This Week: 124 raids with 2030 characters and 1634 loot drops. We had 51 new raiders, of which 22 won loot on their first night!
So, just how many guild bank slots would we loose?
And on RP servers, people are very attached to their guilds and a raid organization like LO keeps a lot of tension out of the raiding game by allowing people to move around raids within the larger framework easily.
LO's chat channel is spammy enough with the fraction of players who do log into it--I can't imagine what an LO guild channel would be like--assuming you could even get people to drop their guild tags.
I haven't read all the responses yet, and I have covered Barriers To Entry but while other players can, indeed be a significant barrier I think part of the blame has to be Blizzards.
The game teaches you , a lot, how to solo DPS. It does nothing to teach you how to tank ever. LOTROs skirmish system taught me more about how to tank in game than anything I have ever seen in any other game. If you choose a healer (as a tanking class) you will very quickly learn a lot of the tricks for tanking in a group while doing it for a non-bitchy NPC rather than a "GOGOGO" group of PUGs.
The Defense change being removed will be damned nice because while crit immunity is the base line requirement for tanking at 80 the information exists no where in game. If someone doesn't tell you or if you don't look it up out of game you will never know, really, how important 535/540 defense is.
I am raid leader for Leftovers on Silver Hand and been raiding since EQ in '99.
Shroud is the best system I have come across and works with our unique structure very well. When you have 100+ raids a week, 700+ raiders and lots of potential churn, a simple, robust system is best--and I am a huge fan.
The one little change we have made to Shroud is adding a save level--same points as a standard roll but lower priority. So that a raider at 0 points can still show they are interested in that tier piece over the experience raider who's building an off-off set. (LO loot problems were more likely to be of the "No you take" kind, and save helps that a lot.)
The other bit that wasn't mentioned, at least about our implementation of Shroud is there is no going negative. If you are at 0 points you can't shroud, but you can standard.
And no points are earned until the end of the raid. New raiders can get loot their first raid (Welcome to LO, here are your free loots) but they can't shroud.
WoW.com Guest Post: What Cataclysm might mean for guild alliances
Mar 4th 2010 6:52PM (WoW)Here's the weekly summary from LOs home page:
This Week: 124 raids with 2030 characters and 1634 loot drops. We had 51 new raiders, of which 22 won loot on their first night!
So, just how many guild bank slots would we loose?
And on RP servers, people are very attached to their guilds and a raid organization like LO keeps a lot of tension out of the raiding game by allowing people to move around raids within the larger framework easily.
LO's chat channel is spammy enough with the fraction of players who do log into it--I can't imagine what an LO guild channel would be like--assuming you could even get people to drop their guild tags.
Shifting Perspectives: Tanks and the barrier to entry
Mar 4th 2010 7:11AM (WoW)The game teaches you , a lot, how to solo DPS. It does nothing to teach you how to tank ever. LOTROs skirmish system taught me more about how to tank in game than anything I have ever seen in any other game. If you choose a healer (as a tanking class) you will very quickly learn a lot of the tricks for tanking in a group while doing it for a non-bitchy NPC rather than a "GOGOGO" group of PUGs.
The Defense change being removed will be damned nice because while crit immunity is the base line requirement for tanking at 80 the information exists no where in game. If someone doesn't tell you or if you don't look it up out of game you will never know, really, how important 535/540 defense is.
The ins and outs of the Shroud Loot System
Jun 12th 2009 7:08PM (WoW)Shroud is the best system I have come across and works with our unique structure very well. When you have 100+ raids a week, 700+ raiders and lots of potential churn, a simple, robust system is best--and I am a huge fan.
The one little change we have made to Shroud is adding a save level--same points as a standard roll but lower priority. So that a raider at 0 points can still show they are interested in that tier piece over the experience raider who's building an off-off set. (LO loot problems were more likely to be of the "No you take" kind, and save helps that a lot.)
The other bit that wasn't mentioned, at least about our implementation of Shroud is there is no going negative. If you are at 0 points you can't shroud, but you can standard.
And no points are earned until the end of the raid. New raiders can get loot their first raid (Welcome to LO, here are your free loots) but they can't shroud.
Is Texas Hold 'em on XBLA broken?
Aug 24th 2006 5:31PM (Joystiq)