Jul 212010

I read a comment that says the Ruby Sanctum is too easy.

So what makes a raid interesting and what would make it more interesting for the largest group possible?

You have the pro raiders, with the top gear, and the highly practiced skills who will have one view and then you have the casual raiders who probably have a very different point of view.

Is an instance interesting just because it’s hard? Or there’s an interesting set of loot?

So how to improve it, for the largest group of players?

Should raids require completing A, B, and C before entering D? Should one be able to skip A, B, and C if the group just want’s to do D?

What makes the fight(s) interesting, in your view?

What makes a raid worth doing several times? Such that you might say, “cool,” rather than, “Oh D***, not THAT old thing again…”

Comments? Or should I make up (steal from elsewhere) a few comments and post those? ;)

Jun 292010

Check out the Patch Notes for more info.

The most interesting parts imo are of course, one: “The Ruby Sanctum” and another interesting thing is the Dungeon Finder Vote Kick system change.

The functionality of the Vote Kick feature in the Dungeon Finder will now behave differently according to a player’s history with the system. Players using the Dungeon Finder who rarely vote to kick players from a group, or rarely abandon groups before a dungeon is complete, will find that the Vote Kick option will have no cooldown. For players who frequently abandon groups or vote to kick other players, the Vote Kick option will be kept on a cooldown. This functionality will adjust itself as a player’s behavior while using the Dungeon Finder changes.

You should probably read the rest of the patch notes also. It’s not like you have anything else to do while the servers are down :-p

at the beginning of each script and the