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#Wow burning crusade map level
givemmorg · 2 years
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Wow burning crusade map level
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By default, it shows these steps in a box on your UI. The quests are grouped together and selected to speed up the leveling process. It has several built-in guides that walk you through each step required to level through questing. Please note that the flight path should be unlocked already, if you have been playing in Wow Classic for a while now, but if not just take the closest route to that area and follow the same path. WoW-Pro Guides is a straightforward addon. Follow the same route as mentioned above for the Horde faction, and you will see the Dark Portal in no time. Finally, maximum level is reached, the scale is stopped, a huge world is. The ExpCarry team has compiled a list of recommendations that will bring you great in-game rewards. Head to Stormwind and from there take the flight path directly to Nethergard Keep, which is already inside Blasted Lands. Check out what to do at level 70 in the Burning Crusade. Mining serves three professions: Blacksmithing, Jewelcrafting, and Engineering, so it's really good combined with any of these three. Similarly to Horde, you have some traveling to do, but for Alliance players things are much easier. This TBC Classic Mining leveling guide will show you the fastest way to level your Mining profession up from 1 to 375 in Burning Crusade Classic. Pass through its green aura, and you will finally find yourself in Outland. It is gigantic, so you won’t miss it at all. The process will be streamed for you personally and you will be able to view and direct it. Our boosters will waste no time and level you up as quickly and efficiently as possible. To the very bottom there will be an area called ‘The Dark Portal’, where you will find the actual Dark Portal itself, the entrance to Outland. Burning Crusade power leveling will be completed via a mix of activities - completing quests, killing monsters, and doing dungeons. Hop on to your mount or travel form, and start heading south, into Blasted Lands. After you reach your destination, it is time for some running. Overall the TBC Classic leveling will take around 3-5 days to complete for a regular player, and that is on top. Basically, once you reach this maximum, it’s like hitting Level 70 and getting experience they’re meaningless. Blizzard limited the amount of gold a player can carry in the coding with an algorithm. However, knowing the routes and fast-leveling techniques can lower those hours to 40. The Gold Cap The Gold cap for a single character in World of Warcraft is 214,748 gold, 36 silver, 48 copper. Take it and after you reach that place, take another flight to Stonard in Swamp of Sorrows. The overall leveling time for Burning Crusade expansion, meaning the playing time from level 60 to level 70 is approximately equal to 60-100 hours. Includes: Level-58 Character Boost Apprentice Riding Skill for the. Right as you exit, on your far left side, you will be able to find a Zeppelin to Grom’gol. World of Warcraft: Burning Crusade Classic Dark Portal Pass NA CD Key. As an Horde player, what you need to do is to travel to Ogrimmar, and get out of the city. Burning Crusade Fantasy Map of Azeroth by Radulee.
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swampgallows · 2 years
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do u have advice for ppl new to WoW? do u think they should play classic or the latest version?
that's a toughie! classic and retail (the latest version/modern WoW) both have their perks and drawbacks, but I would lean toward retail just because more people are able to help you there.
classic is a fantastic but very time-consuming introduction to WoW. it's (arguably) at the peak of the warcraft storyline: the Wrath of the Lich King expansion. it continues the story from the RTS games, so it has a rock solid foundation and design. it also has linear progression: you start in the base world, level to 60, then move to the next world/expansion (up to level 70), and then to the newest world (up to 80, the current maximum). retail is not like this; more on that later.
what i also like about classic is that it's largely self-facilitated and rugged, although that is a double-edged sword: classic is more immersive because you are required to actually explore, read read read, and use reasoning to complete quests in old school RPG fashion. in retail, most quests tell you directly where to go and mark the location on your map. it's more efficient, but loses that sense of grand wonder that many first fell in love with.
that being said, most of the people currently playing classic are hardened veterans who have been traversing these same worlds for over 15 years. while vanilla/classic presents the most novel experience, it's not actually the most palatable for brand new players. a lot of the content is also impossible to do alone by design, so unless you join with friends it may be a steep learning/socializing curve.
retail, or modern WoW, is more user-friendly, has many "quality of life" improvements, and has a wider array of players, but the sheer glut of content and the way it is all jerry-rigged together can be overwhelming. efforts have been made to streamline content for new players, like Newcomer chat, Exile's Reach (a tutorial zone), Chromie Time, and a UI and skill tree overhaul. but the world is MASSIVE compared to classic, with multiple continents, planets, and even universes to explore. all of this emerged over the course of the last 15+ years and throughout nine expansion packs, but it's a lot to absorb all at once.
as it exists currently, a player can haphazardly bounce around between continents and storylines, which is fine if you know what you're doing but disorienting if you're brand new to the game. Chromie Time/"timewalking" is a game mechanic that was introduced to mitigate this: Chromie will let you play through an expansion's storyline in a linear way up to level 50, then transition you to the newest expansion for the last 10 levels. currently the maximum level is 60, not 80 like in classic. in Dragonflight, the newest expansion, you can quest up to level 70, the new maximum.
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some caveats: the base world in classic no longer exists in retail, as it was revamped during an expansion called Cataclysm; WoW Classic partially exists as a way to preserve it. despite being pictured first in Chromie Time, Cataclysm's story takes place after The Burning Crusade ("Portal to Outland") and Wrath ("Fall of") of the Lich King. below shows the progression of WoW from left to right, starting with the base ("vanilla"/classic) game:
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you can still go and play through any of these storylines and freely switch between them in Chromie Time, so you can emulate the progression in classic—up to level 50. after level 50 you can still go back and play through these storylines on your own, but you will not get the same experience points for doing so.
hopefully this wasn't too long or confusing. it's a humongous game and i've left out a lot of technical info and elucidations for brevity. if you message me off anon with your battlenet info, i'd be happy to show you around in-game too :)
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ixcaliber · 2 years
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New Year New Video Games of the Month
it’s january
1. Mario and Rabbids: Sparks of Hope
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It’s not a new observation that this combination of things shouldn’t work. Neither Mario nor the rabbids have anything to do with xcom style tactical combat. And initially it is funny to see Mario wielding dual pistols. But despite the seeming incompatibility of the elements these games are good.
The best thing about this game for me was the aesthetics. The designs of the planets that you visit, and the designs of the new original characters. Edge and the Spark Hunters are in a polycule and nobody will ever convince me otherwise. Cursa, the main villain of the game, looks fantastic; I loved whenever they were on screen. And even some of the planetary guardians have really great designs, for example Woodrow the doomed poet and Bea the retired pop diva turned farmer.
The biggest problem with the game is that it can feel real slow. Battles sort of happen jrpg random encounter style; you bump into an enemy, are loaded into an arena to have a combat, and then load back into the world. Only it feels more arduous than a jrpg random encounter just because a tactical battle by its very nature takes longer than a similar battle would. It would be one thing if these battles were one and done but enemies do respawn when you move to a different map (even if it’s just like going in and out of a house).
Additionally movement is just a hair too slow and so many of the puzzles you encounter are logistical puzzles where you can immediately see what you need to do, and the puzzle is painstakingly pulling blocks flipping switches etcetera to perfom that action.
Additionally additionally a lot of the main battles you fight are survive battles where you have to simply survive for x number of turns. I was always happy whenever a battle would load up and it was a simple ‘kill these enemies’ or ‘kill x number of enemies’ or best of all ‘reach this area’ because that’s something i can optimize.
Oh actually I know I already said the biggest problem with the game is the slowness, but the actually biggest problem with the game is the enemies ability to spawn in and attack on the same turn. Sure it gives you a heads up where they are going to spawn the turn beforehand, but even so it means that the enemy is almost always going to get free hits on you just because it’s impossible to fully protect yourself sometimes.
