[WoW] Ghost Iron is the new black

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jurvetson@flickr

I wrote a post about my adventures with blacksmithing in Pandaria a few months back.

Executive summary:

  • Wow, there’s a lot of ghost iron about.
  • As well as the base material for blacksmithing and jewelcrafting, you can also transmute it into other stuff (like trillium, living steel, etc)
  • Hey, crafted PvP gear sells really well. Who would have thought?

So I made a ton on crafting and selling PvP gear until I got bored of it because I had more gold than I needed. (Which is the entire story of my ventures into the economy on any game, I can never feel motivated after I have enough.) Living steel is fairly cheap on the auction house so it’s still easier to sell crafted PvP gear and use the profits to buy anything else you might need. Life is good.

And then comes patch 5.2, which continues on the whole “hey guys, our entire economy is based on Ghost Iron these days” theme by adding a bunch of entirely new demand for the stuff.

1. A new PvP/ Arena season. This means that the PvP crafted gear gets a bump in iLvL to help starting players (not a huge bump: its going from 450 to 458). Typically what Blizzard have done in the past is leave the recipes alone but have them produce higher iLvL gear with a slightly different name. So as a blacksmith, you don’t actually have to do much to take advantage of this. However, you really don’t want to be left with old stock when the recipe is upgraded.

Often there is a surge of demand for crafted gear when a new season starts. I don’t know if that will be the case this time, it hasn’t really been improved much. But best to assume this might happen again.

2. Large demand for trillium as part of the Wrathion legendary questline. The next stages of this quest are rumoured to require people to hand in 40 trillium bars. Blizzard have been known to tweak files in between the test server and a live patch drop to encourage people not to hoard, but if this is true then there is about to be a huge demand on trillium. Which means a demand for Ghost Iron by alchemists queueing up to turn the stuff into trillium.

(I personally feel the cheapest way to get your trillium is to buy white/black trillium on the cheap and make up the spares by spending Spirits of Harmony at the vendor because a lot of people do not have miners and don’t know how to combine black/white ore to get trillium bars. Also white trillium has been cheap for ages.)

3. Blizzard are tweaking Blacksmithing, and making it possible to level the tradeskills from scratch in Pandaria, using only Ghost Iron as a material. Players have realised for awhile that tradeskills haven’t really been in synch with the new levelling curve – it takes a bit of effort and going out of your way to keep tradeskills up to date while you level now. So it may not really be surprising if Blizzard decided to provide shortcuts, in the same way that they did with cooking. As a crafter, this makes me a bit sad; I quite liked that there was an advantage to knowing where to gather all the materials you might need to level a tradeskill. Although I imagine more hardcore players on large servers just buy it all from the AH.

As a miner, it makes me think that the price of Ghost Iron is going to go through the roof.

4. And you’ll also need a bunch of Ghost Iron to make the new Lightning Steel material that is going to be used to craft new blacksmithing recipes in the next patch.  I’m not all that excited by any recipes that I have seen, as it’s mostly iLvL 463 (blue) weapons that can be transmogged to look like Burning Crusade weapons. I never thought that BC was really the weapons high point of the game, but your mileage may vary.

This isn’t really a gold guide, and if I need more in game gold I’ll probably just keep selling crafted PvP gear. But it’s intriguing to see Blizzard deliberately driving the economy like this. I can only imagine what will happen when they eventually bring in legendary gems (these recipes usually appear a few patches into an expansion) which are bound to be based on Ghost Iron too.

[General Gaming Links] Events, ‘I quit’ posts, TESO, Wildstar, and more

otters

harlequeen @ flickr (Brought to you by otters)

So this is the second links post of the year so far, and unlike the gaming news links of last week, what I’m aiming to do with the regular general links posts is simply to highlight blog posts and articles that have grabbed me. Because I’m aiming to save up a month’s worth of tagged content, some of these blog posts won’t be ultra recent but I like to think the better ones improve with time.  Let’s see how we go!

Omali at MMO Fallout talks about Random Events in Runescape and how he thinks Jagex have evolved them over the years.

Overly Positive is a community mod blog, and in this post Frank discusses how mods deal with “I quit!” posts. Anyone ever written an “I quit” post on a public forum? I know I never have. I generally just quit without a fuss.

