Archive for May, 2009

WoW Moviewatch: Paul Revere

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Any machinima that uses The Beastie Boys wins a few extra points in my book right off the bat, but it certainly helps that this video in particular is well choreographed. The video fit the music very well, and I think my only real complaint is that it started to drag on a little. To be truthful, I can’t tell if that’s the fault of the machinima or the fault of my fascinating inability to sit still for more than a few minutes if there are no explosions in my direct vicinity.

I do like the fact that there was a story being played out using the lyrics of the song, rather than just a bunch of unrelated scenes cobbled together as we see so often. It’s nice when someone sticks to a theme rather than flashing back and forth between random characters and scenes, only focusing on words that stick out in a song rather than the entire song. The jarring scene switches have their place, but this isn’t it. It’s good to see the author recognize that.

The creator, CSid, mentioned that this was a test project and they’ll be working on their own WoW web series. I haven’t seen enough from CSid to make a prediction on its quality, but I can say that I plan on giving it a shot. The animation quality is there, and the ability to tell a story through WoW models is there. We’ll see about the writing, I suppose. If you can’t see Youtube at home for some reason, here’s an alternate Vimeo link.

Officers’ Quarters: Overruled

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Every Monday Scott Andrews contributes Officers’ Quarters, a column about the ins and outs of guild leadership.

Who knows what’s best for a guild, its leader or its members? It’s an interesting question. The guild leader certainly has the best perspective on all guild issues (or she should, anyway). But it is her job to keep the members happy. So if the members are against something, should you allow them to overrule you? What if you as an officer think the members are wrong? This week’s e-mail comes from a reader who did what his members wow goldwanted him to do, but thinks he might have made a mistake.

Hey Scott.

I’m the GM of a reasonably successful guild who have gotten to Sarth 2d and working on 3d in 25 man raids, so there’s not a lot left to do.

Back in mid January we were successfully [running three Heroic raids] a week. However some classes were very tight and for the 25 man we had maybe 27 signups and not all of the ‘right’ class balance, but ‘good enough’ for Naxx etc. We had the opportunity to take in approximately 10 good raiders [. . .] with whom some of us (including myself) had played in the past and [whose] attitude matched very closely to our own. With those 10 raiders there were approximately 10 other people who did not want to raid with RL commitments but still enjoyed playing WoW etc. The Officers were largely in favor of taking them on, our class leaders had some concerns, but generally thought it was a good idea. So we took the idea to the guild as a whole who were largely against the merger.

At the time we decided that it would be unwise to go against the attitude of our members. Taking on 20 people when the guild did not like the idea we felt would not make the guild a pleasant place for anyone to be . . .

Now most of our members have gotten their loot and are not signing up for our runs (including Sarth 3D) and when they do sign up, attention has gone down and we’re wiping because people are just goofing off because it’s ‘easy mode’.

I keep coming back to my decision back in January to follow the guild’s wishes. If I had gone with my judgement the additional members would have increased the competition for raid spots and give us a larger pool of good raiders to pick from during these quieter times. Was this the right call? What would you and your readers have done?

Sincerely,

Anon

There’s a lesson here for all guild leaders faced with a difficult decision. Anon, you certainly did the right thing by asking your members what they would prefer. That’s an important step in the process of making the decision. However, it’s just one step. There are a few more you could have taken. The next step would be to find out exactly why people were against the merger.

Guild leaders have to consider the long-term growth and success of their guild. Guild members aren’t largely concerned with that issue in the day-to-day. Members are more about the here and now. They don’t want the boat rocked. If they are able to do the things they want to do without much drama, then most of them will be happy.

At the time you proposed this merger, you were able to raid and just about everyone who wanted to attend a raid was able to do so. So your members were happy with the situation and they saw no need to add 20 new players.

But the fact was, you were walking a razor’s edge with 27 players for 25 slots. Your officers saw the future need. Your members saw the risk to their current happiness. Would they lose their raid slot if someone better joined the guild? Would they get along with all these new people? Given these easily imagined concerns, it doesn’t surprise me that your members voted down the idea.

If these were in fact their concerns, but you still felt that inviting those 20 players was the right call, you could have taken the next step: Use this information to address your members’ uncertainty head-on. Before inviting these new players, you could have put together a joint run to see how it went. If everyone got along well, your members might have had less doubt about drama. In addition, if the raid had gone smoother due to a better balance of classes, they might have seen the advantage of that aspect as well.

If the run did not go very well, then you may have had to admit that you were wrong about bringing them on board. Either way, at least at this point you’d know more about what could have been.

If your members had other concerns, I’m sure you could have done something to address them going forward. Members always have concerns. Sometimes it is the guild leader’s job to tackle those concerns and keep everyone happy. But sometimes it’s our job to help members see the long-term benefits that can outweigh a short-term risk.

I think the members in your guild who still want to raid right now are seeing what those benefits could have been. Given the chance to voice their opinion again, some might make a different decision.

From a certain point of view, by giving your members what they wanted, you let them down. It’s a dilemma every leader must face. And it’s why sometimes the best leaders aren’t always the most popular.

World of Warcraft Patch 3.1.2 PTR Patch Notes

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The PTR Patch Notes for Patch 3.1.2 are out today, and we have them for you in their full glory. Everyone loves themselves some notes!