Or worse, on levels where you have to protect a building or an item enemies will spawn in and shoot that object taking away one of it’s 8 or so hit points on the same turn and so you essentially have to play perfectly to offset the fact that they get free hits you can do nothing about.
Oh and please note that this was a rental copy and I try not to financially support Ubisoft due to their unaddressed culture of abuse.
2. World of Warcraft: Shadowlands
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You know that thing where a parent catches their kid smoking a cigarette and then as a punishment/deterrent forces them to smoke the whole pack? That was pretty much how I felt trying to force myself through this entire expansion as quickly as possible to avoid paying any more money to Activision Blizzard than I had to due to their unaddressed culture of abuse. (Also worth noting I didn’t buy Shadowlands, it was just randomly given to me at some point?)
With that said... I think that this was like my second favourite wow expansion?
(1. Legion 2. Shadowlands 3. The Burning Crusade 4. Mists of Pandaria 5. Warlords of Draenor 6. Cataclysm 7. Wrath of the Lich King 8. Battle For Azeroth)
Battle for Azeroth absolutely killed dead my interest in anything that was going on in the actual narrative of world of warcraft, so it is to the game’s benefit that you spend most of the time dealing with the crises and politics of the various afterlives you visit.
I liked these self contained narratives, like the rebellion of the people of Revendreth against their corrupted Sire, the civil war caused by the disappearance of the Primus of Maldraxus, the doubt and uncertainty creeping into the selfless to a fault kyrian of Bastion, the struggle to preserve nature in the face of an overwhelming drought in Ardenweald.
In Legion I loved the Order Hall campaign. It was a system where each class gets its own unique and aesthetically appropriate headquarters with a unique storyline, a unique armor set and a selection of unique artefact weapons (cool weapons from the warcraft lore with little questlines about how you get them). In Battle For Azeroth it felt like they tried to replicate this idea with the Horde/Alliance campaign and I couldn’t care less.
In Shadowlands you have the Covenant system and it’s a fair approximation of this idea. You journey through each of the four major afterlives and then are given the option of which you wish to align yourself with and there are unique questlines for each, a whole bunch of armour sets (at least one for each armor class), a unique side activity, unique npcs to ‘soulbind’ with, unique skills that are available for use whenever you are in the shadowlands. Honestly it’s a little too much weighing on this one decision and it was really difficult to make my choice, especially considering I wouldn’t have time for a second playthrough with another class (I picked the Night Fae because Ardenweald has the most foxies and it allowed me to take the form of a foxie whenever I wanted).
Sidenote on the ‘soulbind’ thing. It’s first introduced when two kyrian (big blue valkyrie ladies) mention being soulbinds and of course I think ‘oh cool soulbind means getting gay married’. So I got gay married to a cute satyr lady called Niya. Not what they intended I think but I’m taking it.
There’s so many elements in here that I could talk about. Like the garrison missions are now a kind of auto-chess that I couldn’t stand. Like how the Ardenweald side activity is just planting seeds and then waiting until they are sprouted, like a worse version of the Pandaria farming thing. Like Torghast and its pseudo roguelike structure. Like The Maw and its unique sensibilities and how later patches stripped away these more unique aspects. Like the proliferation of Timeless Isle daily quest hubs in patch content and how that continues with Korthia and Zereth Mortis.
My favourite quest was the first one I got after joining the Night Fae, where they ask me to put on a play recounting the events of both Legion and Battle For Azeroth. It was a fun little quest with various night fae npcs illusioned up to look like the major antagonists of previous expansions (and a whole bunch of them running around as n’zoth’s tentacles). And as a bonus it was kind of cathartic to see the Night Fae audience bewilderedly questioning why it was that the Horde and Alliance had gone right back to fighting one another again.
Additionally it was interesting that the main storyline of this expansion was completeable without ever setting foot in a raid or a dungeon. There were little sections where it was clear that raid encounters would go here and it would show you the outcome of those raids to make sure you could follow the continuing events. And it even had its own final boss fight.
Overall it was a pretty good experience even if it was coloured by my desperate desire to finish it within a single month. It’s not an experience I’d like to repeat, though that said if they did randomly decide to give me Dragonflight I can absolutely see this happening again next January. Fingers crossed that they don’t do that.
3. Lunistice
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Lunistice is a cute 3d platformer with a ps1 art style and an adorable tanuki protagonist called Hana. It has this sort of dream like aesthetic. Every level is more or less an abstract environment that doesn’t feel quite like a real place, in some kind of endless void. For me it evokes early 3d platformers in the style of like Croc maybe? Except with actually good and responsive controls.
Hana is really quick and responsive actually, and it feels as though optimization of speed is a core element of the game. There are for example branches or waterways that you can slide down and as you do so you get this... almost like a balance gauge that shifts as the slide curves. At first I thought you had to stay in the right zone or fall off, eventually I realized it’s entirely there to give you a speed boost. At least I think so, the game didn’t stop and explain this to me so I’m working a little off guesswork here.
There’s a specific button to hold to move slower and more precisely but you only need it when on the narrowest of platforms... or if you’re good enough you could probably make those jumps without it.
The story such as it exists is told through bonus documents you get for collecting optional collectibles and is a little abstract even if you do read through them all. Like, having done so I do understand the concept of what is going on in the game and the reason why but there’s no detail. No attempt to explain how what you’re doing solved the problem that it allegedly solved.
Overall I really liked it. A nice cute platformer, cozy short and simple after my extended period playing really long games.
4. You Died But A Necromancer Revived You
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A short little 2d game of hurrying through a dungeon and dodging traps. You die in a single hit but don’t worry a necromancer will revive you again and again to try try again. I know that’s like the conceit of almost every game that you can die and try again but here it is like partially narrative. The villain of the game is the necromancer that keeps bringing you back and forcing you to run his gauntlet.
The game is procedurally generated, forcing you to adapt on the fly rather than simply memorize a layout of traps. Also your path is gradually replaced by spikes, forcing you to keep moving and pushing you into riskier behaviours. Also on the normal difficulty you have to complete two or three floors before you’ll recieve a checkpoint that you can continue from. 
All of these decisions make a certain amount of sense but sometimes you do get situations where the time pressure of the oncoming spikes and the density of traps creates a series of obstacles that feel insurmountable. 
It does have an easier option which just means you get a checkpoint after each floor. This makes victory seem significantly more attainable for me as it decreases the amount of time you have to play perfectly and makes it less irritating to encounter a level that feels impossible.
A fun little experience. You could not pay me to touch the harder difficulties.
5. Outer Wilds: Echoes of the Eye
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I loved The Outer Wilds. I... um... have less enthusiasm about this one. It still has all the things I love. The way that progress is gated by learning new information and shortcuts. The way that the whole game is this ticking clockwork world with predictable changes that happen at specific intervals. The intricate design of the world. The solutions to various problems being things you could have done at any time but wouldn’t think to without some prompting and learning how these systems work is a genuine moment of revelation.
The problem is the stealth segments. I really hated them. I was first trying to play this January of last year and I stopped the moment I hit them. They just do not fit with how the rest of the game plays. I hated the experience of hiding and luring and trying to move around and navigate in the pitch black.
The point at which I quit, I learned when I returned to it this year. I was trying to sneak into The Lodge and I was convinced I wasn’t sneaking good enough. That there was some direction I had to sneak to or some way I had to move that would solve what I was doing wrong. It’s this subjectivity that stopped me from realizing that there was actually a puzzle to be solved here.
It still has some really good moments. Like the revelations of what you need to do to access some of the locks are kind of incredible. And I love the design of The Stranger as a whole. The stealth doesn’t ruin the experience but it does greatly diminish it.