Community people are always interested in why people decide to leave a game they represent, which is why all the people who inevitably respond to “I quit” posts with the notion that they should somehow shut up, go away, go back to WoW or whatever else, doesn’t really help us.

Terra Silverspar is cautious about The Elder Scrolls Online, and explains what Zenimax would have to do to change this to optimism.

The Pensive Harpy begs for an end of cinematic  CGI trailers for MMOs.

Sure, they look really cool, and can thrill the imagination. But they have ZERO bearing on the actual game, and they show nothing of significance about the gameplay (you know, the bit that actually matters?). The more slick and impressive one is the more I think "How much money was wasted on making this rather than being invested in something useful for the game?"

Green Armadillo has been playing SWTOR and TSW recently, among other games, and weighs in on how he thinks the monetisation schemes are working out. I personally do struggle to write about monetisation at the moment, and it is partly because I know that SWTOR and GW2 are making a lot of money from selling random lootboxes, but I cannot understand the motivation of players to spend upwards of $100 per month on random loot boxes! I just don’t get it. How is that fun? But there are a large number of players who do this, enough to keep games viable.

I have new theories about both games… neither of which would be good news for me as a customer of both products.  I get the impression that SWTOR is heavily dependent on its cosmetic item gambling packs and that TSW appears to be running a fire sale to keep the lights on for a few more months before going under.

He has had a blistering good blogging month, and another blog I want to pick out is his takedown of Marvel Heroes and the decision not to pre purchase.

smakendahed is struggling with GW2, he plays characters up to the mid 20s-30s but can’t seem to stick at it any longer than that. Here is his discussion of his experiences and  a plea for others to explain what motivates them in the game. (For me, it was the people I was playing with.)

I have no motivation to advance to the cap or continue playing once I’ve gotten far enough to see how a class plays and gain most of the abilities that interest me.

j3w3l is also musing on the state of GW2.

For a game claiming to be the evolution of the genre I’m not actual very sure as to the way it did. They abandoned ideals that were working well, and created solutions to problems no one was having.

Psychochild writes about the grind in MMOs, and particularly with reference to GW2. He ponders how things can turn from new/fun into dull grind from a player perspective and thinks about what Arenanet could to do perk things up.

I keep wanting to write about The Walking Dead, and keep telling myself I should wait until I’ve finished the game first. (Short version: it’s amazing.)  Currently I am about to start Chapter 3, and I find I need a break between chapters as it’s quite traumatic. Syp describes his experiences with the game and in particular how the choices  made in game have affected him.

Nick Dinicola explains why he thinks driving games and open worlds shouldn’t mix, in the process discussing what he thinks the core themes of an open world game really are.

A good open world will get you to stop at least once to admire the environment. There’s always one spot from which we can see the whole world, and it is in this moment that it hits us that this is all open to us, that we can go anywhere. An open world should give us a sense of majesty and wonder while providing lots of gameplay options.

Vixsin is impressed by how many goals she still has in MoP after reaching the end of Tier 14 progression. (She wrote this last month so may have run out of goals since then Winking smile ). She’s not completely uncritical, but pretty positive about the experience so far.

Stormy at Scribblings on the Asylum Wall is angry at feeling pressured by Blizzard into doing PvP. There are two battlegrounds that you need to win as part of the legendary questline, plus various encouragements to PvP as part of the Domination Point questlines. I can sympathise with this, I don’t hate PvP as much as s/he does but that’s purely because I could get my battleground wins and then never go back again.

The Godmother ponders how people are going to gear new characters and alts in the next WoW patch.

Once LFR as it currently stands is relegated to ‘old content’ I’d expect no-one with a desire to competitively gear to want to set foot in one again, especially if you’ll need rep from the new instance to keep up with the Joneses. This means MSV, ToES and HoF will become ‘The Alt 25 Mans’, full of people wanting to gear their secondary characters: I’d suspect an increase in wipes and a decrease in decent group quality as a result.

Ted A. suggests a few possible improvements to LFR loot mechanics in WoW.

