because it almost exactly matches the spec distribution among the player base. Really priests in this expansion have been very well balanced, and this is the proof of it.

Warrior representation between roles is also close to the general population; at least if you assume most DPS warriors switch to Fury for raiding. Devs stopped citing the number of warrior tanks in  more recent comments on tanking as a reason to nerf, instead saying that warriors presented a larger sample size to compare. I think they realise that it just happens to be most players’ favourite spec, rather than anything to do with class balance.

Once a Death Knight is Enough

Ah, Death Knights. Second most popular class at level 80, but way down at 8% in raid representation.

What happened? Two things: their tanking could use a boost, and also most people who have level 80 Death Knights also have another alt which they may currently prefer. The class hasn’t dropped off the scale, and is still filling it’s share of slots. But as a hybrid, you’d expect to see them showing higher than the 8% seen here.

One Spec to Rule them All

For some classes, one spec is so superior for high end raiding that there is almost no comparison.

Arcane Mages are the single most represented spec in the whole survey, for example. Closely followed by Marksmanship Hunters, Unholy Death Knights, Assassination Rogues, and Holy Paladins.

Other specs just aren’t played at all: Frost Mage, Beastmastery Hunter, and one lone Subtlety Rogue flying the flag.

Still, in these days of Dual Spec, there’s no reason for a dps class not to go with their highest dps option unless a fight specifically requires more utility.


[STO] Look Around You

February 9, 2010

lookaround

I am still enjoying my slow and rather casual explorations of Star Trek Online. No matter that the rest of my fleet were zooming around in their Tier 2 or 3 ships when we tried some fleet action last weekend, no matter if other people I know have almost reached the level cap, I’m still having fun pottering around in my little Miranda class starship.

One of the interesting things about trying a new MMO, and especially when you are used to something as heavily modded as WoW is that you can’t always rely on addons or quest helpers to let you fly by instrument. In fact, ironically because STO is one of the few settings where it would be totally in character to fly by instrument, I end up doing a lot of looking around me to find quest objectives and crafting nodes (I mean, space anomalies.)

For example, the screenshot above shows my ropey old starting cruiser heading towards an anomaly in space.

lookaround2

I’ve highlighted the anomaly here.

They’re really not hard to spot, but it feels like a reward for keeping your eyes peeled and actually looking at the world around you.

More than just scanning your minimap to find nodes.

I find this setup to be very immersive. I love to feel rewarded for paying attention to the game world, even if it’s just that I can spot the anomalies quickly. I also enjoy that an automatic map or addon won’t do this for me. There is a breakpoint at which it gets frustrating to be looking at a screen of wallpaper trying to spot the little dots which are your quest mobs (this reminds me of pouring dutifully over my little sister’s photos of a cricket match she once saw where she was so far away from the action that all you could see were tiny white dots on a big green field). But despite that, there’s still some fun to be had from spotting things for yourself, even if the game falls over itself to make it easy.

In PvP of course, looking around you is not so much a neat bonus as a way of life. You must pay attention to the surroundings. In high end raiding, the same applies. And of course, shooter style gameplay is all about looking around you, targeting, figuring out how to use cover, and so on.

On Immersion

I have pondered Wolfsheads post about Immersion. And all I can respond with is … that I think gameplay is becoming more immersive, I think story is becoming more immersive, I think character motivation is becoming WAY more immersive.

For example, STO makes it very easy to justify why your character is taking orders from the Federation, and all the missions do actually explain why you are helping with Federation goals. There’s nothing that involves a random quest dude asking you to kill ten rats, it’s all wrapped in more plausible character motivation than that.

In Wrath, I have no doubt at all why my character wants to kill the Lich King (something that was notably lacking in earlier expansions.) And if MMO gameplay is moving towards a twitcher, more shooter style, perhaps that’s also more immersive in its way.

Of course, none of this means that gameworlds can’t have convincing weather patterns, geography, and ecosystem. I like to think that maybe it’s just a matter of time before the different types of immersion all synch up.


Epic Loot Rants

February 8, 2010

Who knew that benching players could lead to such bursts of undistilled brilliance? One of the hunters in our raid captured his recent loot frustration into a couple of epic video clips. The mood will be familiar to anyone who has ever raided, ever.

And he’s kindly allowed me to link them here. (Warning: Minor swearing, lots of Nazis.) If you like them and are on EU servers, feel free to hop onto Argent Dawn to give some feedback.

Grokhaar’s Epic Loot Rant about ranged weapons

Grokhaar Rants Again

Of course, all this creative activity does have a downside. Maybe if we bench him some more, he’ll make more videos ….