6. Taiji
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Have you ever played The Witness? Would you like more The Witness with a slightly different main puzzle mechanic but otherwise recognizable puzzle elements?
I don’t think it’s unfair to compare Taiji and The Witness given that it even mimics the aesthetic of key areas. It’s not one to one but there are times when if you do have that experience you’ll walk up to an area and already have a good idea of how the rules should work in this area, and probably be right.
It doesn’t do as good a job at teaching its new mechanics as The Witness does. In the few instances it has a wholely unique idea to present, such as at the graveyard it essentially explicitly tells you half of how it works and doesn’t even really hint that’s there’s a second half of how it works until the final row of puzzles when suddenly your answers don’t work any more and it’s unclear exactly why.
It does have some neat environmental puzzles but lacks the immediacy of how they can be solved in The Witness.
If you like The Witness you’ll probably like this, though not quite as much. If you didn’t like The Witness you probably won’t like this. If you haven’t played The Witness, play The Witness and then consult this flow chart again.
7. I Commissioned Some Bees 0
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After I mentioned playing the hidden object cats game to Forgie she pointed me towards this series of games. This one is free on Steam. It’s ten pieces of art filled with hidden bees. Find all the bees and generally have a chill time. It’s very pleasant.
The only thing I’ll say about this one is that the difficulty curve doesn’t really exist. The smaller levels are obviously easier because there’s less ground to cover and its easier to spot the bees. In some of the levels the bees are like solid objects that can hide half behind other objects, in others they are simply outlines and thus much trickier to find. There’s no real order that the levels are presented in. The second level is huge and some of the later levels are really small, like I think it’s level eight that is just a parking lot. And the outline levels are scattered seemingly at random as well.
Thats a really nitpicky complaint though. Overall the game has chill vibes and one level is a cute woodlands with foxie and raccoon and squirrel and god I would love a game where you find all the hidden foxies so much. That’d be a game of the year contender right there. No danger just chill just so many foxies to pet.
8. Kirby: Star Allies
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I’ve never played a Kirby game before... and in some respects I still don’t really feel like I’ve played a Kirby game now. Star Allies was a game Forgie rented, and I think she just had it on her rental list as a placeholder, like, they’ll never send this one out, gives her a buffer to put the games she’s more interested in at the time at the top of the list. Only they did send it out.
It’s not a bad game but it is very chaotic. Me and Forgie tried playing it two player and it was pretty much imparseable.
Maybe saying that I don’t feel like I’ve played a Kirby game still is a little unfair. The only parts that I feel like I might have missed out on are like boss fights. In the chaos I’d quickly lose my copy ability and then not really know what to be doing for the rest of the fight as my allies just beat the enemy for me essentially.
My favourite part was having cute mouse Daroach on my team or whenever there was a team up action as that allowed the whatever was going on on screen to be more parseable.
I’d really like to try a more traditional game, or the new one where Kirby can be a car. I’m considering finding a copy of Kirby: Squeak Squad so I can see more of Daroach.
9. Star Wars Jedi: Fallen Order
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This game is something of a mishmash. It’s a bit of uncharted in how it handles its traversal, a bit of dark souls in its combat systems and a little bit of metroidvania in terms of level design. And while I do like the game I feel like all of these elements sort of work against each other.
Uncharted traversal makes it take longer to get around a level. If you keep dying to difficult bosses then chances are you’re going to see the same climbing animations over and over and it will start to grate.
Metroidvania level design suffers similarly, both the overlong traversal and the difficult combat make you less likely to even want to come back and search for secrets using your newly unlocked powers. A situation that isn’t helped by the fact that most of the things you can find are recolours for your poncho, your robot friend, your spaceship. The amount of really worthwhile items you can find is like single digits. There’s like total nine collectibles actually worth getting (the eight extra cannisters (your estus flask equivalent) and the one randomly hidden ability to use a double ended light saber). 
And the dark souls style combat just kind of doesn’t necessarily gel with the source material. Like part of the point of a dark souls game is that it’s hard you’ll probably die at least a couple of times and have to get back up and throw yourself at the boss until you overcome it. That’s why you’re always some form of undead entity, so there’s no break in narrative when you die.
But, you know, Jedi die when they are killed. I spent some time trying to construct a justification for this. Your bonfire equivalent are meditation circles and I thought maybe whenever you fail it turns out what you are actually experiencing was a force vision to give you wisdom of how to proceed. Something like that, but it doesn’t quite gel with the fact that you can keep items and opened shortcuts stay opened.
I’d heard people make the dark souls comparison before and it’s like yes they borrowed these specific set of mechanics from those games but not the atmosphere or the things that actually make those kind of games fun to explore.
Also the game really wants you to be parrying. It’s the best way to deal with blaster fire, and enemies guard so much that attacking without parrying is just wasting your time and energy. Yet they also recover from a parry so quickly. I can’t land two hits before i have to actively dodge roll out of the way of their next attack.
I’ve complained a lot here but I did like this game. The things that really worked for me was the narrative... or maybe more accurately it’s the characters. Pretty much everyone is living with trauma after having been forced into hiding by the empire (i don’t remember if that’s what they’re referred to in this one but you know what i mean). A major component of the plot is learning how to move forward with trauma, and how to forgive yourself for your survivor’s guilt. Cere is cool. Merrin is pretty cool. Trilla is pretty cool. I like the little robot and Greez. Cal is also here and no sorry that’s mean, he’s fine it’s just another game where I’d rather be playing as one of the cool supporting cast.
Oh and fuck when they throw two of the bounty hunter boss fights at you at the same time.
10. SteelRising
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Now here’s a game that actually feels like a Soulslike. I really liked this one a lot. It’s a soulslike where you’re a clockwork robot in an alternate revolutionary france, on a mission from the queen to find out how to stop the mad king’s mechanical armies.
I love how strongly it leans into its setting. You visit various well known french landmarks such as the Louvre, the palace of Versailles, the Bastille. You meet historical figures, some of whose names I’ve even heard before. It’s just such a neat aesthetic to these machines designed with revolutionary french sensibilities. The worst level in the game is Montmartre where you descend into a quarry and you basically could be in any video game at that point.
The combat is fun, and offers plenty of options and variety. I ran a high agility build with claw weapons and a heavy focus on immobilization and then capitalizing on the critical attacks that would ensue and I had a great time and hang on wait a minute -
Oh and you know what else Star Wars Jedi Fallen Order doesn’t have? Diversity in gameplay style. You can’t really build your character in that game. You don’t even get a second weapon style until late in the game/whenever you happen to randomly stumble across the doublesided light saber. 
Anyway one of the things that is interesting about SteelRising is that most of its levels are designed for revisiting as you complete the various sidequests that you get throughout the game and so every level is like initial this long twisting corridor that you have to make progress throughout, but as you unlock new abilities and shortcuts they open out to be a lot more freeform than you’d expect in a souls game.
The sidequests are also interesting in that it seems as though you have an impact on how the power struggle at the end of the game plays out through your actions. Not just in your choices when you’re given an explicit ‘do you help x person or y person’ choice but also just in who you choose to complete side quests for. I helped everyone and I think it netted me the worst ending where neither side was really happy with the outcome.
Also Aegis and Athenais are gay and dating and I do not care if you disagree. This is simply the facts.
11. LumbearJack
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Lumbearjack is a cute little game where a bear lumberjack cuts down and recycles every man made object in his path to help protect his animal friends and defeat the Evil Corporation.
It’s a very pleasant simple game. Your axe is strong enough to chop down objects of a certain size. Chop down everything you can until you have enough materials to create a bigger axe and chop down bigger things. Repeat as needed and watch nature reclaim the land as you chop away garbage dumps and industrial machinery. It’s cute and nice fun.
