My guild fell in love with be.imba and wowheroes a while back. Look, they have gear scores! Trumpets played throughout the geeky core of the guild: “Finally! A way to grade and communicate to people their relative progress in the endgame!” For example: “Hey, you’re not ready for X because you don’t have Y score. […]
Tag Archives: game design
MMO Expansions and Sequels
I recently read a post at Tobold’s about the nature of Blizzard expansions, and it got me thinking. I keep referencing World of Warcraft 2 in my posts (“Maybe Blizzard will change this in WoW2”). But it dawned on me that there’s really no real difference between sequel and expansion with MMOs. We’re already playing […]
WoW Itemization Dreams
Continuing yesterday’s explanation of Wrath itemization, let’s experiment and take it a step further. Here are some further class changes Blizzard could make to simplify the “nobody in our guild could use this loot” problem. (Rampant armchair game design follows.)
WoW Wrath Class Redesign and Reitemization Explained
I love what I’m hearing about the new itemization from beta. A lot of it is still in flux, but there’s a core variable that isn’t: a number of formerly separate stats have been combined: critical strike = critical strike + spell critical strike hit rating = hit + spell hit haste rating = haste + […]
Achievements are not account-wide
…for now, according to recent posts on mmo-champion. They might look into it in the future. So my thoughts on connecting the dots can be archived and then perhaps revived when Blizzard gets around to account-based achievements.