What goes up must come down

February 8, 2010

It is part of the general cycle in MMOs that some classes are seen as more powerful than others (maybe better at their roles, easier to play, fewer disadvantages, more flexible, have access to some overpowered ability, etc). Over the life of the game, as balancing tweaks are made, the class on top will probably change.

Although people mock ‘flavour of the month’ players who switch from one powerful class to another, there’s no special reason not to do this if you have time spare to level and gear another class. Or rather, there’s no real in game reward for sticking with a class through thick and thin.

Hopefully if balancing goes well, there should never be a huge gap between classes. They should theoretically always be close enough that people can just play whichever they prefer without being disadvantaged. But for some people, even a small gap is too much when there’s no advantage to make up for it.

Do you think there are advantages to sticking with your favourite class when it is on a downswing? It will be rarer, for a start. People will know that you play it because you love it. Maybe those are social advantages. Or are you also more likely to get bitter and burned out, especially if your class then gets some love and all the flavour of the month players flock back?


The Shape of Things to Come

February 6, 2010

One of the things that caught my eye about Ensidiagate (thanks Matt for coining that term) was how different people responded to the notion that some tradeskill might give an advantage in a raid encounter.

Most longterm WoW players reacted immediately, saying Blizzard would never do that intentionally – which is true. It is completely against their current philosophy. But there was a time when that type of obscure puzzle solving strategy was considered fair game by designers.

Remember Naxxramas? How about that boss which required the use of mind control on the adds, a spell given to only one class in the game. Going back to DaoC, I remember an encounter where the raid needed to stop some adds from walking into the centre of an area. The adds were immune to almost all crowd control. The eventual solution? It involved stealthers using a distract rotation; every time the mob was targeted, it paused for a moment and turned away from the stealther.

Even later on at Lady Vashj, I remember people using the tailored nets to help slow adds.

Back in those days, we would have loved an encounter that required a tradeskill trick to complete. Discovering that strategy would have been brilliant fun, and rewarded real out of the box thinking. And imagine discovering that your crappy tradeskill turns out to be really crucial for a boss fight?

This is not excusing Ensidia for ignoring an obvious exploit (yes, I think it is increasingly obvious that they knew something was up, they’re a very smart bunch), but MMOs these days are moving swiftly away from puzzle solving. There’s not much wriggle room for out of the box thinking in PvE these days in theme park games, and too much of it will lead to exploits. Instead you have to solve the problem in the way the designers intended.

I was thinking this on reading in the Escapist about the Bioware founders’ favourite games of the last decade. I see a lot of shooters in those lists. And only one true puzzle game, LittleBigPlanet.

We know that puzzle based encounters are problematic in MMOs, because of all the spoiler sites and tactic guides, but I wonder if raids were more fun when we felt that any strategy was fair game and that being creative might be rewarded. Has the internet really killed puzzle games? World of Goo and Professor Layton have been popular enough, players still like this sort of challenge and are happy to pay for it.

And I wonder how much of the Ensidia leadership is simply mired in the past, when tanks were warriors, paladins were alliance, and out of the box thinking got you world firsts.


It came from the PUG: Move it, slackers!

February 5, 2010

As part of the tank sampling project, I’ve spent a bit of time on levelling a paladin alt. I ran a couple of Scarlet Monastery instances, courtesy of the random group finder, while retribution specced. Now, low level retribution is fairly hands off. You put up some buffs, judge from time to time, and throw in the occasional Exorcism and stun if you are feeling frisky.

But what struck me about these two runs was that I was playing pretty much similarly in both but had two very different reactions. In the first, the paladin healer berated me continuously for slacking and said she could have pulled more dps in her healing gear. In the second, the whole group was practically worshipping at my feet because of my insane damage.

oppally(Paladin with Bladestorm!)

So what changed? Well, this one is pretty obvious. As part of the first run, I got a really nice weapon upgrade. In fact, if you believe that the purpose of a retribution paladin is to annoy tanks, it may be the best weapon in the entire game, because it randomly procs a bladestorm, as per the screenshot.

Which begs the question: Why did the player in the first group accuse me of slacking? Answer: Because there are some things you just can’t tell from a damage meter.

But still, it’s quite insulting to be accused of slacking when you weren’t. Maybe I was slacking because I didn’t get an heirloom weapon for my alt? But if I had, I never would have gotten to the awesomeness that is the Ravager.

What if you were slacking?