12. The Case of the Golden Idol
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The Case of the Golden Idol is so good. It’s a game that presents you with a series of scenarios frozen in time; often the death of someone connected to the titular golden idol. You can explore the area, examine the items held by every person there, the contents of safes and letters and whatever evidence might be nearby, and once you’re done examining everything and have collected all of the relevant words you are given a number of different charts to fill in.
One common one is a selection of images of the various people involved in the situation with spaces below them for you to input their names. Or for example a map of living quarters and you’re asked to identify who lives where based on the information available to you. And each chapter you’re given a statement filled with blanks that you have to fill to demonstrate your understanding of the crime.
It’s really good. I’ve heard comparisons to Return of the Obra Dinn and yeah there’s so few games that operate on using deductive reasoning like this. Early candidate for game of the year. Going to be on my top ten at the very least. Well, I mean anything can happen but the rest of the year would have to be fucking amazing to keep this from my top ten.
13. Sonority
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Sonority is a musical puzzle game. You play as Esther, a girl looking to learn a magical melody that can heal her friend, a talking bear called Batama. I was a little hesitant because I’m bad at musical puzzles in pretty much every game that features them, but the steam page promised that no prior musical knowledge was necessary so I gave it a try.
There are a couple of puzzles in the game about identifying notes that you can hear and playing them back, but these are all optional puzzles. The way that the main puzzles of the game work is that they use the rise and fall between notes as a puzzle element to interact with the world.
It works pretty well all in all, with enough variety in the puzzles and how they are presented to sustain you across the entire game. Though by the end I had like three instruments each of which able to play a slightly different range of notes and I did start to get a little overwhelmed. There were some segments, like the very last puzzle of the game, where I had most of the elements in place and I just had to do trial and error on the last elements because I couldn’t picture how it was supposed to look when I had done it correctly.
Also importantly there is a talking raccoon who is your friend.
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The Old World: Alterac Mountains.
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Welcome to what I hope will get my game writing creative juices flowing, two subjects that are hard to go wrong for me: environment design, and World of Warcraft. To put it simply, in this (Hopefully) series of posts, I want to take a look back at some of the more notable zones in WoW Classic. Zones that changed heavily with Cataclysm, and thus no longer have the same feel, or design, as they once did, but are now preserved inside WoW classic, hopefully forever! To kick things off, I thought I'd start with a zone that has long fascinated me as a player. All the way back to when I first started playing World of Warcraft: Alterac Mountains. If you've only played World of Warcraft in the post Cataclysm Era, you may well be thinking "That isn't a zone", but here's the neat part, it never really was! Oh sure, Alterac Mountains had it's own map, and it's own set of neat things to find, but beyond five or six quests, that didn't even start in the zone itself, there really wasn't much to find there. That said, that's what made it so fascinating to me the whole time!
Of course Alterac has it's place in Warcraft Lore, home of the kingdom that betrayed The Alliance and was destroyed for it. Home to the original location of Dalaran (Still there, as of The Burning Crusade), and an important area of the kingdom of Lordaeron all the same. So somehow with all of that to work with, how is it that there's so little to actually do in the zone? It has a snowy mountain core, and some hilly grasslands, but not a whole lot to find in either place. There really aren't that many quests that have much to do with Alterac. You'll be sent to kill a few wizards, silence a few turncoat Forsaken, asked to steal some syndicate plans, but nothing with any kind of story through line, just scattered tasks. That lack of cohesion is, to me, what made this such a fascinating place to explore. It's like there was this whole grand zone, with so much to find, just left to rot on live servers with no real plan, or idea of what it's supposed to be.
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The Lordamere Internment Camp is a fun example of everything WoW needing to be scaled down as an open world. I'll be honest, thousands of orcs probably didn't fit in those two buildings. Going there yourself reveals so many interesting sights even beyond the big points I've already touched. The claw like mountains overlooking Hillsbrad offer the best view a 2007 level of distance fog could handle. The southern shore of Lordamere Lake's long easy curve as it makes contact with the land, is a small little piece of natural beauty still left in a land that had been so thoroughly ravaged by the army's of the scourge. The farmstead in the northeastern corner of the zone that seems, against all odds, to actually be a functioning settlement so close to the Undercity. There's much to see, and more to find, even if nobody actually points you in it's direction. During Cataclysm, when the map was being changed, altered, and in some cases condensed: Alterac Mountains ceased to be. Obviously, it was still there, it never actually left the game, and many of the same sights I brought up in this post are still there for you to find. In reality, all that happened was the zone became combined with Hillsbrad Foothills. And frankly, it wasn't the worst idea. The two zones flow into each so naturally it's actually a bit a odd they weren't always just one place. After all, for a zone with the word "Hill" in it twice, it was always sort of odd that going uphill in any real way in Hillsbrad would invariably bring you to a different zone.
Alterac Mountains is an odd place. A full zone by name, the location of one a battleground entrance even, but still a little forgotten piece of one of the, at the time, biggest games around. I've imagined many more things that could have been done with Alterac, but of course, it's far from the most important place in the game. Until we get that Lordaeron revamp expansion of course, I'll just be over counting the days down to that theoretical beauty. Well that, and continuing to love Azeroth and everything in it.
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brdquests · 4 years
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How to Power Level Your WoW Character Fast from the World of WarCraft MMORPG
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One of the very perennial and sometimes asked questions in regards to the area of warcraft along with other MMORPG's on the web, is"how to power level your character quickly and legally?" . Here could be actually the strongest question which only about every WOW'er out there has said to themselves at one point or another, after all, when your character power levels you receive better player achievements, HP points, as well as overall strength, damage, and magic.
So, if you are new to the World of Warcraft (or any MMO for that matter) or just getting yourself into the game, you will want to keep a few known power leveling strategies that have been used by gamers throughout the various global gaming servers. Remember that no matter how good of a strategy your leveling system may be, or how skilled of a Warcraft player you are, you must actually play the game in order for your character to power up their experience points in any way. It makes no difference whether you power level horde or alliance, the main goal is to quickly level 1-60 and then go for the elite 61-70+, where your character receives the ability for special flying mounts and is really regarded as an expert of the World of Warcraft.
Before we cover some of the leveling techniques, please note a fair word of warning. There are many different services and websites out there on the web that claim to offer power leveling services and gold buying or gold trading services that players can use to quickly upgrade their stats or gaming dollars. Unfortunately, many of these sites are not to be trusted and can actually lead to your accounts getting banned permanently. So do not take the easy way out because of the glamour surrounding a nice pitch, if you are serious about enjoying the game at a high playing level, you will need to get yourself a working power leveling system that stays within the legal boundaries of the Blizzard (Warcraft's design studio) terms of use agreement.
Because the main purpose of power leveling is to maximize your characters experience in the least amount of time possible, you can use an array of different gaming techniques and strategies to achieve this goal through any means necessary. There are literally more than 10 different ways to play any WoW race and level up effectively through the map quests. Some Warcraft power leveling guides will tell you how to do mission after mission in order to up your experience while other WoW leveling manuals may promote grinding away as the best technique. As a matter of fact, combining the two of these types of power leveling techniques will actually produce the most consistent results in conjunction with a few other gaming add-ons.
The use of WoW Add-ons can really enhance the overall game play experience and speed at which you power level your specific character, be they elf, orc, human, etc.. These can be extremely vital in order to not only consolidate all of your items and skills for your player, but also lead you seamlessly through mission quests as you travel along the map using your map coordinates add on (the most popular World of Warcraft player tool). Other add-ons will tell the player the amount of XP points earned per hour of play for specific missions and map areas.