Keen argues that PvP isn’t necessary in MMOs. Which is interesting as it still seems fairly core on the feature list of most upcoming games.

I think a game designed solely around capturing people in the moment by creating a really rich PvE world is a something I can really enjoy.  What does that mean?  I guess I envision myself packing a bag full of resources, and setting off in a direction with friends to see what we can find.  I like the idea of not knowing what’s out there, or not knowing when I’ll be back to town because the game — the world — is letting me go off and truly make the “player vs. environment” a reality. ((…)) Maybe that’s why I wish PvP was seen as less of a requirement.  PvE has the ability to create a much better experience for me, and I wish those types of experiences would be developed further even with the risk.

Pete at Dragonchasers, a self described ‘casual shooter fan,’ finds that F2P games can keep him happily amused. But he wonders what kind of an impact they will have in the long term, and how devs will lure casual players to pay for what they can currently get for free.

I wonder if there are enough serious shooter fans to support many big budget $60 games. It is my understanding (and I may be wrong) that game publishers need casual gamers to purchase their titles in order to thrive.

So in the future, how will these publishers lure in casuals like me? What are they going to offer me that I can’t get for free?

Jester is a really good EVE blogger, and to my mind he is at his strongest when writing about the big picture (and not so much about minor political disagreements between various EVE personas). This is a really good post where he ponders the three main goals for CCP this year. These are for Dust to launch successfully, attract new players to EVE, and keep the old EVE players happy. (A cynical reader might assume that the last two would be running goals anyway). Obviously CCP could have timed Dust better since it looks as though the PS4 is about to be announced …

The Angry Dwarf wonders what would be so awful if every game had a super easy mode.

Syncaine looks back on WAR (Warhammer Online) and remembers the good things about the game. I was and still am fond of the game, although I haven’t played it for ages. Plenty of commenters also chime in.

…if you look at what WAR brought to the genre, and compare it to SW:TOR or the ‘genre fixing’ GW2, WAR win’s in a landslide in terms of contribution. Public quests, evolving cities, how they did instanced PvP, the Tome of Knowledge, map functionality, etc. Yes, at the end of the day the game did not work enough to succeed, but many of its parts were brilliant and the blueprint going forward.

Syp lists 40 things he is looking forwards to with Wildstar. The astonishing thing to me is how negative most of the comments are. I get not agreeing with blog posts, but wow that’s some anti hype right there. Maybe it’s just the list posts people don’t like.

[WoW] How I learned to stop worrying and love pet battles

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Observe the amazing acrobatic maggot!

Readers, I was not the greatest fan of pet battles in Mists of Pandaria. Oh, I had completed the opening questline in Orgrimmar and gone out and caught a few low level wild pets locally, tried out a couple of my favourite existing pets in battle to see what powers they got, battled a couple of the low level NPC trainers. It was cool, I thought. It reminded me of Pokemon, which is one of the more solid game designs in gaming history. It was a good idea, reasonably well implemented, I thought. I could see how it would appeal to other players. Then I got distracted by Pandaria and all the other shinies and dailies and crafting and auction house, and so on.

I was wrong to dismiss pet battles; the system is rather good, entertaining and engrossing.  The WoW dev team have successfully added a solid standalone separate gamestyle to their flagship MMO.And they have done it via  adding depth to the popular pastime of collecting minipets, and it’s all totally optional.

This is the story of how I discovered pets, or perhaps of how pets discovered me.

So there I was, quietly levelling a new alt …

Sister Incarnadine, the undead monk, was gingerly exploring  the Eastern Plaguelands – we could call it a pilgrimage through traditional forsaken domains. A journey through the history of her own folk. The Plaguelands were still dead and withered, no druids had reinvented them as they had with the Western Plaguelands. The orange-brown environment melted the eyes, along with the remnants of scourge invasion from pre-Cataclysm times that even Deathwing’s fire had not purged.

Hooking up with a travelling caravan, and two young paladins who were also on a pilgrimage to join the Argent Crusade, the monk silently faced her own private demons. It was a literal as well as meditative silence, her vows hanging heavily upon her. She silently accepted the lucky charm that the caravan driver cheerfully bestowed upon her and set about making the route safe for travellers.