We found out yesterday that there was a PTR up and running now, along with a bunch of premade characters for everyone to play on. Earlier in the week we also learned that the mounts of the Argent Tournament were getting a revamp.

Some of the highlights from the patch notes today:

  • Vehicle health and damage output in Strand of the Ancients and Lake Wintergrasp now scale with the item level of the operator’s gear. Power scaling is now 1% damage and 1% health per average item level.
  • Mirror Images: The images summoned by this spell will now target the creature that most hates the Mage, and should no longer cast Fire Blast or Frostbolt on targets that are affected by crowd control debuffs that break immediately on damage unless they are already casting these spells when crowd control is applied. (Which Alex talked about earlier today.)
  • Equipment Manager

The full patch notes after the break!

World of Warcraft PTR Patch 3.1.2 

General

  • New art textures have been added for Argent Tournament mounts. Any mounts already purchased from the Argent Tournament vendors will be updated automatically. Argent Tournament mounts with the old textures will still be available for purchase from the Argent Tournament vendors for a small Champion’s Seal and gold cost (standard faction requirements apply).
  • Copied Test Realm characters will no longer be copied with their achievement history in order to better facilitate the character copy process.

PVP

  • Vehicle health and damage output in Strand of the Ancients and Lake Wintergrasp now scale with the item level of the operator’s gear. Power scaling is now 1% damage and 1% health per average item level.

Death Knights

  • Improved Death Strike: This talent now also increases the healing from Death Strike by 25/50% and the tooltip has been adjusted to reflect the actual functionality after the hotfix in 3.1.0.
  • Ghoul Frenzy: Now has a 10-second cooldown.

Druids

  • Innervate: This ability has been redesigned to grant 450% of the casting Druid’s base mana pool to the target over 20 seconds.

Mages

  • Mirror Images: The images summoned by this spell will now target the creature that most hates the Mage, and should no longer cast Fire Blast or Frostbolt on targets that are affected by crowd control debuffs that break immediately on damage unless they are already casting these spells when crowd control is applied.

Priests

  • Divine Hymn: Healing and healing scaling reduced by 30%. Buff on affected players changed from 15% to 10%.
  • Renewed Hope: Effect can no longer be dispelled.
  • Soul Warding: Mana cost reduction is now 15% down from 30%.

Warlocks

  • Nether Protection reduced to 30% damage reduction, down from 60%.
  • Shadow and Flame: Now also includes Shadowburn.
  • Fire and Brimstone: No longer increases the damage of your Immolate spell, but now increases the bonus damage your Incinerate deals to targets afflicted by your Immolate by 6/12/18/24/30%.
  • Conflagrate updated: Consumes an Immolate or Shadowflame effect on the enemy target to instantly deal damage equal to 12 seconds of your Immolate, or 8 seconds of your Shadowflame.

Items

  • Darkruned 2-Piece Set Bonus: The bonus critical strike chance for Frost Strike and Death Coil has been increased from 5% to 8%.
  • Glyphs
    • Glyph of Conflagrate redesigned: When you use Conflagrate, the damage done by your next 3 Destruction spells is increased by 10% for 15 seconds if the Immolate on the target has 5 or fewer seconds remaining.
    • Glyph of Innervate: Has been adjusted to grant the Druid 90% of his or her base mana pool over 20 seconds.
    • Glyph of Mass Dispel: Now only decreases Mass Dispel cost by 35%.
    • Glyph of Penance: Now increases critical strike chance by 5% instead of its old effect.
  • Guise of the Midgard Serpent: The base attack power on this item has been lowered to balance it against items of a similar quality.
  • Nightsong 4-Piece Set Bonus: Chance for Insect Swarm to trigger an instant Starfire changed to 15%.
  • Scourgeborne 4-Piece Set Bonus: The runic power gain has been reduced to 5 runic power from 10 runic power.

User Interface

  • Equipment Manager
    • When enabled from the Interface Options menu, this feature will allow players to store sets of equipment, easily swap between saved sets using hotkeys, and pull items directly from backpacks or bank slots (must be at the bank to equip inventory from the bank).

Bug Fixes

  • Death Knights
    • Anti-magic Shell: Tooltip error corrected.
    • Blood Boil: If no target is available for Blood Boil to hit, the spell will now cast and consume a blood rune but generate no runic power.
  • Druids
    • Maim: Rank 2 of this ability is properly considered a stun and can be escaped by Blink.
  • Hunters
    • Go For The Throat: Explosive Shot critical strikes now trigger this talent.
    • Rabid: This Hunter pet talent no longer lists a percentage chance to be triggered, as that chance varies by the attack speed of the pet.
  • Paladins
    • Divine Sacrifice: Damage done to the Paladin while this is active will no longer cause the effect to break early, and if it is dispelled or cancelled early, the damage counter will reset correctly the next time the spell is cast.
  • Rogues
    • Shadow Dance: Issues with action bars and ability use arising from using Stealth while Shadow Dance is active have been fixed.
  • Warlocks
    • Demonic Sacrifice: This spell will no longer appear in any Warlock’s spellbook.
  • Dungeons and Raids
    • Players can no longer become saved to a raid instance when they aren’t in the raid during a boss kill.
    • Ulduar
      • The Spark of Imagination: Characters that release in part of the boss room will no longer be ported to Westfall or The Barrens.