Note:Must read about about Burning Steppes
Also remember that the World of Warcraft has several expansions and updates its servers and game patches regularly, so if you are playing under the Burning Crusade expansion, you will need to keep this in mind as you move forward with your power leveling. The reason being that there are slight changes in race skills, item drops, all new missions, and map areas as well. This also provides the gamers with new enemies and monsters to eliminate which can be an added bonus as you move through mission to mission while tossing in some classic grinding to build experience periodically.
Below is a brief list of the areas covered in the opening map quest sequence for any race of the Alliance characters.
Humans Power Leveling 1-12 in Elwynn Forest
So if you select humans as your characters race you will be starting off in Elwynn Forest which will take us to around level 12 or 13 if you play your cards right. Many gamers tend to fly right through these missions and add some quality grinding experience points to their character as well, this is really a starting hub that will get you started for the rest of the game, you will train and learn what you need to get readily acquainted with your World of Warcraft scenery and interaction. When you first come to in this area, you will be immediately able to pick up your first quest called "A Threat Within" and start along your campaign from then on out.
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Draenei Powering Up 1-12 at Azuremyst Isle
If you choose to go with the Draenei as your characters race, then you will start off near the shipwreck in Ammen vale. Immediately you will be able to get your first quest after coming to called "You Survived" where you will fill in some of the story line gaps that have left you injured and deserted with this shipwreck. But focus on moving quickly through your first few quests while grinding for some experience points in different areas as you travel around as well. The key is to grind enemies to build hit points while you are moving from one location to another for the completion of your missions, in fact, some missions will even require that you eliminate a certain number of enemies which also helps to build power leveling fast as well.
Night Elves Power Leveling 1-12 in Teldrassil
This is one of the more popular races used by WoW gamers across various game servers and can be great characters to play with while power leveling quickly and building player abilities. Just as for the rest of the race characters, you will be able to start questing and grinding to build your power level experience immediately following the finishing of the main cut scenes that open the game. Remember to upgrade and train your characters skills and abilities as you gain more experience points and level up your player, this will also increase how quickly you can level and move through your quests successfully.
Leveling 1-10 Dwarves & Gnomes in Dun Morogh
One of the least used, but widely respected, Alliance races is the dwarves or gnomes who have a special place amongst WoW gamers everywhere. Maybe it is their smug attitudes or humorous dialogue, but these little guys provide a great medium that can be used if the player is still learning how to power level in World of Warcraft. When you first come to as a character of this race, you will be able start off with your first quest that you pick up essentially right where your character spawned, it is called"Dwarven Outfitters" at which you are going to find some good conflict experience straight from the commencement of one's entry to the World of Warcraft map region.
Additional Strategies:
Group Questing/Party Questing - that is often among the very enjoyable and exciting adventures any player may benefit from any machine that they have been playing . The idea is straightforward, join a personality or guild alliance group together having some players that want to finish exactly the exact assignments for you personally, or even who're around your degree and also would like togo form a grinding party, and move on the market in the thick of what to boost their experience points from grinding out enemies that are particular at a map space. This will permit a new person to not just enjoy their power-leveling experience, but also grab any methods and guidelines from the adventure of coping along with additional WoW gamers.
Because you can see there are several diverse paths that WoW gamers simply take as a way to effectively power level their personalities as swiftly as possible. Knowing what is necessary to balance both assignment questing and combat grinding is among those strong fundamental secrets to seeing benefits in the skill amount in addition to complete gamer's skill from the match together with personality up grades in adventure hands per hour with. There are lots of right ways to earn energy leveling quickly and economically, make sure you try plenty of unique procedures to maintain your WoW character well-rounded and continuously increasing inside experience.
As your dangling up degrees suggests it is possible to get your bracket and also above 60 you obtain the most powerful flying bracket! Establish your targets and move available to reach them, there was certainly more skill to extract powerful power-leveling methods and gold collecting techniques which can be more legal than before. The World of Warcraft has been full of a huge chance for almost just about any gamer using just a small bit of both tenacity and motivation to triumph while still appreciating with the thorough evolution of their personalities skills inside their grandiose image of these. Most of us would like to observe that the area of warcraft throughout the opinion of our inherited personalities, thus love your self and take advantage of one's house at the WoW gambling empire.
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dreamingdolls · 5 years
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FFXIV, and why it’s unlikely I’ll ever return to WoW
So, inspired by my friend @luniil (who isn’t very active here but does occasionally write down some thoughts on gaming topics), I wanted to try my hand at writing a post about why I’ve grown to love FFXIV as much as I do, and reflect a little on how things were in WoW in comparison.
To preface this; I am not a Final Fantasy player. Nor Warcraft for that matter -- I had not touched that franchise until The Burning Crusade was in the middle of it’s lifespan. I play MMOs, and that’s what led me to both games. I’ve played WoW, Guild Wars, TERA, WildStar, ESO and FFXIV, but only two games on that list have kept my attention for any extended period of time.
I don’t want to spam people’s dash so, yknow.
General Gameplay
Let’s start this off with a flaw of FFXIV -- I’m not going to be sitting here saying the game is perfect. XIV does a horrible job at luring people in with it’s gameplay.
At the earlier levels, you barely have any abilities even compared to what an early WoW character will have. On top of that, the 2.5s Global Cooldown (as opposed to WoW’s 1s) means you won’t be hitting buttons too much early on. This has definitely been the cause of a fair few people giving up on the game early on.
However.
Once you press through that, your list of abilities is far more interesting than anything WoW will offer you. Positional requirements, utility spells, varied rotations and a huge amount of flavor is carefully woven into the class design. While WoW frontloads you with a fair amount of stuff but then doesn’t give you much to add to that in the later levels, FFXIV starts you off slow then gives you the more complex things when you’ve had time to get familiar with the game. By the time you reach level cap, you’ll easily have about 20-30 abilities to use at least semi-regularly, as opposed to WoW usually not going much further beyond 15 or so abilities.
The longer GCD will suddenly start to make sense, too, as a good deal of your abilities are off the GCD, and the gameplay essentially becomes a case of weaving on and off GCD abilities together.
I absolutely love how XIV handles alt classes as well. In essence, you are able to level every class on a single character if you so wish. Instead of levelling your character as a whole, you level your class. So say I’m on my level 80 Red Mage and equip my Dancer weapon, my level will be reduced down to the level I have on my Dancer, and my action bars will simply switch over. I personally adore this system, even if it does mean alts are a lot less commonplace.
Not all classes are available from character creation either. You actually get to unlock classes out in the world, which is a very neat concept.
Story
OHMYGOD THE STORY. Where do I start?
I’m not going to be going into any spoilers here, more so how the story is written. Whereas WoW’s story tends to be written more in chapters that don’t really link together all that smoothly, XIV’s story is an ongoing thing. Information you learned in your first few levels is still relevant today, at level cap, three expansions later.
This allows the characters to have personality. Growth. Whereas in WoW it’s not uncommon for characters to be used as plot devices rather than, well, characters. How many times has there been a discussion on wether Illidan, or Garrosh, or Sylvanas, or who have you, is a villain or a good guy? Well the shocking answer; they’re both. They’re whatever Blizzard needed them to be at the time, for that chapter, and that creates a very jarring experience.
That’s not to say FFXIV’s characters are clear-cut on their allegiances either, however their grey areas happen in a far more natural sense over the course of the story, as opposed to switching back and forth with every patch release.