When clearing bodies away from the path, she found a … curiously perky maggot feasting on one of the corpses. Picking the little fellow up (because no forsaken has a fear of maggots, and many are quite proud of the number that their rotting bodies can support, not to mention the weekly Undercity maggot racing contests), she put it in on her shoulder and forgot about it. Until “What the hell was that?!!!” she choked, as the maggot did a perky backflip over her head, landing neatly on her shoulder again.

The maggot looked innocent. No, actually, it looked pretty feisty, for a maggot.

‘Maybe I have an entry for the annual Brill maggot fighting competition after all’, thought Sister Incarnadine. ‘But first he’ll need – a training montage.’

How to get a somersaulting maggot of your own

1. Go to Fiona’s Caravan in the Eastern Plaguelands. If you haven’t started the zone yet, it will be located just across the zone borders from Western Plaguelands.

2. Do Fiona’s quests until you have progressed enough that you are invited to join the caravan in travelling to the first tower.

3. After arriving at a tower, you can click on the caravan to be offered a buff. Pick Fiona’s luck buff.

4. Go slaughter creatures in Eastern Plaguelands. Occasionally you will loot an extra lucky bag. That bag has a chance to contain Mr. Grubbs.

Life with the Thrill Kill Maggot

So the tipping point that got me back into pet battles was acquiring a bizarro blue quality pet (Mr. Grubbs) completely … out of the blue. It was then a short step towards thinking “I wonder how good this new pet is at pet battles,” and then “I’d better go train it a bit,” and then, “I could train some of my favourite pets at the same time, I always had a soft spot for the Crimson Whelpling that Arb gave me back in Vanilla.”

Then before you know it, you’re checking what other cool pets are around, reading blogs about pet battles, figuring out how to get some of the other cool pets, running the pet battle quests and dailies, trying out new pet battle teams, downloading addons, showing your pets off to other guild members in raids …

So then I found out that there was a robot cat, and had to plot to capture one. I was wandered down to Karazhan to fight the battle trainer and saw another pet I’d never seen before, turns out it only spawns in the early morning! There are pets that only spawn during the Summer/Winter, pets that only spawn when it is raining, pets that spawn rarely or in very narrowly defined areas, pets that can drop off raid bosses. Once you catch the bug (sic), there’s no going back.

For me, the combination of finding cool, unusual pets as I wander around and being able to go hunt down cool pets that I have heard about or read about somewhere else is a real winner. I would love to say I was good at pet battling but have never actually tried a PvP match yet. Still, Sister Incarnadine and her travelling menagerie are making their way through Outland with some success, and I find that wandering off to capture new pets livens up the levelling experience no end.

So: feel free to add any links to cool pet battle blogs in comments and I’ll add them to the blogroll. And if anyone talented feels like helping me come up with a winning pet battle combo that includes Mr. Grubbs, I’d love to hear it.

Does easier content make for friendlier MMO communities?

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A pretty WoW screenshot, being able to fly does give you a good choice for perspectives

It has become a truism in MMOs that behaviour in random pick up groups can be really atrocious. There will be elitist jerks urging everyone to gogogo, pulling extra packs of trash mobs themselves if they think the group isn’t moving fast enough, there will be people acting like idiots purely to annoy the rest of the group, there will be insults, aggression, rage quits,  intolerance towards newbies. It’s like a war out there, put on your kneepads and body armour before venturing into LFG!

It’s also widely held that smaller, more coherent communities tend to be nicer to each other. I’m not so sure this is always true, but guild groups certainly tend to be nicer and more successful because of being willing to work together.

And yet, while I’ve been running at least one heroic a day in WoW, and LFR raids every week too, I just haven’t seen much of the horrible behaviour that gives PUGs such a bad name. The worst I’ve really seen is people leaving the group mid-instance, possibly even mid-pull (which is bad behaviour, yes), and a bit of frustration on raid/party chat which is as often countered by people telling the speaker to chill. It isn’t just that I’m on a more chilled out RP server because LFG/LFR is cross server. Although the world boss groups (Sha of Anger et al) on my server have tended to be particularly chilled out and willing to welcome any warm body who is able to help, even when people are annoyed at being beaten to the pull by Alliance – which happens reasonably often because they outnumber us on the server.

