2010-05-14

Today I’d like to go over a very strange topic, the WoW playerbase and the troubles that generalization WoW Gold has brought us to. Many players are very pervicacious to this topic and there is no real line in the dirt. There are two major buy wow gold schools of thought: we should treat all players with the upmost respect no matter what they’re doing or we should all be elitist jerks and shun every player. Yet, that’s just a generalization of people who are generalizing the WoW population.

Those who are a bit more optimistic have varying opinions, but they usually see every player differently and apply a different school of thought for each type. Some may believe in turning the other cheek, not allowing anything to bother them while others may separate newbies and jerks into two categories. The pessimistic side sees everyone as a liability and the entire playerbase as nothing more than idiots. The latter is what a lot of players are quickly becoming.

Of course, some may be quick to blame them and their ideals as nothing more than elitist jerkery, which is exactly what it is. Yet this opinion can be formed easily when you find yourself meeting a lot of very ignorant and apathetic players who join raids masquerading as a talented player which can drag everyone else down. Their selfish agenda is what breeds a sullen playerbase that can quickly turn bitter.

Whose fault is this though? Many point fingers to the existence of GearScore, saying that without it there would be a lot less trouble for everyone. I disagree very strongly. GearScore is the result of the playerbase looking for a way to avoid a big problem. That problem is the number of bad apples out there who cause people to lock themselves to failed raids. People who try to join with terrible gear (where even skill can’t compensate for it) or ignorant people with no skill just trying to coast their way into some gear.

I don’t see GearScore as inherently evil nor do I lambast those who use it to filter out people without a certain score. If there are those who disagree with its use then they can either make their own raids with their own rules or join a guild with a likeminded attitude in order to raid. The latter being the most preferable course of action because trying to PUG anything is nothing but a headache for anyone. I personally have never used it in one of my raids but I do often check the armory of someone with low health. Back to my main point, GearScore is nothing but the result of people in bad gear getting into raids and bringing everyone down. So naturally people want insurance against that or some kind of defense.

So back to the main question, whose fault is it that the cheap wow gold playerbase is souring so much against itself? I blame Blizzard and the need for the daily dungeon. It is a broken game mechanic that does nothing but makes us repeat content we’ve done over and over with players we probably don’t want to be playing with. The random dungeon finder only compounds the problem by making us play with players we don’t want to play with from other servers.

With a raid you can easily say meet up at 8 p.m. Tuesday night and we will delve into the dungeon and begin clearing it of all of its evil. A daily dungeon though requires just five people, less than a raid, and needs to be done daily. So it creates a scenario where it’s hard to meet up your friends each day at the same time to do the daily dungeon. So you have to rely on PUGing it in order to do it.

Yes, you were cool the first time, but I would be happy not to see you for awhile.
In a perfect world we’d all play with people who know their class, know what they are doing, and have absolutely no malice in their heart. This is not a perfect world and we are often grouped with players who are too apathetic to learn to play their class or players who don’t want to do anything and coast while everyone else does the work. Too often have I seen a selfish player level their weapon skills or a Hunter feign at the start then talk about what they’re about to go cook for dinner.

We do meet a lot of awesome people in the daily dungeon, but it’s a lot easier for us to remember the frustrating and bad encounters. We remember these encounters so vividly that we begin to generalize with everyone else about how bad the player population is. Then we grow elitist attitudes and begin to close ourselves to the world. We begin to, dare I say, hate everyone but ourselves and our friends. It doesn’t help that the number of malicious mods that rotate through the raid icons get released and makes everyone really mad.

Of course, it also doesn’t help that we have such a poor mindset when we go to do the daily. It’s not like we haven’t helped Brann Bronzebeard over 30 to 40 times already. It’s only fun the first few times so we’re usually in a bad mood to begin with. I know I am. Sure, I love WoW, but I don’t love doing the daily dungeon and I don’t like how it’s required for me to get my gear.