Another slacker moment was had while running my daily for frost badges on my warlock alt. In this case, it was another paladin making the accusations (not sure if they’re more likely to be uppity or if I’ve just been unlucky with paladins this week).

So imagine that the tank is using some dps gear and pulling about 4k dps, and then starts accusing the damage dealers in the group of slacking because she’s top of the damage meter. But all the dps in the group were over 3k, even my alt who forgot to train up chaos bolt past level 1.

Well Ms Uppity Palatank, some of us are mere Saronite Slaves and if you expect us to turn up with full raid consumables and a progression mindset on your random 5 man heroic, then you are doomed to a life filled with disappointment.

Or rather, I might be a slacker but I’ll pull my socks up when it comes to raiding with my mates tomorrow, you however will always be a twat.


Did Ensidia deserve a ban?

February 4, 2010

So the big WoW drama story today is that Ensidia got the world first kill on 25 man Arthas last night … and then later all took a 72 hour ban, and had the title and achievement removed. Allegedly because of an exploit involving engineering.

Larisa discusses the ban here, and whether people feel sympathy or not for one of the most opinionated raid crews on the planet.

But now events have taken an intriguing twist. Boubouille of mmo-champion, a respected blogger who is best known recently for being spot on with his Cataclysm leaks, has been provided by Ensidia with the logs from yesterday’s raids.

He uses these to show that the bombs had been part of the rogue’s regular rotation on other bosses, and comments that he didn’t think Ensidia had any way to know that the bombs were causing the problem. So of course they just thought it was a buggy fight.

Does seeing a respected blogger pick through the logs change your view on whether Ensidia deliberately used an exploit? And do they deserve a ban?

I think the harshest part of the whole thing will be if losing the achievement means that they can’t start on the hard modes next week with the other top guilds. And that will be a loss for all of the players who enjoy competing for progression kills.

Edited to add: And here’s a post on mmo-champion where one of the Ensidia raiders gives his point of view anonymously, and explains more about how it feels to be in that sort of guild and in that kind of situation.


How to stop worrying and love the RNG

February 4, 2010

EAntinsParisJudgement

Ah, loot. Where would we be without these small objects of desire? These pointless, insignificant, virtual items which have the power to make us so happy, or so furious?

Obsessing over loot is one of gaming’s simple pleasures. My partner still gets excited about every single piece of loot he acquires, even if it’s just a random green item to disenchant. I’m not quite at the point of being able to list every epic I’ve ever got with a whole backstory … but I could come close. The trinket I only won because both the other main spec tanks were away that week. The sword that we all thought was never going to drop, which finally came into the grasp of my cold, dead hands long after I no longer needed it. The drama! The excitement! The tears! The stories! The shinies!

You have to care about the game – if you don’t care then why play? – but it doesn’t have to take over your life. But it’s so easy to cross the line and care just a bit too much. No-one needs to stress like crazy over a game. You can have fun, obsess to a reasonable amount, not freak out any time someone in the game does something with which you disagree, and learn to play nice with others. It doesn’t have to be a fraught, stressful experience. There is another way.

(And by the way, it’s a constant struggle to keep a balance between caring too much and not at all. It just happens to be a very very useful balance to learn and will help in other aspects of life as well as gaming.)

My loot philosophy was driven by PUG raids

I first came into contact with loot drama while playing DaoC, which not coincidentally was my first MMO. Nothing there was BoP, but people had got into the habit of only rolling for things that they needed.

I’d been to a few public raids and noticed that the raid leaders spent a lot of time distributing loot. This was because most raid leaders at the time were very keen to be fair, and to make sure loot went to deserving players who were going to use it. ie. as opposed to people who would give it to their alts. So there was always a lengthy interrogation about what gear people had, what alts they had, and what they intended to do with loot before it was passed out.

I was nervous of leading a public raid, but wanted to try anyway. But the horror of loot distribution kept looming before me. (These raids often had upwards of 100 people turning up.) I realised quite early on that I really could care less who got what loot – my main concern as RL was that we had a successful raid. Anything after that was gravy.

So when I set my first raid up, I decided that my goals for loot distribution would be:

  • As little stress as possible for the raid leader (this was the main criteria :) ).
  • Should be fair to all raiders, or at least equally unfair to everyone.
  • Should be simple, quick, and easy to understand.

I informed raiders at the beginning that anyone could roll for anything they could use. I didn’t care if it was for a main or an alt. There would be a limit of one item per person. I noted that I would prefer that people did not roll on stuff if they just wanted to sell it.

