Gigantor wrote me:
LOTB is seems to be growing rather nicely, but we don’t quite have the numbers to form a “Guild MC run”. As most people know MC (Molten Core) is a 40 X level 60-man raid instance that requires a lot of co-ordination. It’s basically impossible for the raid leader to tell everyone what he or she needs to be doing, so ideally we should have the same 30 – 35 people in the group consistently for best results.
As it stands, LOTB has the following members that are level 60 and have been active in the past week.
Druids:
- Moldavia
Hunters:
- Redcrow
- Tamot
- Alimar
- Thistlethorn
- Peinban
- Floydb
- Cronx
- Ulak
- Talrewse
- Ravens
Mages:
- Brusian
- Empi
- Hilarie
- Ghostengr
Paladins:
- Bakadwarf
- Bubbinator
- Gnostikos
- Appomaddox
- Urlik
- Oi
- Forex
Priests:
- Baludorm
- Chrispriest
Rogues:
- Slipwhenwet
- Mooglass
- Nekno
- Jezo
Warlocks:
- Decoy
- Shelliana
- Shaiangyl
Warriors:
- Marian
- Bok
- Pointless
- Gigantor
- Wolfvonbek
There are a total of 36 level 60’s that have been active in the past week. The problem is that we are very short of some classes. If we work together as a team we can power level some alternate toons to make up our class shortcomings, or we need to actively headhunt some people that fit the LOTB ethic.
My feelings is that alt's are a zero sum game unless we have too many of a specific class *cough*hunters*cough* okay, Paladin's too :-) Anyway, we should probably put up a merger proposal for small guilds like AFK was to get more players. It's better than shanghaiing lvl 60's from other guilds.
Posted on June 24, 2005 3:17 PM
Comments
I was wondering how much the WoW engine lets you customize your character's appearance. I don't mean abilities or anything functionally important. I mean just things like hats, shoes, hair and whatnot. Or is there just a lot of bland similarity with minor variations in color?
Wade let me build a character on his City of Heroes account many months ago and I was just stunned at the level of variation they allowed for appearance. The combination space of color, clothing, body type, textures was huge.
This is also a test to see if you've updated your comment templates to be similar to the rest of your templates yet.
Checking in preview, I see that the source of your trouble is that you need to update your comment preview and probably all the other comment templates to include the missing class or identity label.
Posted by: Mr. Farlops | June 27, 2005 11:34 AM
This is mostly unrelated but I was thinking about a turn-based physics engine for paper-based RPGs.
For example, although I can think of better examples of paper-based rules systems out there, if you could take the rules of Hasbro's D&D game system, the combat, the magic, the character abilities and skills and so on and render these into software to make a turn-based physics engine. This would be an immense relief to harried gamemasters because the bookkeeping would at least be automated and largerly flawless.
I say turn-based because I'd want to be able to stop the progressing melee and then set things as I wish arbitrarily. Sort of like stopping a Half-Life 2 match right in the middle of combat and resetting positions, player health, player possessions and ammo, enviroment layout and so on.
Wouldn't this be cool? It would mean at last we could dispense with simplfied game systems and get as gritty and realistic as we need because the computer takes care of all the bookkeeping.
Posted by: Mr. Farlops | July 6, 2005 12:35 AM
Flonne sends her love.
<3
Miss you baka!
Best dwarf ever.
Posted by: Flonne | August 28, 2005 10:01 AM