What’s the solution? Well, that’s a great question but I honestly doubt there is anything that Blizzard will do to get rid of the daily dungeon unless it’s changed in Cataclysm. In the meantime, the best thing we as a community can do is to come to an understanding that generalizing people is bad. The playerbase is full of bad players, ignorant players, newbies, great players, and more. It’s important to see things from everyone’s point of view.

Don’t shut yourself away from the community because you have a few bad experiences. Don’t join the hate train when it departs wow gold because people want to smack talk. I know there are a lot of bad players out there. Legitimately bad players who have been in the game long enough to know better. Remember that there is often buy wow gold nothing you can do. You can take some time out to help educate newbies or even players who may not know better, but they have to be willing to listen and if they’re on another server then you can only help so much before you and them part ways. Do try to help though, as much as possible, because if you educate one he may in turn educate others.

Interaction is a great thing. Just ignoring everyone keeps you from making new friends and new connections. The game is big, with a lot of players, and a lot of awesome people. Someone may not be able to use their skills quickly and efficiently but they may be awesome roleplayers or great at making gold. Everyone is different.

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Welcome new and returning readers alike to the second edition of Casually Casual. For those just joining us, Casually Casual is my own personal niche right here at Ten Ton Hammer where yours truly gets the chance to give you cheap wow gold the readers an intimate view of my thoughts on all things casual. Last week I had the pleasure of sharing my own personal story of transformation from a hardcore raider, to more casual player.

The first time I read this I did a very distinctly Scooby-Doo confused sound, complete with head tilt. The difference between these two play styles is very distinct and real to me. Hardcore players to me are those players who spend every moment possible pushing to be the best of the best at some aspect of the game. Casual players in my view are those who play when they can, and get what they can accomplished in that time, if they fall short of a goal no sleep will be lost because the game is just that, a game, and one that will be enjoyed at their leisure. Using those basic definitions I think it’s clear that there is a difference between casual and hardcore players, and it can cause strife and ill feelings between the two. I personally have been on the giving and receiving end of such conflict.

Uninspired Questing

Questing to me is an unavoidable evil. A penance (not the Priest spell) I must pay in order to play an otherwise amazing game.  I might be coming off as a little overly dramatic here, and before the die hard questing fans break out the torches and pitch forks, let me say that I do not inertly hate questing. In fact given the right circumstances I could even find it downright enjoyable. These conditions are not often met, and for the most part I find questing in World of Warcraft to be sorely lacking.
 
Mind numbing, repetitive, and obnoxious, are just a few of the words that come to mind when thinking about questing. It wasn’t always so, my first time questing, making that seemingly impossible climb from 1 to 60, is still a fond memory. Even with the extra levels added with the expansion packs, exploring the new zones and immersing myself in the quest lines was not overly traumatic. I will admit I was disappointed that while the zones were new, and so were the NPCs, the quests were basically the same with a few gems thrown in here and there. I mean you can only collect useless objects with an abysmally low drop rate for an apparently helpless Quest-Giver for so long before it starts to get to you (think Jack Nicholson in The Shining) .

Overall though, leveling up with my first toon was relatively pain free. The problem arises when you consider that almost every cheap wow gold single player in the World of Warcraft has at least one alt. Logic says that if you wish to do anything useful, at some point you are going to have to begin the quest grind over again in order to gain a respectable level. Do this enough times (or perhaps just once) and you will find that you are able to complete the quests in your sleep. Questing is in my opinion one of the most neglected aspects of the game.

Blizzard has made some strides to remedy this problem. In the Burning Crusade new types of quests were introduced, and really who didn’t enjoy flying around Hellfire Peninsula bombing everything in sight? In Wrath of the Lich King questing came even further, with Blizzard introducing zones that changed as you did
This comic created by Syaovera and featured on the official WoW site makes light of the frustrations of questing.quests. This change of course has it’s pitfalls, including not being able to see players who have not progressed as far in the quest line as you have, but it’s a great idea, and make the questing experience that much more interesting. I think though that Blizzard needs to take questing even further.

Fewer Repetitive Quests - I know it’s hard coming up with original quest ideas, and I certainly don’t want to do it, buuutttBUT could we please cut out quests that take forever and make players want to gouge out their eyeballs with spoons?

