A follow-up to yesterday’s post

I came back today and prepared to respond to the comments from the last post. Maybe it’s better if I answer those comments here, in a post of its own, to better explain my opinion. I’d like to make one thing clear from the get-go, though, my post is a direct response to the complaints I’ve seen that people in the EVE community are upset for the sole purpose of causing drama. That’s a great way to make a bunch of dedicated and active community members look like real jerks for simply expressing concern about their game. My post was overly sarcastic. Sometimes I like to write like with exaggerated characteristics. It’s fun to write like that sometimes, especially when you care about something. As mostly writers, I’m sure you’ll understand. Anyways, responses.

Chron Said:

I don’t know if you actually explained anything here, you just made a leap from expensive monocles to rampant crime, and then broke my sarcasm detector. Could you maybe elaborate a bit on why you think the monocles = crime metaphor is apt?

I don’t mean that the two are equal in seriousness. I mean that even though people can ignore them altogether, they have a right to voice their concerns because, even so, they’re players of the game and the success or failure of this type of transaction model (it doesn’t qualify to be “micro” anymore) will have a direct impact on a game they’re paying to play. It’s their job as players to speak up when they think something is unreasonable; it’s how we tell the market what we want.

The analogy to crime is simple. There’s no crime breaking out on my street, but it is my town, so I’ll express concern for it. Same goes for EVE players and their game.

All IMHO.

Andrew Said:

As Chron says, if you’re trying to say something about why the $60 is actually bad, you failed pretty hard.

If you don’t want to pat $60 for an e-monocle….. don’t! Amazing concept.

The $60 monocle is bad not only because of it’s ridiculous price but also because it’s driving additions to the game, such as the limited “walk in ships” addition of Incarna. When it’s a matter of buy it or don’t, of course you can choose to ignore it. The issue is whether or not it’s something that will impact players who do ignore it. $100 ship skins? $20 rockets?

Again though, my main point wasn’t to tear down the $60 monocle. It was to address comments coming from the other side about why we’re all a dumb lot for speaking up.

Stabs Said:

Someone here is too isk-poor to afford his own monocle.

Lol. While I wish that were true, I don’t play EVE. As a follower of the MMO industry, the community opposing this is one I can support.

That’s all for the comments here so far. You can join in the conversation here.

I also got in a debate across Twitter where the defense was capitalism. What’s the difference? To be clear, and with all respect to the friend with which I spoke, “capitalism” isn’t a supporting fact in the “you guys shouldn’t care” argument. Capitalism is the pure reason why people need to express their concern for things like this. As consumers, it’s our job to inform the market on what we want and will tolerate. We do that with our wallets AND with our voices.

To the defenders of the $60 monocle

If you’ve been following the news this last week, you’ve probably noticed that there’s a bit of an uproar stirring in the EVE community. Like all great uproars, it’s spilled out into the greater MMO world of pundits and players, with most falling solidly on the side of the consumer: $60 monocles are bad, mmkay? Despite the overwhelming supports anti-monoclites have received, there have been a handful of staunch defenders.

Go ahead and complain, they say, because the company is still going to make money hand over fist. Besides, it doesn’t effect YOU anyways.

Let me address these folks directly:

Oh glorious defender, your wisdom shines down on me like the ethereal lights of Elune. You’re right, Joe TooMuchMoney buying a vanity piece really doesn’t impact me. How silly I am for believing that someday a monocle might be forever glued onto my too-small dome and my wallet made $60 lighter. Before you, I believed in nothing more than the overt rightness that all MMO studios are in truth specialists in highway banditry, evilly tenting their fingers after every submission to their PR dept.

Let me answer the Defender’s implied question, why?, with one of my own: Why should I care if the neighborhood two streets down has succumbed to crime and the police are woefully ignorant? Surely it doesn’t affect me. I can drive around that neighborhood, no one’s making me drive through it.

The answer is painfully obvious. I should care because even if it’s a different neighborhood, it’s still the same city.

Or how about this, why should I care if Blizzard starts offering “advanced” subscriptions (they’re not), when my own “standard” ticket will get me a basic set of gear and the ability to see “all the game has to offer.”

Perhaps because what was once standard is now second rate?

No, I take it back. Obviously, the trip from counter-cultureism to anti-consumerism is one we all need to take. I bow to your wisdom.

On joining the games industry

There was a portion of my life where I was certain I’d be a computer programmer. Well, not really a programmer, more like the guy who hooks computers together; a networking guy; the dude with the wire closet. That didn’t pan out, however, but giving it the Old College Try™ did yield certain benefits. Out of these, I’d say that the following were the most influential towards leading me where I am today:

Number One: Computer chicks have REALLY low standards.

Number Two: God damn, I hate math. I mean, before college I disliked math. Now I hate it with the burning passion of a thousand dying suns. Aside: Why the hell do you need astronomy to pass computer programming?

