LeFrapper
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Before you read this please note that I will be stating my personal opinion on the matter while I hope this can serve as constructive criticism. It's really easy for people to get offended these days and that is not my intention here. There are 2 things I will try to bring to light in my post. 1) Present the unjustified warning one of my guild members (Sapia) received yesterday because of your current world boss rules. 2) The flawed world boss rules and how they have affected the players so far So yesterday approx 00.00 server time Azuregos was up and like other Guilds, my Guild (Limited Edition) went to contest for a possible tag. While we were waiting on the side for our raid to arrive, the Guild Vicarious was taking a shot on the boss. We gathered up, we started buffing and then we entered combat because the Vicarious raid had re positioned the boss and it came closer to our raid. This is just standard procedure there's always people accidentally in combat during that fight that are not in the participating raid. So, while one of our Priests Sapia, buffed our raid with Fortitude, he had to heal the missing health from the players to top em up. That is the exact point we entered combat, because the boss was running loose at that point. Somehow, for some reason, once the majority of the Vicarious raid started dying Azuregos eventually started targeting our Priest (probably because of healing aggro). I want to note here that Vicarious was bringing extra people in from a 2nd raid into that fight that were not in their main raid who got the eventual tag. Nonetheless we ask Sapia (our Priest) to move away from our raid because he might pull the boss towards us and kill a few of our raid members accidentally. And so he did. Loosing more people in the process and trying to keep the tag on a guaranteed wipe the new incoming Vicarious members could not keep the aggro on them so Azuregos started targeting Sapia more frequently. Eventually in the process he reset because the Vicarious raid was unable to taunt or build threat on Azuregos in one of his Teleports even though they had close to 80 members there. Now you see, the ugly truth here is Sapia did nothing wrong. He received a warning from a GM for this action. Was he supposed to go in and die? If so if you enter combat on Azuregos are you forced to assist the guild with the current tag? Is it a crime and a ban-able offense to move away from the boss so you avoid dying? Or is there anywhere any rule written that says players are required to stay at a particular radius away from Azuregos? Is it really a ban-able offense to accidentally enter combat? If so please go ahead and ban our whole guild. These are obviously rhetorical questions. The nature of that boss and how it works does not allow players to follow your so called 'rules' . When putting those rules in place you have clearly not thought about each and every scenario and in the process you throw unjustified warnings and bans to active players in your server and an important part of this huge community. Again I'm not trying to attack or offend anyone here, but in my eyes these are things that make dedicated players loose faith in the management team of the server. For instance, if a clueless Player runs through Azshara mining veins, and he stumbles upon an Azuregos attempt, enters combat and then keeps moving away to keep farming veins, and eventually Azuregos resets because of the current raids poor performance, is that a ban-able offense then? Cause with what you are doing right now you should throw that clueless player a final warning. Or did Sapia receive a warning simply because 20 people from Vicarious reported him for something he didn't do intentionally and the GM's succumbed to peer pressure? What I'm going to mention next is under no circumstance an attack on some people, simply an observation. My intend is not to start a war here. So reading this topic I mainly see arguments between Chocolate Milk and one of the Alliance Guilds, Lothar's Reign I think, correct me if I'm wrong. Now since the Alliance Guild was at fault breaking the rules on one of the previous Azuregos events it makes them look like their arguments are invalid. It feels more like a personal debate between guilds rather than an improvement to the current situation. However there's the other side of the coin that is not clearly portrayed on this topic. You are shutting down Auiel's post really hard, although his Guild is at fault, he has some very valid points which I'm sure the majority of the server is concerned about. Obviously the current state of your rules benefits Chocolate Milk the most as they have the more active and larger player base, thus allowing them to be really fast in assembling a raid for the world bosses. Please understand that this is not meant to be an attack, but I'm trying to bring to light the fact that you guys are shutting down legitimate concerns from the other players of the server that are concerned over these new rules and they aren't speaking up about it. This topic is quite one sided and my intention here is to try to give an insight on the other side of things and the concerns most of the people have. So please don't try to shut people down, but try to make a healthy debate with the people opposed. Moving on I will get to your so called 'rules' part. There is something fundamentally wrong with the current rules for the world bosses. First and foremost as explained earlier the fact that your rules don't fit the nature and environment of this world boss. It's almost impossible to stay out of combat if you 1) wanna be in sight to see the current attempt of another guild 2) waiting for another Guild to wipe in order to rush in and get the tag. That's exactly what happened to us yesterday and one of our members received a warning without intentionally trying to