More Zone Changing Quests - This is a great idea, and I want to see more of it. Having the incentive to actually see the zone changes because of quests I have done gives me great incentive to want to push and complete them.

Different Quest Paths - This is the idea that I would like to most see implemented. I want to be able to choose different quest paths, and be able to have a different quest experience depending on what path I would choose. Blizzard has already done this in a smallish scale with faction quests (Aldor/Scryer) and I would love to see this done on a grander scale. It would take a ton of work, but I think it would help keep the questing experience fresh.

Faction Betrayal - We have faction changes, but I want to take it a little further and introduce faction betrayal. How awesome would it be to decide that instead of taking the normal route your character will instead be working for the enemy?. I’m undecided if the character should be able to complete the opposite faction’s quests, or be offered a whole difference set of quest opportunities, either would be acceptable to me. I can see many kinks that would need to be worked out if this idea was implemented but I think it is an option that many players would like to see added.

A few of these ideas will probably be seen in the upcoming Cataclysm expansion. Others we may never see at all, but one can dream. Even if none of these (or other) changes are made to the questing experience Cataclysm wow gold does at least offer a short respite from the mundane. More zones will be added, and new quests will come with them. This does end up being a double edged sword in the end though. The new zones will offer a plethora of new quests, but the new expansion will also attract hordes of people, making what might have been an amazing questing experience nothing short of frustrating.

Cataclysm will also irrevocably change the face of the old world as we know it, ushering in a new era of quests that will offer a new and exciting experience for those leveling up, at least the first time. Obviously there cannot be unlimited quests, or questing options in the game, but I do feel that much more could be done to help keep the mundane at bay. Hopefully in Cataclysm and beyond we see such changes made, so that the questing fire can be re ignited. If you have ideas of how the questing experience could be improved, please share it on our forums, and until next time I wish you happy gaming.

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2010-05-01

Many players pick up tanking for different reasons.  Some like the control, some like the sense of indestructibility against normal enemies, and others switch to tanking roles simply so they can find groups faster.  No matter your reasoning for being a tank there are several wow gold things you can do that make you a better or worse tank.&nbsp,tiffany jewelry; We have all heard horror stories of tanks that pull before the groups is ready, pull whole wings when not geared for it, and more.  We have also all joined groups where the tank just seems to know what they are doing perfectly and runs through an instance with ease.

The 5 worst things a tank can do
Relying on AoE for all pulls – This is something that I have seen way too often recently.  The reason is that you can get away with it when you are over geared for an instance or raid.  The problem with it is that it will really not work when you are at the right gear-to-content difficulty ratio. So make sure you keep practicing at least some controlled pulls between now and the release of Cataclysm or when content difficulty ramps back up compared to your gear you will be lost.

Going before the group is ready – This is again something that many players get in the habit of doing simply because so many of us out gear most of the content we are playing through.  You should always make sure you watch the group before each pull, check their health, mana, and closeness to you and make sure they are ready.  There is nothing worse than pulling another group to find out your healer has no mana or your DPS are two rooms behind looting and skinning.

Not building threat on everything – I know the item above is all about making sure you don’t just AoE, and this is almost contrary to that, however you really need to have threat on everything around you at all times.  This may mean using AoE attacks, it may mean tabbing back and forth through enemies and slapping each of them around in turn.  No matter which method you use, what really matters is that you do check all of the nearby enemies’ threat level against you occasionally. 

Many times a DPS will focus on the wrong target, or your multi hit attacks constantly miss one target and that is the one that goes off to smack a DPS or healer.  While it is the DPS’s job to not draw agro and watch what they are doing, you should still be aware of it and watch for it.  If it is a healer that draws agro that is 100% on you and you need to watch closer at the various creatures you are controlling. In this age of AoE threat generation it is easy to slip up and not check just assuming everything will be ok.  Most of the time it will be, but not always.