Number Three: I really just like to play games. Hooking two computers together (or twenty) might have been fun back in the LAN days, now it’s just tedious.

The most important of those is number three. I read about games. I write about games. Hell, on occasion I even get to play a game, if the moon is full. See, playing games doesn’t involve math or fancy NIC cards (the irony of following the abbreviated “Card” with “cards” is not lost on me). What it involves is Mountain Dew and Doritoes. Sometimes it involves hastily prepared peanut butter and banana sandwiches, lightly toasted for just the right amount of crunch and a little butter on the side. It involves reclining executive desk chairs and fancy mice. It involves doofy 3D headsets and spending a ridiculous amount for an extra five frames a second. It involves losing out on sleep to make sure that frost dragon is well and truly dead and isn’t laying on an extra piece of loot for free-rolls.

Now here I am 7 years later in a totally different field thinking about what it takes to make a game and how glad I am that I’m not part of it. I look at Paul Barnett and see a rockstar in Elton John sunglasses. Then I check out how much his employees make and I’m not that impressed. Then I read an article about how some company with a half-assed movie tie-in pushed their employees into an 80-hour work week and didn’t pay overtime because they were salaried. All before firing them because Metacritic said so. Is that worth 40k a year while your boss goes and gives his best pre-pedo Michael Jackson impression on YouTube? The world is not made of rockstars.

What I’m getting at is this. I appreciate that some people want to be game designers. Maybe some even want to go to video game school online. In a world where a $2 iPad game is not only more profitable and far less impactful to make, why do we still look up to the Paul Barnetts of the world and think we want to be them? Give me Angry Birds. Give me Super Meat Boy. Give me Minecraft. While we’re at it, let’s also say to hell with John Riccitello, Mike Morhaime, Bob Kotick, and the other bigwigs that feel empowered by the sheer desperation that leads to innumerable lines of talented young men and women waiting outside their doors for other talented young men and women to burn out and leave the industry forever. This, my friends, is the people-mill where the fun of games leads not into temptation but to the everlasting frustration of waiting to be discovered.

Then again, such is the fate of all great minds waiting for their big break. Rock on, rockstars.

Looking back at the journey, 1-50 [RIFT]

Last night, I stayed up late (and consequently overslept) to finish something I started on just over three months ago. I dinged level 50 in RIFT. This wouldn’t normally be an occasion since most of the world has already been 50 for a month or two, but there’s something we need to understand: It is extraordinarily rare for me to hit the level cap in a game. So rare, in fact, that I’ve only ever done it one game — WoW, albeit a couple times over. And I’ve played just about everything. In every single circumstance, I peter out about midway through. But not RIFT. In homage to the last 50 levels spent running with the bulls of Telara, I thought to do a little retrospective and reflect on the highs and lows of hitting the level cap in Trion’s fledgling MMO.

In the Beginning…

In the beginning, there was Freemarch and only Freemarch. Then Regulos came in and crapped up the place. That was where I came in. Or more accurately, that was where I checked out in my time-traveling air-shimmer and popped out at Ark of the Ascended.

As an introduction, Freemarch is a decent zone. It’s big and varied with lots of rift activity. Leveling through here on my cleric never felt like a slog, though, it did last a long time. Iron Tombs came in at level 17. I was blown away. The orbs and ghosts near the end? Fantastic. This is what we see in the first dungeon? Sign me up for more, baby. And I did.

By the time I was midway through Stonefield, I knew that I was stuck. RIFT was fly tape and I was the ever-sucking fly. Mosquito. Whatever. In short, from that point onward RIFT held me close to its chest and wouldn’t let go.

The Best and Worst

My favorite zone is definitely Scarlet Gorge. It’s big, beautiful, and has a lot of nooks and crannies to explore and get lost in. You also get the excellent ‘Plop!’ achievement. I think what really endeared me to this place was that in the first few minutes of being there, I’d seen more rift activity than I’d seen in a week in Stonefield. I came in to my home base being under attack. And it didn’t stop. Over and over again, I’d find myself detouring either to avoid or circumvent rifts and invasions. On a purely aesthetic level, it’s also one of the only “red desert” zones I’ve ever really cared for. The epic story quests were also very good and kept me moving forward at a steady clip. All in all, I feel like this zone could have gone on another 5 levels for as much as I cared. I liked it.

My least favorite zone, without a doubt, is Droughtlands. It’s drear, dead, and bland. I’ve never been a fan of zones that look unnaturally bereft of life. Before anyone jumps in, I know that, well, that was kind of the point. There’s some bad stuff happening in Droughtlands and naturally it was up to me to save the day. Except by the time I got there, I was still high on Scarlet Gorge and seeing the desperation exuding from those scaly-looking trees… well, let’s just say it’s a good thing it wasn’t actually up to me to save the day. I think “meh” sums up my feelings there pretty well. Two-State Solution: Give the Defiants half and the rift monsters the other half. The Guardians can fight it out for that corner where the polluted waters like to sit and talk about the better qualities of 10w30 over 10w40.