Oh, and you know how I mentioned I had never played a Final Fantasy game before this? No problem! Each FF game is kinda it’s own game. There are elements that are in every game such as creature design, but as far as the actual story goes you don’t need any prior knowledge of the other games. And even while there are cameos that I’m sure would be that much more fun had I played the source game, they are done in such a way that you can follow things as a complete newbie to the franchise as well. It’s not like you’ll be running into Cloud every few levels (Which, I’ve been told, is rather shocking as Square seems to love milking that character. Anyway, that’s not my rant to make).
Group Content
This is an area where, while there is definitely some overlap due to the nature of MMOs, there’s also a fair few things that set XIV apart from WoW for me.
First off, group size. Groups in XIV tend to be much smaller than they are in WoW. Regular dungeon groups consist of a 1/1/2 tank/healer/dps set up. Raid groups are a mere 8 people with a 2/2/4 setup as opposed to WoW’s massive 20-30 people raid groups. XIV’s equivelant of LFR, which I’ll come back to in a bit, is the only thing to come close to that at 24 people, grouping three raid groups together.
Now in terms of raiding... WoW wins in quantity. XIV wins in quality. While WoW has more fights, let’s be real; who is going to remember fighting Skorpyron?
XIV definitely gets smaller raid content, with each tier only having four bosses. However, we also get a bunch of extra single boss fights sprinkled inbetween. In addition, it’s LFR equivelant isn’t merely a tuned down version of each fight either -- it’s a completely seperate instance with unique bosses *specifically designed* for a LFR environment. To make a list of what you can expect in XIV in terms of raiding;
- Trials (single boss fights) with a regular mode and an extreme mode - Raid tiers consisting of four bosses for 8 player groups, with a regular mode and a “savage” mode. - LFR raids tuned specifically for a 24 player group, usually giving each of the 8 man groups in there their own tasks. - Very rarely, Ultimate fights. These basically are the tip of the iceberg in terms of challenge. I’ve not gotten to see them myself, but from what I hear, they can literally take like an hour for a single pull. They’re definitely meant to be *the* highest challenge.
Group content does not stop there either, though. There’s treasure maps that can lead to little treasure vaults to run with people. The game’s equivelant of World Quests, FATEs, rewards *anyone participating*, giving the whole zone a shared progression bar instead of doing your own quests. This tends to mean that hey, people will actually go and help each other out in the world!
Misc
Here be a bunch of random stuff that I couldn’t really dedicate a specific part to.
- THE MUSIC IS INSANELY GOOD - There’s player housing, and you actually are in a neighbourhood with other players rather than being locked away in your own seperate area. It’s quite cozy. - Most mounts have their own music theme which very nicely adds to their flavor, such as a raid drop mount playing that fight’s soundtrack. You can disable this if it’s not your thing, though! - Oh yeah. Raid bosses have their own soundtracks. - You can customize the very first mount you get with bardings, different colors and even a name, and it can fight with you in the open world. - You can get married ingame which is insanely cute. - There’s this like, Las Vegas-esque place in game with a bunch of minigames and it’s just a lot of fun? Think Darkmoon Faire but not time limited and way bigger games.
Why I Likely Won’t Return to WoW
This bit will get somewhat personal so if you were only interested in the game comparisons, feel free to skip this.
Honestly? Purely from a game standpoint I didn’t enjoy WoW for the last few years I played it. The trap with MMOs is so often the friends you make. They keep you playing even if you aren’t that into the game anymore. Don’t get me wrong, I loved playing with my friends still, but had it not been for them I’d have left WoW long before I did.
Warlords of Draenor is often agreed upon to be a poor expansion, but truthfully? I didn’t feel Legion was all that great either. It was better, sure, but the story was still a fair bit of a mess and the gameplay, well... I can only stomach seeing Eye of Azshara so much, you know?
On a more personal note, leaving WoW has been good for my mental health too. I was being harassed and even blackmailed there and it caused constant headaches and drama, let alone making me feel unsafe in what was supposed to be an escape. That’s simply not really a world I’d like going back to.
I’ll never say never, but I will say likely never.
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mmoxie · 7 years
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WoW Classic and The Wall
With Warcraft Classic on the horizon, I want to get some ideas I’ve had all in one place and produce a coherent vision for what to do when Warcraft Classic hits The Wall. I should probably start by defining The Wall.
The Wall is the end point of all content constructed for World of Warcraft up to the launch of The Burning Crusade. 
If you’ve done every single quest on Azeroth, run and looted every raid, constructed something Legendary for your class, gotten your most desired epic mount, and are wearing a complete tier set and enjoying its bonus, then all that is left for you is cyclical PvP content, and you have come up against The Wall.
Even if you haven’t done all that, if you’ve completed the final tier of content and don’t feel motivated to continue playing, that’s The Wall.
If you don’t want to log in because you’re lousy with epics and don’t want to hang out and fish in your Naxxramas gear, you’re sitting on The Wall.
Advancing into TBC has its own wall. Advancing into Wrath comes with a wall. Cata? Wall. MoP? Wall. WoD? Wall. Legion? Wall. Creating expansions is the tried-and-true method for advancing beyond the wall and having a stretch of gameplay that leads to the next one.
But for WoW Classic to have long-term success, we can’t move over the wall like that- otherwise we dilute the whole idea of Classic. We dilute its available gameplay, its available locales, the level of statistical power available to its players. 
We can’t move over the wall. But with WoW Classic, we have a complete and self-contained world. We have an opportunity to move the wall itself.
We don’t have to introduce new mechanics (necessarily) in order to move the wall. We don’t have to tweak balance, introduce a new tier of stats, add spells, anything like that.
We just have to increase the distance between ourselves and the wall by adding more content at level 60.
Not beyond level 60. Not to get past level 60. At level 60.
If you’re a purist, I get why you don’t want that. You’ve got the raids that are there now, and you like them, and that’s enough. You can run that forever. You still can, in fact, and what I’m about to suggest will make them more specifically desirable and relevant.
Let’s introduce a new raid. The stats on the gear that drop in it are on par with Naxxramas. The big difference is that the set bonuses are entirely different from the set bonuses available on Naxxramas gear. As an example, Tier 3 Shaman gear could be available from Naxxramas as the traditional Earthshatterer set which has an emphasis on healing and totems, but this new raid could provide a “Thunderhead” set which uses the same general level of coefficients to steer Shaman builds toward DPS.
You’d have to get all eight pieces over roughly the same amount of time, and you’d have no statistical advantage over a Shaman who geared in Naxxramas, but build diversity has been injected into WoW by way of these new “Side Tier” sets, so an ST Shaman can be relied on by their guild to do good DPS in the same way that a T3 Shaman can be relied on to do good healing.
This should not be done so aggressively that it homogenizes each class into a precise role like modern WoW- but it should allow each class to at least effectively perform in roles that its base talents would suggest it’s appropriate for.
It isn’t enough to just add a new raid, though. You don’t add new raids without the context around them. This leads us to at least two very exciting opportunities- Hyjal and Grim Batol.
We can start filling holes in the world map without altering it severely like Cataclysm did. We can tell stories that were always there that we just didn’t have the time or resources to tell, back in the day. On each continent specifically, due to Hyjal and Grim Batol, we can add a whole new zone with its own quest lines, zone-wide mechanics (a possibility introduced by silithus,) visual design, reputations, dungeons, and at least one raid each.
Because these aren’t leveling zones- they’re zones where XP is almost entirely irrelevant- you can change up how rewards are given. You can reduce gold rewards to avoid a hit to the economy, but add reputation tokens or trade-in tokens that can be used for longer-term rewards.
In this fashion, the map can be slowly and carefully filled to the corners. Side Tiers can be subtle and strange and bring differences in playstyle to the same role. They can bring visual diversity to the endgame where everyone is striving for the same armor, because you can get the same stats with a different look and different effects and procs.