So while it’s not possible to change human nature, I think PUGs have become nicer in MoP than they were in Cataclysm. While this isn’t great for having funny ‘it came from the PUG’ stories to relate in blog posts, it probably does mean that the player base in general is having more fun (where being in aggressive LFGs counts as less fun). The only factors I can put this down to are:

  • People who left because they didn’t like pandas were some of the really annoying folks so the game is nicer without them (I don’t really see why this would be the case but you never know)
  • The instances and LFR are generally easier in MoP and less dependent on every individual performing well. Easier content means that there’s less stress on a group. If people just settle down, chances are they’ll get through it in reasonable time.
  • Less odd trash pulls which need specific tactics (Shado-Pan excepted). If you are looking up instance tactics, they tend to focus on boss fights so making these the main content in instances means there is less for new players to learn.
  • The more hardcore players are still motivated to do regular LFG/ LFR for the tokens, but less gated by inexperienced/ bad players. ie. If you are a decent dps player, chances are you can pull a group through a heroic even if the other two dps get themselves locked out of fights, die in the fires, etc.

I also think Blizzard has done a good job of making the boss fights generally fun, even though the group difficulty is a bit lower. There’s lots of movement, add switching, things to dodge, and all the other stuff that generally switches games up from pure tank and spank fights.

But really, random groups need easier content to make up for the fact that they won’t have as much experience at working together, are less likely to communicate, and are likely to contain players of widely differing skill and experience levels. We’ve seen this in the GW2 dynamic events also – they’re easy, and there’s no group size limits, so any warm body is welcome. I am glad Blizzard have twigged this, because their group content is one of the strong points of WoW and making PUGs more fun for everyone (newbies and hardcore alike) is a huge win for the game.

Bashiok actually says as much on the official forums:

While you may go in with a ((random)) group and all learn something, that a specific mob needs to be CC’d, or a certain boss behavior to avoid a wipe, those lessons are more than likely out the window with the next group you’re matched with ((…)) and most people don’t want to spend every run waiting for everyone else to learn all those same lessons. That can just be a frustrating experience. So instead of trying to force a group of strangers to be so heavily coordinated (maybe even having to jump into voice chat) just to complete the first steps of progression, we reduce the complexity to a point where the random groups that are being put together can most of the time be successful without needing to be hyper-organized or educated on each pull. Instead, that organization is far more important for the organized content where random people aren’t matched together: normal and Heroic raids.

Do you think the WoW community has become more pleasant in PUGs in this expansion?

[WoW] The mastery curve, holidays, and it came from the PUG

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Hallow’s End is my favourite of the WoW holiday events. This isn’t just because the Headless Horseman talks in rhyme like a pantomine villain, but because it’s the only event which feels more meaningful in the game world than in real life.

In real life, Halloween in the UK is a  hodge podge which is currently drawing hugely on American customs. It is kind of taking off, but I think we have a much softer spot for the home grown Guy Fawkes Day with its fireworks, anti government themes and politically incorrect  history. It may not be the world’s greatest festival but it’s all ours, dammit.  In game, Hallow’s End is the holiday on which the Forsaken celebrate their freedom from the Scourge. (A fairly brilliant concept from Blizzard which keeps the spooky feel but fits nicely with the lore.) So as my main is Forsaken, it is quite meaningful to me. This screenshot shows the daily ceremony in the Undercity where Sylvanas walks out and gives a speech/ pep talk in front of the Wicker Man. You can see that there are a few other players standing around, even though I don’t think you get any buffs from watching the event. They just wanted to come and see.

As players, we are probably all used to seeing thinly veiled lore-based excuses for having Xmas events. Players like them. But I much prefer the approach that imagines what type of holidays the in game races might have, what events might they celebrate? LOTRO does a good job with these, tying their holidays to the seasons and harvests. Anyone else have favourite events with game-specific lore that just really works for you?