It is best to balance all of your tanking stats not jsut focus on staminaFocus purely on stamina – Far too many tanks out there focus cheap wow gold purely on stamina which only means that they can take big hits.  It does not mean they are a good tank or that they can take many or successive hits easily.  There are far too many tanks with huge health pools that have almost no avoidance or mitigation, or if they have some it is not in balance to what they need. 

Given a series of 100 10,000 health hits the first tank needs to be healed for 1,000,000 health. The second tank will dodge 20 of the attacks and parry another 20, meaning they will only need 600,000 health to be healed.

Being full of yourself (unless you really are the Messiah) – Too many tanks are really full of themselves.  It’s ok to be confident, even cocky, but when you make a mistake fess up to it, it happens.  I have seen way too many tanks that believe they are gods, do everything right all the time, and yell and scream at their groups when something goes wrong.  Yet they never evaluate what they are doing, because they believe themselves to be flawless.&nbsp,ugg boots; Guess what, no one is flawless.  Remember even tanks and healers are replaceable as much as we would like to believe we are not and if you are so full of yourself that you are a jerk to everyone, you’ll be a tank that can’t get a group very quickly.

The 5 best things to do as a tank
Be prepared – While this sounds so simple, you would be amazed at the number of tanks that do not do this simple little thing.  Be Prepared.  What does it mean exactly though?  I sum it up as all the little things like making sure you are repaired and have your tanking gear with you.  It also includes things like bring food and drink (if you are a Paladin and need mana), flasks, elixirs, potions, bandages, reagents, and anything else you could possibly need.  While many of the items you may not need, and probably won’t if it is a simple instance, it is always better to be safe than sorry.

Plan your pulls – Make sure that you know which creature in each pull should die first, second, third.  Know which if any should be CC’ed or kited away from a group.  If the pull is difficult for your group then make sure you mark them to make it clear what the order is.  Have a set kill order such as Skull, X, Triangle, Square, Moon.  Whatever order you decide, just make it clear. 

A Paladin Tank in gearKnow your group and their abilities – More than any other class, when you play a tank you need to know (and are expected to know) what the other classes are capable of at all times. You really need to understand the cheap wow gold mechanics of all the other classes, not just yours. You need to know who can CC what and when,folding bikes, who can backup heal effectively, who can kite an enemy, who can burst something down quickly, and much more.  As a tank, assume you will be expected to know it all so that when something goes wrong you know who to call on to get you out of it.

Research – As a tank your job is almost as much out of the game as in the game.  You need to learn as much as you can constantly about tanking techniques, tanking builds, boss fights, strategies, and more. As a tank you will generally be in charge of what is going on, so make sure you know enough to be able to handle it.

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Personalmente, estoy fascinado con Mano de Sanación. En encuentros como Lord Tuétano, donde todo el mundo puede acabar en una púa, estás centrado en sanar al tanque, pero algunos jugadores pueden sufrir daño de las espinas. O cuando hace Tormenta de Huesos, todo el mundo sufre daño, y el tanque no está en cheap wow gold peligro inmediato. Es el momento en el que todo paladín sagrado desea curar a la gente de alrededor,nfl jerseys, que esté recibiendo daño de fuego. Aquí es donde Mano de Sanación se hace útil. Puedes curar a la raid, al mismo tiempo que lanzas luz al tanque. Es como un himno divino en modo automático mientras que casteas tu rotación de Luz Sagrada, Destello de Luz y Choque sagrado. ¿Sólo 15 segundos de reutilización? ¡Genial!

Guardián de los Reyes Antiguos es la leche. Es similar a la imposición de manos, salvo que no necesitas señalar al tanque, off-tanque o al healer que va a morir. En situaciones en las que te curas a tí mismo, si el tanque sufre una cantidad masiva de daño, y luego tienes que tarjetearle e imponerle, puede morirse por cuestión de un maldito milisegundo.