This was a very different tack to other raid leaders on the server. But there wasn’t a revolution. There were a few murmurings of discontent, but people shrugged and got on with it. After the first successful raid, I never heard any complaints about the loot system. I like to think that people understood that whether or not they liked the ‘system,’ it was equally fair to everyone who turned up, and was a lot faster (and with less drama.)

Not only that, but they weren’t bound by the raid leader’s notions about who was most deserving of loot.

Plus even the guys who were most outspoken about only letting people roll for their mains enjoyed being able to get stuff for their alts after their mains were geared up. Or bringing their alts who needed master level raid quests, and rolling on items for their mains. (From my point of view, the loot system encouraged experienced raiders to keep turning up and helping, which was a bonus for me and my raids.)

I still think those loot criteria are pretty smart.

You can’t fight in here! This is the war room!

dr-strangelove-3-copy

One of the great things about the random number generator (RNG) is that it can settle all disputes uncontroversially, if players will only allow it to do its job. You can’t argue with “whoever rolls the highest wins.” It’s fair. Everyone who rolls has the same chance to win. It’s very silly to complain that someone else stole your loot when you had an equal chance to win it and they were just luckier on the roll.

Or in other words, the RNG is not your enemy. It may not be your friend either, but it is neutral. The more you use it, the more that the lucky vs the unlucky rolls will tend to even out. Perhaps today you’re not lucky, but maybe tomorrow will be that day. So when you lose a roll, shrug and move on and accept that you DID have a fair chance to win, you were just unlucky.

People also tend to convince themselves that a drop is more significant than it really is. Especially when you have been unlucky and not seen it for awhile, or feel that you have put in a lot of work (i.e. lots and lots of dungeon runs) and never seen it at all. On the first run, you’ll be chilled out and uninclined to care if someone else wins because you know that it will drop again. On the 40th run, you just want to never have to go there again ever and things get a little more heated.

Just remember, the RNG doesn’t care about that. Be like the RNG. Let things wash over you. You’ll have another chance to roll some other day. Move on. Think zen thoughts. Don’t stress unduly, it’s not that important.

The only time when it really gets my back up is people rolling ignorantly, on items that aren’t actually upgrades for them. And in a WoW world in which items can be traded whilst inside an instance, it’s easy enough to explain this to someone and ask for a trade. And if they refuse? Enh, shrug and move on. That’s the price of random groups.

Kallisti! For the Fairest!

ERIS_by_istarwyn

There are two types of loot distribution system: the ones where you have to all pretend that you care about who most deserves the loot, and the ones where you don’t. The ones where you don’t are much less prone to implode under stress.

This is not to say that a loot council can’t work, it’s just more work and more stress for the loot council officers. And there will be times when you ask yourself how much it really matters whether some loot item goes to the feral druid who will use it 33% of the time, or the rogue who only turns up once every three weeks anyway. (The answer is – it matters a lot to the players. Which is why it’s so stressful for the staff.)

My personal philosophy is that I really don’t want to waste brain cycles on caring about who deserves what loot. And especially not in a 5 man instance which people can run five times an hour if they so wish. Just roll, stop whining, and let the RNG sort it out. Random rolls ARE fair.

Some people will always feel that they are most deserving for everything that ever drops. Every single piece of loot, however minimal the upgrade, is a matter of life or death to them. Whereas others are more chilled out, or shy of speaking up, even though the loot itself might be just as big an upgrade. Just roll, stop whining, and let the RNG sort it out. The RNG does not care who whined most loudly. It knows that quiet, shy people might want loot too.

There will be cases where that isn’t the best way to go. In a regular raid, the loot system needs to encourage regular attendance and RNG doesn’t do that as effectively as DKP.

But even there, every DKP system, for example, uses some fairly mechanical method to reward players with points. The more complex the DKP system, the more work for the poor officers who are tasked with maintaining it. And frankly, simpler systems work just as well for getting the loot distributed with the least possible fuss. Trying too hard to be ‘fair’ to everyone is a doomed enterprise, because people won’t agree on what that means. Is it fair to reward people who show up more frequently? Is it fair to reward people who play better? Is it fair to give an extra reward to the raid leader? Or to reward people for providing raid consumables?

The answer is: the fairest thing for a raid is to reward whatever will most benefit the raid in the long run. So that means incentives for new players to improve, experienced players to keep coming along, everyone to work together happily and with minimal drama and no one to feel that this is unfair. And it also means explaining patiently to people that yes, the guys who attend most frequently will gear up faster and that no amount of DKP is going to force the item you want to actually drop (*coff* warrior tier tokens *coff).