The end result is a complete, border-to-border vision of Kalimdor and the Eastern Kingdoms with no mysterious holes or invisible walls reaching into the sky. A reason to explore everywhere, something to gain from adventuring even at max level.
This can be done for a really long time- much longer than the usual release schedule for expansions. You only have to move the wall when your population at-large starts to see it. You can take weird chances- maybe you take a departure for one patch and instead of adding to the continental world, you introduce a boat to Tel’Abim for a patch cycle where players are using bananas as currency and have to fight a boss that’s a big sendup to Donkey Kong or something. You can have fun with it. You can treat it like big “world event” patch releases like Shadow of the Necropolis, where a patch would drop and it would feel like time was advancing, but the whole world didn’t need to change to achieve that.
WoW Classic is self-contained, and there’s no upper limit on the size of the container. You can put anything in there, as long as you don’t fuck with the numbers. As long as you don’t introduce any new tiers of power, you can get more and more creative with the rewards and the locations. You don’t want someone sailing back home from Tel’Abim at level 61 in a totally alien set of gear that allows them to cruise through older raids with ease, that’s an easy mistake to make. Just keep it simple, keep it similar, and you can go buckwild with everything else and make the world (of warcraft) more robust and expansive than anyone ever dreamed it could be.
You could have the most complete Azeroth ever, all without ever abandoning the feeling of Classic gameplay. Since you know the numbers are more or less sacred, you no longer have to focus on them, and can turn those resources outward into this enormously extended post-60 experience.
And then the wall isn’t your problem anymore. You’ve beat it. You’ll have players for life who never finish everything because there’s just so much and it’s not a linear path to address it all. Endgame goes from roughly five branches of content to fifty, and the game is immortal because of it.
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Bread’s Game Journal 05/29/20: Wrath In The Frozen North: A Northrend Retrospective, Part 0: Prelude.
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Northrend holds a lot of nostalgia for me as a World of Warcraft fan.  Though I started seriously playing WoW about halfway through Burning Crusade, it wasn’t until Wrath of the Lich King that I really got in on the ground floor of a brand new expansion pack.  At the time it was unbelievably exciting.  Getting to explore the frozen wastes of Northrend was something people had been theorizing about since the moment World of Warcraft came out, and this well known area was conspicuously not on any of the maps.  Of course we know now that, like Outland, Northrend was originally going to be present in some form or another in the original game, before it was scaled back into the release we know and love from 2004. So to put it simply, Northrend is a big deal for me.  I’ve been thinking hard about what to do as my next sort of retrospective series of posts and this idea hit me like a ton of bricks while playing WoW today.  I have so many fond memories of leveling through these areas, and all of those fond memories contrast heavily with the very aged quest styles and absurdly large zones to navigate.  There’s a ton of unique areas to explore and lots of cool storylines on offer in Northrend, plenty for me to write about!   I’ll keep this post brief, as I am very tired and frankly, am writing through a headache, but look forward to my first entry in this series tomorrow! I’d say “it’s the starting zone!” but therein lies our first twist, there’s two of them!
Random Screenshot Of The Day:
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Here’s what you might call a.....howling....hint of which zone i’ll be covering first.
Stray Notes:
- I am tiiiiiiiiired, I am sorry, no stray notes tonight!  I need my sleep!
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aion-rsa · 3 years
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World of Warcraft Burning Crusade Classic: Best Addons to Download
https://ift.tt/eA8V8J
While part of the appeal of World of Warcraft Burning Crusade Classic is the chance to relive one of the best expansions in WoW history, the truth of the matter is that World of Warcraft has improved in some significant ways in the 14 years since Burning Crusade was first released. The ideal WoW experience is arguably somewhere between “Classic” design and modern innovations.
Well, the best Burning Crusade Classic addons essentially help bridge that gap. By improving some of old-school WoW‘s most annoying shortcomings, they allow you to enjoy a version of WoW that some will argue is close to the best way to experience this legendary MMORPG.
So unless you believe in a “pure” classic experience, be sure to download these arguably essential addons before you start your Burning Crusade journey.
cnx.cmd.push(function() { cnx({ playerId: "106e33c0-3911-473c-b599-b1426db57530", }).render("0270c398a82f44f49c23c16122516796"); });
Attune
While vanilla World of Warcraft occasionally required you to be “attuned” to enter a raid or dungeon, TBC took that concept to another level. You simply won’t be able to access some of the game’s best content if you haven’t completed the necessary (and sometimes complicated) steps.
Attune won’t quite do all the work for you so far as that goes, but it comes pretty close to completing that tall task. Along with telling you exactly what you need to do to get attuned to each dungeon and area that requires it, Attune keeps track of your progress and even offers quest completion tips. Even better, this addon supports guild-wide tracking, which is perfect for guild masters who need to know which of their guild members are ready to enter dungeons and raids.
Auctionator
You may not love World of Warcraft‘s auction house, but at some point, the odds are good that you’re going to have to use it to find that one elusive item or just spend some excess gold. That makes it all the more unfortunate that the old versions of the WoW auction house often…umm…sucked.
Auctionator helps fix the old auction house’s worst problems by streamlining the AH UI and making it significantly easier to find what you’re looking for or even just window shop. This app is nearly essential for anyone who regularly sells items on the auction house, but its extensive UI improvements make it an arguable must-have for more casual auction house users as well.
Bartender
To be honest, the “in-combat” retro WoW interface isn’t that bad for most players. That being said, it’s loaded with minor annoyances that do start to add up over time once you get into more advanced endgame content.
That’s why Bartender is such a great tool. While not the most extensive UI addon in the world, this brilliant tool will allow you to modify your on-screen action bars and customize them so that you’re able to cleanly analyze significantly more information at a glance. Check it out if you just want to tweak the existing UI rather than demolish it.
Bagnon
It probably won’t be long into your WoW journey before you find yourself wishing that you could just view all of your inventory at once rather than have to open all of your individual bags. That UI problem only gets worse as your inventory space grows.
While there is no shortage of viable bag addons available for TBC Classic, Bagnon is certainly one of the best available options. In its simplest form, this addon lets you view all of your current bag inventory on one screen, but it’s this addon’s advanced features that will impress any WoW player who has to manage multiple bags, multiple bank accounts, and even multiple characters.
Cartographer
You can certainly get by with TBC Classic‘s default map, but it probably won’t be long until you find yourself wishing that you had more control over it.
That’s basically what Cartographer brings to the table. Not only does it make managing your map size and the information it displays easier than ever, but it even allows you to quickly view maps for TBC‘s dungeons and raids. It’s just one of the best quality of life addons that you should install without hesitation.
Deadly Boss Mods
Some addons improve the core WoW experience in such a fundamental way that you’ll never be able to stop using them once you’ve given them a shot. Deadly Boss Mods is absolutely one of those addons.
Deadly Boss Mods is your one-stop-shop for WoW‘s various dungeon and raid boss encounters. Along with offering a suite of information that makes those boss fights so much more manageable than they would ever be otherwise, DBM comes with a preset series of alerts that immediately let you know when crucial moments in a boss fight are about to occur.
Omen Threat Meter
Anyone who has ever run a dungeon or raid in older WoW expansions knows about the significance of the threat mechanic. As the mechanic that typically determines which party member an enemy is currently attacking, threat is also what often separates a successful run from a wipe. That makes it all the more shocking that WoW‘s default UI doesn’t include a useful way to consistently track threat.
While the Details addon is one of the more popular threat tools out there, Omen distinguishes itself through a series of advanced tools that not only tells you who has the most threat but how close the next player is to pulling threat from the leader. It’s one of the surest ways to keep party and raid members from instantly hating each other.