Yesterday you were the noob, today you are the master

In any MMO, you can imagine a kind of learning curve where you begin as an inexperienced player and end up achieving the sort  of mastery where random strangers ask you for tips about your gear/ playing style in PUGs. OK, in my dreams maybe, but every player takes a journey from feeling new and awkward and unconfident to feeling comfortable with the content, confident, and capable in their role. This includes collecting gear, exploring the zones and instances, learning the fights and learning the class.

In particular if you want to take part in group content at max level, there is a trial by fire where you start queuing for PUGs as a nervous, barely geared level 90. Then as you get more experience and better gear, you don’t feel so nervous any more. Your tanking/healing/dps is fine and you know it.

That learning curve seems to get shorter with each expansion, but I suspect that is partly my being generally familiar with the game. It is, however, one of my absolute most favourite parts of WoW. That sense that every dungeon run is exciting because you can still make daft mistakes, help your group narrowly avoid a wipe, or just barely heal a fight and keep everyone alive. And more than that, the sense that you are still learning something with every run, still hoping for that cool drop, still engaged with the content.

I know not everyone likes excitement or that skin of the teeth feeling, but I do enjoy the learning curve. I feel that with Spinks I’m pretty much at the end of it now, she’s geared for the next LFR when it turns up, is generally top dps in instances, and I have most of the gear I really wanted.  When I run heroics now, I feel far more laid back about it. DPS warriors hinge on the very basic fun of hitting stuff with big weapons and putting up big numbers and that never really pales.

The main alt this expansion is a priest and I’ve ended up taking her down the Holy (healing) path. This was initially because queue times were so short, but I also really enjoy it as a spec. It feels like a spec with a lot of depth, and though I can heal competently, I still feel that I’ve barely scratched the surface which is pretty cool.

Undergeared healers can be challenging to play because they tend to run out of mana very fast. I think the priest has particular issues with this, but since I don’t plan on raiding with her, I am reflecting that this actually makes the instance learning curve rather more fun for me. Or rather, it’s more fun because sometimes I have really struggled with healing an encounter, which makes it so much more rewarding when I can go back later to the same instance with better gear/more experience/better group and see that I’ve improved. I will almost be sad to be over geared on her.

But there are still Challenge modes ahead. I look forwards to more exciting razor edge victories/failures.

It came from the PUG

A couple of positive examples this week, both from instances where I was healing.

I had struggled to heal Shado-Pan Heroic, there are encounters where the group can end up taking a lot of damage without much warning. But I am getting better with practice, and also noticing how much of a difference it makes when players can keep out of the avoidable damage. This is something Blizzard are really pushing with the MoP heroics, and I think healers are in a good place to notice it. I realised I was getting more confident as a healer when after one of the boss fights in Shado-Pan, one of the dps who had died during the fight said “pay attention healer.”  And my kneejerk response was to say “no, you pay attention and keep out of the bad stuff.” And no one in the group complained, I like to think this was because I was right.

Another, similar, healing moment was in Jade Temple Heroic. One of the (dead) dps said to me “where were the heals” and I said “you need to keep yourself out of the bad stuff”. There was a pause, and he said “yeah sorry.” THIS NEVER HAPPENS (i.e. people apologising), BUT IT HAPPENED IN MY GROUP!! Cognitive dissonance follows.

I imagine that once I am overgeared I’ll be better able to heal people who stand in the fire, but I quite like the playing style where it’s just not possible to do that and  healing decisions have to be made based on keeping enough people alive to beat the boss, which means triage on people who just take too much damage.

[WoW] Things the dungeon journal doesn’t tell you

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There are different ways for players to learn boss fights.

  1. Trial and error. Go in blind, figure out what you can, and if you fail then figure out why you failed and try something different next time.
  2. As above, but with addons that give additional hints (eg. Change targets now! Move out of the fire now!)
  3. Talking to other players. Get someone to tell you what you have to do.
  4. Read about it offline or watch a video tutorial.

Blizzard have tried to incorporate #4 into the game with the in game dungeon journal. This lists out the abilities (and phases) of the dungeon and raid bosses.

Shame it doesn’t mention that the middle of the floor disappears in the last phase of the Elegon fight, so if you don’t run to the outside, you will die. You might think this was key information. I assume this is intentional to make sure that players need to figure out the strategy – but if it is meant to replace looking things up offline, it doesn’t work.