grief. So my Guild goes to Azuregos with all the good intent to follow your rules, but you drop the hammer on one of my members nonetheless, just because the nature of the game didn't really allow us to follow your rules. Every few Azuregos events you warn and ban some new players. When is it finally enough to see that there is something wrong with that approach? Next up is an example that happened to us a few weeks ago. One of the first times your rules were active we (Limited Edition) and Chocolate Milk had a conjoint Azuregos raid. I'm not ashamed to say we manged to technically wipe even though nobody was there for the start of the fight to contest us. However some of our members in the raid (maybe like 5-6ppl) stayed alive and since they knew how the fight works, they managed to stay out of teleport range and kite Azuregos around the mountain without resetting their threat on the boss. Eventually some other FULL raids arrived ready to capitalize on our 'almost' wipe but that's not what really happened. What happened is our whole raid corpse ran, ressed up and moved to a safe spot where we were OUT OF COMBAT and we waited the FULL duration of our debuff to run out. We buffed up we rested up (while keeping our tag secure, tho we had technically wiped) and then we went on to proceed with our fight from where Azuregos was left of at 25% approx while NOONE COULD TOUCH US. All the other Guilds were just sitting there not being able to believe what their eyes were witnessing without being able to do ANYTHING about it. In the future you will see once all Guilds know the fight really well noone is ever wiping on Azuregos anymore through smart usage of game mechanics. Is that really how it's supposed to be done? You won't let us use the game mechanics to our advantage to reset the boss from a possible contender, but we are allowed to use them to our advantage in order to keep our tag up forever? Good job. Furthermore what is the purpose of a world boss really? A world boss is a fun event for a lot of people as they fight for their 'glorious' goal. It's part of the game we enjoyed so many years ago when numerous players and guilds fought hours for it. But the reality is that we actually 'fought' for it, which is one of the fun factors of the whole event, we had to team up with other Guilds and Players to manage to get a chance on his loots etc. That is true blizzlike. If you want people to just be done with it so everyone can get their loot (so they stop whining about it), then why don't you change stuff like Alterac Valley's current form as well? Your rules are currently killing the whole fun and purpose of the Azuregos event. Finally about this last bit. So recently I had one of my other members get banned for 12 hours cause he ran into an AOE of an Alliance player in Un'goro and apparently that is against your server rules. Being smart isn't allowed here apparently. But you are telling me that as a Horde Warrior I could flag myself for PvP -> run into an Alliance Azuregos attempt -> Taunt the boss -> get hit by a couple of multishots or demo shouts in the process -> tag half the alliance raid for PvP -> go wipe them with my Guild in the process and everything would be allright? So you have rules for specific scenarios? But the scenario where we accidentally get into combat is not one of them but rather this one? Closing off, please excuse me in advance if my post sounds angry or offensive, I can assure you this is not my intention. I am simply upset and very confused about these new rules and how they benefit the server community. I am simply one of the many players that feels that this approach is not the right one and hope for a new approach in the future and this is all I'm really trying to achieve. Achieve justice for my members ban and give you some examples of how your rules worked out so far, so you can rethink about it. Here is also a link to the Azuregos VOD from last night clearly showing how we were sitting Idle on the side waiting for our chance to go for a tag. Please watch the video and correct me if you feel anything I said is not correct: See you in game soon, Regards, Frapper
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Master Axesmith, Can craft Nightfall for anyone interested + fee. Contact me ingame on "Frapper" for more details. Can also do Arcanite Reaper, Dawn's Edge etc for anyone possibly interested. /wave
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I'm not sure if you are aware of this problem atm, but with these long queues and 4k people waiting to log into the server (PvE in my case) several issues come up. One of which is Guilds raiding and people getting disconnected. Getting a crash or a disconnect for various reasons is quite a common phenomenon. When this happens in a 40man raid and lets say around 5 people during a full MC run experience a disconnect or a crash it's literally impossible to get back into that raid when we have to wait for 4k people on queue. This is best case scenario. Since it's the first days of the servers back I don't want to mention the fact that 15ppl simultaneously get dc'd in some situations and the rest 25 in the raid suddenly have to postpone the raid for another hour. This isn't gonna work for any Guild on any of the servers. The raids will keep being incomplete and suffer from this and eventually the people loose interest if it happens again and again. As far as I recall back during Vanilla you had a time window where you could reconnect into the server after a DC before you actually have to re wait the whole queue again. I'm not 100% sure of this but at least like 90%. So say after a dc if I'd re log immediately back into the game I wouldn't have to wait a 4k people queue and forsake my raid just cause of a quick relog/reboot/dc/crash. You really need to find a solution to this or no guild/raid will be in a situation to work efficiently and enjoy the game.