Guardián de los Antiguos Reyes, automáticamente curará al aliado más dañado (en este caso el tanque). Es una buena y segura forma, mientras que preparas tu siguiente hechizo de mantener a salvo al tanque. Hay una posibilidad pequeña de que alguien cercano tenga menos salud. Al no tener barra de mascota, seguramente será divertido invocar este espíritu. Abajo puedes ver un vídeo rápido del espíritu de resurrección del Warcraft III para hacerte una idea de a qué se va a parecer:

 
Cuando he visto a Eadric el Puro en la Prueba del Campeón, me sorprendió la habilidad de hacer un área de luz cegadora que aturdiera si estabas mirando. Es algo que no se ha visto nunca antes en un encuentro, salvo Yogg-Saron. De hecho el hechizo de Eadric fue un adelanto silencioso de lo que los paladiens conseguirían en Cataclismo. Esto se llamará Radiancia. En este sentido es como un pequeño controlo de masas. Aturde enemgios, es decir que además los hará dejar de lanzar hechizos. Es una ayuda cuando los lanzadores de hechizos están destrozando una banda, a un miembro de la misma o al paladín tanque.

Otra utilidad es cuando el paladín pierde agresión y se giran a un sanador, no los devolverá al tanque, pero se cegar&aacute,led lights;n. Este hechizo buy wow gold es útil para matar pulles. No se sabe aun si los jefes serán inmunes, es una gran pregunta para los desarrolladores en el próximo chat de Twitter.

Siendo mi principal personaje, un elfo de sangre paladín, debo decir que estoy contento con estos tres nuevos hechizos y deseoso de probarlos.

Personalmente, estoy fascinado con Mano de Sanación. En encuentros como Lord Tuétano, donde todo el mundo puede acabar en una púa, estás centrado en sanar al tanque, pero algunos jugadores pueden sufrir daño de las espinas. O cuando hace Tormenta de Huesos, todo el mundo sufre daño, y el tanque no está en peligro inmediato. Es el momento en el que todo paladín sagrado desea curar a la gente de alrededor, que esté recibiendo daño de fuego. Aquí es donde Mano de Sanación se hace útil. Puedes curar a la raid, al mismo tiempo que lanzas luz al tanque. Es como un himno divino en modo automático mientras que casteas tu rotación de Luz Sagrada, Destello de Luz y Choque sagrado. ¿Sólo 15 segundos de reutilización? ¡Genial!

Guardián de los Reyes Antiguos es la leche. Es similar a la imposición de manos, salvo que no necesitas señalar al tanque, off-tanque o al healer que va a morir. En situaciones en las que te curas a t&iacute,wedding dresses; mismo, si el tanque sufre una cantidad masiva de daño, y luego tienes que tarjetearle e imponerle, puede morirse por cuestión de un maldito milisegundo.

Guardián de los Antiguos Reyes, automáticamente curará al aliado más dañado (en este caso el tanque). Es una buena y segura forma, mientras que preparas tu siguiente hechizo de mantener a salvo al tanque. Hay una posibilidad pequeña de que alguien cercano tenga menos salud. Al no tener barra de mascota, seguramente será divertido invocar este espíritu. Abajo puedes ver un vídeo rápido del espíritu de resurrección del Warcraft III para hacerte una idea de a qué se va a parecer:

Cuando he visto a Eadric el Puro en la Prueba del Campeón, me sorprendió la habilidad de hacer un área de luz cegadora que cheap wow gold aturdiera si estabas mirando. Es algo que no se ha visto nunca antes en un encuentro, salvo Yogg-Saron. De hecho el hechizo de Eadric fue un adelanto silencioso de lo que los paladiens conseguirían en Cataclismo. Esto se llamará Radiancia. En este sentido es como un pequeño controlo de masas. Aturde enemgios, es decir que además los hará dejar de lanzar hechizos. Es una ayuda cuando los lanzadores de hechizos están destrozando una banda, a un miembro de la misma o al paladín tanque.

Otra utilidad es cuando el paladín pierde agresión y se giran a un sanador, no los devolverá al tanque, pero se cegarán. Este hechizo es útil para matar pulles. No se sabe aun si los jefes serán inmunes, es una gran pregunta para los desarrolladores en el próximo chat de Twitter.