Do you find the dungeon journal useful?

[WoW] It came from the PUG, and how the love of bling unites communities

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This is just a picture of Spinks standing around in a pub, but the detail on the interior furnishings in MoP is lovely. I think this is a Mah Jong set?

And so, with another WoW expansion, there is another rush of players into heroic PUGs so as to gear up their new level 90 characters. The instances on the whole are shortish and emphasise the boss fights, with minimal trash mobs between bosses. (Honorable exception: Shado-Pan Monastery, which does seem to have a fair amount of ‘trash’.) It does make for a different and more ‘theme park’ style of instance. But I am finding them quite fun and enjoying where Blizzard experiment with different types of mechanics, such as in the Siege of Niuzao, or the one where dps get fired out of a cannon. I am however now rather tired of Stormstout Brewery which I have been dutifully running once per day and still never seen the dps trinket drop from the last boss.

I haven’t tried any challenge modes yet, I hear they’re pretty tough and look forwards to getting round to it at some point.

I was also hoping by now to have some good anecdotes to share on “It came from the PUG.” Actually people have mostly been pleasant (or at least quiet) and reasonably well behaved, and willing to briefly explain boss fights if other players don’t know them. But there are a couple I’d pick out.

One was an instance of Stormstout where the first thing the Death Knight tank said to me when I zoned in at the start was “Are you going to roll on the dps trinket off last boss?” I said, “Yes,” and he left. This was in the morning, about 30 mins before the daily instance lock reset.

Since I’ve never actually seen it drop, I have no idea if tanks are able to roll need on the trinket. I’d guess that they can, because I could roll need on tanking gear if I wanted, and did get into an argument on one run where I rolled need on a one handed sword without tank stats because I thought it would be handy if I wanted to switch to dual wielding 1 handers.

So this is a player who would rather sit out altogether than take a 50% chance of winning an item if it dropped (which of course it didn’t Winking smile ), with the knowledge he could try again in 30 mins anyway. A lot of people apparently cannot handle the idea of a shared roll. I refuse to feel guilty about turning up to an instance with the intent of rolling for an item which is best in slot for me. I don’t personally feel strongly about people rolling need for off spec items, although the longer I go trying to get this trinket, the more pissy I am likely to be it does drop and I don’t win. I do wish there was a roll priority for ‘off-spec need’ which would take priority if and only if no one with main spec priority rolled need. i.e..  from top to bottom priority –> main spec need, off spec need, greed/disenchant, pass. Because I’d rather see an item go to someone who will use for offspec than sold to a vendor.

A more heartening PUG story was in a Shado-Pan PUG, where the group had wiped a couple of times on the last boss. One of the dps was going ballistic on a hapless warlock who hadn’t been focussing on the adds, and by going ballistic I mean serious anger management issues. The tank was a very placid player who told him/her to settle down and shut up, explained the fight patiently to the warlock and made sure they understood, and then we aced the fight. It’s not a very exciting anecdote, I admit, except to say that there are plenty of decent, mature players out there and it’s probably a good sign if your tank picks “the Patient” as his/her title of choice.

Bling bling, emergent behaviour

wow_bling

The Blingtron 4000 is an item that an engineer can make, which doles out free gifts to everyone who clicks on it. It is quite expensive to make, requiring 4 Spirits of Harmony, Living Steel, Trillium, Blue quality gems, etc. So why would any crafter spend all those materials on something whose only purpose is to give free stuff to other random players? The only answer must be because it’s fun. But when you’ve spent that much effort making an item, you want people to notice, and to get some use out of it.

I noticed when one of my guildies set off a Blingtron, she announced in general chat where it was and most of the players in the zone turned up for their free gifts. (OK, a couple of them also got on their largest mounts and sat on top of the Blingtron to annoy everyone else, but they got reported.) The screenshot above was actually taken from an alt on a different server and faction. You can see again that he’s  put it in an accessible location and is announcing to everyone in range (this was in Stormwind) that they can come and get some freebies.

I find that kind of cool as emergent behaviour. It does bring players together, the engineer hopefully gets some social status and people might remember their name with good associations, and it’s quite fun to turn up and get a free random present from someone you might not even know.