Recount
Damage meters are a contentious topic among some WoW players. While some see the ability to check how much damage you’re doing relative to other party/raid members as an invaluable resource, others believe it’s a “tattler” that only encourages unreasonable levels of optimization.
If you believe in damage meters at all, though, then Recount is probably your best addon option. This simple tool adds a clean group damage tracker to your interface that so happens to also offer advanced analytics should you need them. While arguably more useful during raids where damage check bosses make tracking this information much more important, this is still a great overall addition to WoW‘s base UI.
RepByZone
In WoW Classic, reputation was little more than a novelty that primarily appealed to the most dedicated players and completionists. In BC Classic, though, even casual players will likely find themselves grinding for rep at some point.
That’s why the RepByZone addon is so special. This incredible tool automatically updates your reputation progress bar to match whatever zone you’re in, which is the kind of feature that becomes significantly more appealing once you’ve tried to do things the other way.
Questie
Questing in older versions of WoW is an experience just short of a nightmare for many gamers accustomed to such modern novelties as clear directions and efficient information tracking. While TBC improved questing quite a bit in comparison to Classic, it can still be a lot to keep up with if you’re just relying on the base UI.
That’s why so many players consider Questie to be an essential part of the TBC Classic experience. By helping you keep track of your progress on your current quest as well as the status of all your accepted quests, Questie eliminates nearly every significant annoying element of the retro WoW questing experience without entirely diluting the flavor of the journey.
The post World of Warcraft Burning Crusade Classic: Best Addons to Download appeared first on Den of Geek.
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ngtrend-network · 7 years
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How to Overcome the Storms of a Business Startup
Running a startup is not all bright days and clear skies. Actually, first-time organizers and serial business visionaries alike will let you know, there are many long stretches of battles, negligible hard-won triumphs, overwhelming lessons, pounding weight, and money related flimsiness engaged with running an organization. That is the reason it takes a specific sort of individual to have confidence in themselves and climate the sturm und drang that may wash over them. For a thought of the awkward climate to come, read on. 
A Rain on Your Parade: The enthusiasm is out of adjust. 
In the prior periods of a startup, contracting time is dependably a period of blended feelings and fervor. You ought to be glad that you're transforming this organization or solo task into a group, and you're eager to see your improvement. Then again, you may not so much have the assets to contract the best ability you can discover - frequently you may even need to outsource your greatest duties, or offer the new contract value and experience (which doesn't look as amazing as a fortnightly paycheck). This unforeseen development can cause a slight dissimilarity in energy: You see your startup as your explanation behind living, and this individual may see your startup as another activity. You're on that crush each waking moment, and they're low maintenance players. 
However, don't give that a chance to get you down. On the off chance that you can prevail upon your representatives with a great item and your sheer desire and vitality, at that point you can without a doubt win piece of the overall industry. 
Ain't No Sunshine When She's Gone: You haven't discovered the correct fellow benefactor yet. 
Nothing very features the dejection of stopping your normal everyday employment to be a full-time business person like riding solo, without a fellow benefactor. A prime supporter in the operation you're attempting to run is something beyond a companion, something beyond a "business accomplice." Your fellow benefactor helps adjust your range of abilities, open you up to another system of critical individuals, substance out your thoughts, and even enable you to get subsidized, since financial specialists regularly search for a more secure group dynamic. It's imperative to stay tolerant and not race into finding only any accomplice. Flying solo gives you a chance to extend your abilities while you search for the Bonnie to your Clyde. You may even find that you can deal with the operations all alone. 
Postponement: You employed the wrong software engineers. 
Designers and specialists can be famously elusive, particularly in case you're working on a tight spending plan and are based outside of Silicon Valley and Boston. However, there's little you can manage without these heavenly attendants. You may endeavor to grab some sprouting engineers out of college, however it's as yet a bet. On the off chance that you can bear the cost of an A-level software engineer, you will be unable to manage the cost of numerous others. With regards to procuring engineers, you won't not require top-level understanding, but rather you should ensure they're fanatical about their hard working attitude, willing to learn, and amped up for your startup. All things considered, a beginner can be upheld and develop to A-level status. 
Rain for 40 Days and 40 Nights: Your item is running behind. 
Most new companies, as much as the films would have you accept, don't run predictably. Items don't get implicit a carport in an inspiring montage and quickly wow persuasive individuals from industry. Particularly now that everybody imagines themselves as a business person. More often than not, the exact opposite thing to come through is simply the item. Frequently, an author will make thenrounds at meetings and hear, over and over, "This sounds like a truly awesome thought; please return to me when you have a working model and we can talk cash." 
Over that, you need to consider when is the ideal time to ship to showcase, and ascertain the amount you'll need to trade off fiscally. It resembles sitting tight for the tempests to end, and for the sun to turn out - just you don't generally know when that will be - particularly in light of the fact that the CTO you simply contracted appropriate out of graduate school in return for value is molding out to be a repulsive meteorologist. 
Disengaged Showers: The market is littler than you had foreseen it to be. 
You've at last propelled, and you're increase your crusade to full power. Be that as it may, for reasons unknown, your numbers are crashing and burning. After the underlying knock in early adopters, you haven't been getting much buildup, and your supporters haven't generally transformed into clients as you had anticipated they would. Perhaps you propelled your item with a couple of bugs still left in it, or possibly you got it all together, flawless and precisely as you need it, yet you arrived late to showcase on the foot sole areas of one of your nearest rivals. Or, on the other hand perhaps individuals who had thought it was an incredible thought when you conversed with them believe it's recently that: an extraordinary thought, however not a bankable business. 
Whatever the reason, it's imperative to have a receptive outlook about this circumstance and backpedal to the planning phase. Consider potential highlights you can take off, or get your promoting group together to create an interesting online networking effort. Timing is everything, so watch the market. These are the days you ought to petition God for a rainbow to show up. 
"We Got Cows:" You're scaling far too quick. 
So while you were all the while mapping out your anticipated timetables (which are, unavoidably, running behind), you chose, "Now is an incredible time to enlist a showcasing group." There's a blog for an item that doesn't generally exist yet, a developing number of early adopters who are holding up, similar to you, for the application to turn out; you're dispatching awesome substance and paying out of pocket for it, and looking for an office space on the grounds that your information is revealing to you that when you get the item out, individuals will be emphatically feeling anxious to get to it. Possibly you've quite recently raised a million on Kickstarter, and you're compensating for lost time by enlisting a couple of new workers. 
Now, it's essential to stop what you're doing, make a stride back, and perhaps investigate the storm that is going to drop at your strides - untimely scaling is the main quantifiable reason for startup disappointment. Regardless of whether your organization has excessively of something worth being thankful for and is falling behind, or it isn't prepared for such vast changes, untimely scaling is a remark mindful of. Regardless of the possibility that you've been honored with a fortune of cash and a knock in deals, you should in any case consider which of your endeavors aren't essential and scale at a rate both you (and your business) can deal with. 
The Calm After the Storm: You've just fizzled. 
Regardless of how rough the last extend was, realize that you're following in some admirable people's footsteps. A startup disappointment - something that happens to 90 percent of organizations - is just the primary breakthrough towards progress. Albert Einstein himself stated, "I have not fizzled. I've quite recently discovered 10,000 ways that won't work." You've recently discovered another couple of ways that won't work. Possibly you're really calmed that the battle is finished, that you've cut the rope and now you're setting aside the opportunity to go over every one of the tempests you've weathered. Presently you find out about yourself, comprehend what to maintain a strategic distance from later on run, and, at last, you can see plainly now, the rain is no more.
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