There is no Off-Spec, there is only Dual-Spec

I have heard an argument that people should always queue as the role on which they wish to roll for loot. I don’t see any good reason to do this, the global benefits of encouraging more people to queue as multiple roles are just too high.

Or in other words, why should I pretend that my character has half of it’s actual potential just to make you feel better? I realise that you don’t want to share, but I’m happy to come tank or heal or dps your run and all I ask is a fair shot at the loot I want. Which I intend to use. If I don’t win, I’ll congratulate you. (It’s particularly silly when dps do this, because they should be used to sharing by now. Tanks/ Healers are more cosseted by the system because there’s usually only one per group.)

If I really do want or need some item then I’ll aim to run with a guild group and agree the loot beforehand. But jumping into a random group and making grand demands just makes you look like an arse. Trying to bully or abuse people into not using the RNG is even worse.

The best and fairest loot distribution you can possibly hope for in a random group is a fair shot at any loot via RNG. So don’t complain if that’s what you get. And don’t pretend that common loot won’t drop again, everyone knows that it’s histrionics and it will make you look stupid and whiny. People in your random group probably don’t care if you have to run the instance again every day for a week. And nor should they have to.

Dealing with Loot Doldrums

The last thing about loot is that it is always miserable to lose a roll on something that you really wanted. Especially when you feel that you deserved to win, or that the winner didn’t. It’s only human. And it’s because we care about the game and are emotionally engaged in it.

But. Sometimes you have to just suck it up. If this is the only thing you ever learn from playing MMOs, then they’re worth all the time and effort poured into them.


Spicing up farm raids, external auction access, and the Lich King is dead

February 3, 2010

First up, congratulations to Blood Legion on the world first 10 man Lich King kill. (I did think it was funny that they praise their non-vent voice chat in the bboard post at mmo-champion but their website has an advert for vent hosting.)

I suspect  no-one was surprised that Arthas didn’t even last until the end of the night, and I’ll be amazed if at least one of the EU guilds doesn’t kill him tonight also after our patch goes live. None of which means that it was particularly easy, just top guilds are that good and this isn’t a hard mode that was set up specifically to test them.

edited to add: Yup, as expected, Ensidia got a kill in on 10 man Arthas this afternoon, on their 5th attempt. They comment that some of their raiders were quite moved by the lore and RP, which is sweet.

External Access to the Game and Auction House

Bornakk announced yesterday on the official forums plans to let players access the Auction House without being logged into WoW, either through the Armoury or an iPhone application.

Today, we wanted to give you a heads-up about a new service now in development that will let players access the Auction House directly through the Armory website or Armory App for iPhone or iPod touch.

It’s important to note here that certain elements of the service will be premium-based, which we’ll go into more detail on once the service functionality is finalized.

Player vs Developer discusses some of the implications of this functionality. He suspects Blizzard will require the use of an authenticator to use the Auction House remotely, which does seem likely.

The biggest implication for me is that Blizzard is eyeing up the casual gaming market. Maybe some Farmville fans (who also happen to be WoW players) would also enjoy playing the WoW auction house during lunchtime at work. If this is successful, it could herald the way to more mini-resource management games which could be played outside the game client but still give some bonuses in game. That would certainly fit into the something-for-every-playstyle model of MMO.

I could also imagine far more automation of Auction House activities. Imagine an addon which logged into the AH once an hour remotely and could be set to check current prices on desirable commodities and automatically buy or sell if the price is right. For example: check the price of  titansteel and buy if it is selling for less than 150g.

And finally, Blizzard are showing a marked preference for the iPhone, which has got to be disappointing to anyone with a different smartphone. (Possibly even one that features true multi-tasking :P ) There’s a balance between offering neat functionality to the Apple lovers and saying ‘actually, you really need this gadget to really get the most out of our PC game.’ Although I applaud their business nous at realising that iPhone users will probably happily cough up premium rate subscriptions for the privilege of gaming via their favourite toy.

The Advent of the Weekly Raid Quest

I almost missed this one but today’s patch has also added some extra weekly quests to the Icecrown Citadel. They’re available from various NPCs inside the Citadel, and hopefully we will soon know more about them.

They feature extra mini-bosses, and reward extra frost badges, gold, and … inexplicably … xp. Here’s the quest list from wowhead.com.

I love the idea of throwing in some random extra encounters to spice up otherwise dull farm raids. Comments from wow.com imply that these weeklies aren’t a walk in the park, so they might also add some extra optional difficulty and rewards for guilds that are bored of normal modes but maybe struggling with hard modes.