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Рыцарь смерти соединяет мастерство ближнего боя и знание некромантии. Игрокам может быть знаком этот класс по ранее вышедшим играм по вселенной Варкрафта - последнее - кампании к Warcraft III: Reign of Chaos и Frozen Throne. Бывший паладин Артас стал Рыцарем Смерти и наводил ужас wow gold на Азерот и Нортренд пока не слился с духом Нерзула, став Королем Личом. ДК это первый hero class в ВоВе, выполнив определенные условия, игроки получат возможность создать Рыцаря Смерти, сразу имеющего высокий уровень. Сейчас мы рассматриваем различные варианты тактики и абилок Дес Найта и будем предоставлять дальнейшую информацию по мере работы над аддоном.

То, какими Рыцари Смерти были показаны в предыдущих играх, конечно, представляет для нас источник вдохновения, но мы все еще думаем, как передать этот образ, сохранив механику ВоВа, так что окончательного решения по определенным абилкам пока не принято.
Какая роль отводится ДК в парти и рейдах?

Вкратце Дес Найт может пониматься как класс, соединяющий как ДПС, так и танкование, но, естественно, у него будет множество уникальных способностей.

1:10 Первый вопрос сына Каплана &quot,ugg boots;Будет ли ДК саммонить подмогу?" Да! "Будет ли он такой же имбой, как варлок?" Смех в зале. Каплан: "Этого обещать не могу&quot,tiffany jewelry;

1:32 Презентация ДК класса. Создан для выполнения ролей танка и ДПСера. Может танковать с двуручем или с оружием в каждой руке - щитов нет.

1:32 ДК предпочитают острое оружие, показываются большие топоры и мечи - Runeswords и Runeaxes. Носит плейт, по концепт арту выглядит как гибрид роги, вара и лока.

1:33 Спеллы и абилки Дес Найта - смесь таковых кастера и спеца по ближнему бою. Не стоит сзади и кастует, а использует в бою кастерские скиллы. Бьет по голове, а затем использует спелл, названный "Армия Мертвых" (Army of the Dead). OMG

1:34 Рыцарь Смерти это hero class - нельзя начать играть с 1-го уровня, его хотели сделать более эпическим (никаких ДК лвл1). 2 отличительных черты: во-первых, сначала нужно получить доступ к его созданию. Не обязательно для этого cheap wow gold ходить в рейды. Цепочка с 80 уровня, как локовский квест на эпик маунта. Элементы истории - объясняют связь с Артасом. Во-вторых, как только доступ получен, он сразу создается как перс высокого уровня (55, 60, 70 - пока неясно) с определенным набором спеллов и способностей.

1:37 Система рун. 3 рунных школы: кровавые руны, руны холода, нечистые руны. Все спеллы и абилки ДК будут использовать различные комбинации этих рун. Рыцари Смерти накладывают эти руны на свое оружие (можно сделать в любой момент вне боя).

1:38 На показанном портрете перса 6 рун вместо мана бара (и специальный кружок вокруг иконки, возможно, это обозначение hero class). Руны тратятся по мере того, как кастуются спеллы - они выключаются и вновь включаются через определенное время, так что, если у вас 2 руны крови и 4 крови, именно их и придется использовать. Есть планы создания механики обмена одного ресурса на другой (по образцу Лайф Тап варлока - хп=мана)

1:39 Показывают Дес Найта с выбранными 6-ю нечистыми рунами - надеемся, этого не произойдет, поскольку игроки захотят использовать все возможности рун. Руны на кулдаунах, которые могут сокращаться талантами и аттрибутами, например, "Death Strike" - возможно,nfl jerseys, спелл, который обновляет кулдауны на рунах, или же спеллы могут требовать использования более, чем одной руны. Кстати, все это время шла речь о ДК - орке.

1:52 Как Дес Найт будет стыковаться с существующими фракциями? И каких именно миньонов (петов) можно будет саммонить? Одного или больше? Естественно, играть можно за Орду или за Альянс, никакой wow gold новой фракции. У нужных НПС будет свой колорит - так же, как у тренеров отдельных классов. "Army of the Dead" - спелл, действие которого показывалось на презентации - ДК это не класс, полагающийся на петов, но несколько абилок такого типа у него будет.

1:58 Какими расами можно будет играть за Рыцаря Смерти? Пока мы планируем сделать доступными все расы. (гномы-ДК фтв - реакция аудитории).

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2010-04-29

A loot council is a simple way to distribute loot in theory. A designated group looks at the loot that drops, looks at who wants it, and decides the best fit.  Sounds easy right? There are problems though since people’s perceptions, bias, and feelings are involved, it can turn ugly quickly.

One of the most basic things that can cause drama around any loot system is players not understanding it, or the raid leader not explaining it clearly.  So, before we look at some of the ways to minimize the drama cheap wow gold around a loot council let’s run through some basic loot council rules. I promise that if everyone knows the rules and understands them, you will have fewer issues in the long run.

Loot Council Rules
The first thing you need to know about a loot council is that it really should only be used when it is a full guild run.  Recruits that you are looking at are OK to be included, but not just any old PUG player.  The basics to running a loot council are as follows:

1 - The loot council should be made up of the raid leader and several guild officers. They should have access to a separate Vent channel or raid channel to discuss loot distribution.

2 - Raids are run with Master Loot on and one of the loot council is given control.

3 - When items drop from a boss, or an epic from trash, it is linked in raid and everyone that is interested speaks up. A last call warning is given from the loot council and then they leave to discuss it.

4 - The loot council then discusses who should get the item and why.  The things that should go into the decision are individual to your loot council but are generally:

The player&rsquo,cheap dvds;s time in guild
Their place in the guild, for example the main tank over an off tank
The improvement over their current gear
How often they attend raids compared to the others interested
How many drops they have gotten recently
Their other contributions to the guild
What is best for the guild
Main characters get preference over alts
5 - The gear is then given to the person that the loot council awards it to and the group moves on.

6 - No public complaints are allowed after distribution, all discussion must be with a loot council member.

You can make any rule changes to the standards that you want, but it is critical that they happen before a run not during a run.  If done cheap wow gold in the middle of a run, you are just asking for trouble and for people saying you are doing it to play favorites to someone. 

This brings up the point that while you can make the rules whatever you would like, you also need to make sure that they are fair.  If they are not fair and equal to everyone you are asking for trouble.

Something as simple as who gets which piece of gear can have dramatic effects on a guild.Because it is based on human decision at every step, it works best in a guild full of players that know and trust one another.  They also should have similar goals and not be ego driven. 

The ideal group to use loot council is a group of players that knows each other and wants to work as a group to get through and defeat new content.  While wanting to experience new content they also do not really care if they are personally 1st or 15th on the damage meters, or 1st or 5th on the healing meters, or if they are the main or off-tank is the ideal group for using loot council.

How to minimize drama
As with any loot system, or almost anything in the game, drama will ensue since people are involved.  There are several things that you can do to minimize drama though.  A few of the basic things to keep in mind are outlined below.

The simplest thing to reduce drama from a loot council is to make sure that everyone is on board with it and understands the end goal.  The end goal of a loot council is to distribute loot for the betterment of the guild.  Make sure everyone is clear on that.  Players need to understand that at some times that will mean one person potentially getting a lot of gear in a row, and at other times none. 

A good example would be if your guild lost a key DPS cloth player and replaced them with a known good player, but that player was under geared.  This could result in that player being given several of the next cloth DPS drops buy wow gold even though other DPS players wanted them and haven’t gotten a drop lately. Even though another player wanted it, it is better for the guild to have all their DPS functioning at a high level.  The gear may make a 15 DPS difference to your existing players,coffee mugs, but a 100 DPS difference to the new player. 

Even though loot council is not like a DKP based system and each piece should be given on the merit at that time,led lights, you really should also keep track of loot over time. Sometimes loot should be given to a player that is there all the time even though it is a small upgrade if they have not been given anything in a long time. It is very easy to forget that you haven’t given a certain player gear in 5 weeks, since you are dealing with 24 other players, however I guarantee that player will not forget.

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