Instances, Roles, Group Play

As a grouper, I wanted to be a tank. I got halfway there. In the open-world, I started off as DPS, switched to tank around 18, and eventually gave up and stuck it out as DPS. In instances, I still tanked unless someone else wanted to. The reason I let open-world tanking drift away is because, honestly, I got a bit lazy. As a rift/invasion tank, you spend most of your time taunting off of the other five or so aspiring meat shields in your raid, all while hoping a healer realizes that even though your taunt only sticks for .2 seconds before someone overwrites it, you were in fact still a tank and needed their love. Instead, I could just pull out my single-target build, pew pew away, and get similar rewards with less frustration. Maybe frustration is the wrong word. At times, I quite liked the threat wars — and it didn’t hurt my contribution any. Still, it was simpler for everyone to keep the tank numbers down and play DPS.

As a cleric, I never felt useless. As a calling, they are incredibly versatile and every tree offers some utility to the group. They also offer some of the strongest souls for to fill out the trinity in any given situation. Tankwise I went Inquisitor/Shaman/Justicar. Single-target was Inquisitor/Cabalist/Justicar. AoE was Inquisitor/Warden/Justicar. See a pattern here? Oh, and PvP was Inquisitor/Cabalist/Purifier. They all worked pretty well. Single target through out some decent numbers, the tank build was, well, a tank build, and PvP was majorly added by the Purifier’s main heals. What I really loved was the AoE spec, though. With this thing you could take down 3+ mobs at a time, all on your level. If they were under your level… I think my biggest pull was 8 mobs. It dramatically increased my leveling speed from 38 (when I got it) to 50.

Favorite instance? I don’t think I have one. They’ve all been fun. I’ve yet to see Realm of the Fae, Abyssal Precipice, or Charmer’s Caldera. (WTH is a caldera, anyways? And don’t wiki it. Off the top of your head, the definition of caldera. Go.).

The Curve

Not RIFT but still...

The leveling curve wasn’t that bad. 1-20 was pretty much a breeze, though I still feel like there’s a dramatic slowdown once you hit level 10 Defiant side. With that minor hurdle overcome, the game really seemed to set into a nice groove. I could get a level in a few hours, usually, up until about the mid-thirties. Then they stretched out little bit by little bit until quests seemed to hardly move the XP bar at all. That’s when I was glad I had an AoE spec. I was able to put away quests in just a few minutes each, and by level 45, I was running around Shimmersand with 20 of so complete markers in my quest log.

The bulk of that experience came from kills, however, and you should probably expect the same — which is good news for you old school folks! To put it in perspective, it took roughly 465k XP to get from 49 to 50. Quests at that level were still giving out the same XP they’d given for roughly 20 levels: 4850. That’s a lot of quests, yet, killing on-level mobs was good for about 700-1000xp each. See how AoE speeds things up?

There are a couple of strange things with RIFT’s leveling game. I was oddly perplexed at the lack of incentive there is to get players into dungeons while leveling up. You go in one time, do the quests, and get a big chunk of XP. The next time, you get only a fraction of that because all of the quests are done and completed (save the boss-kill one). Trion is making strides with this, though, so we’ll see if it gets ironed out.  Then there’s the immense slowdown from 45-50. These levels seem LONG. Compared to the others, you’re doing LOTS of quests. On the plus side, you can get that XP much quicker by blending your questing with rifts and invasions.

Overall, the pacing is a little stilted, but not bad. I made it, so obviously it’s better than most others I’ve tried.

Final Thoughts on Dinging 50 and Digging into the Endgame

So the question becomes: What now? The leveling is done. When I hit there, it struck me. I had no idea what to do next. Thankfully my friend Gavin was there to point me towards some reps to work at between T1s. This is an area where RIFT could definitely improve. There is more to RIFT’s endgame than just dungeon running, and much more required than just that, too, but there is little if nothing pointing you towards it.

I have to admit, though, I’m already thinking of what character I’m going to roll next. I’m thinking mage, over on Ferrel’s server mayhaps?

My plan going ahead is this: Do all the things I put off while leveling. My armorsmithing is in the 180 range, and I’d love to be able to make some nice epic gear, so doing my dailies is becoming a priority. I’ll also be looking into organizing set dungeon runs with my guild and pull a little bit more of my weight as an officer. Apart from that, there’s artifact collecting, mount hoarding, and vanity pet starving. Not to mention PvP, which I’m extremely interested in doing. With a guild the size of Immortal Council, getting some pre-mades geared should be a lot of fun. At the five or so hours I play a week, that should keep me occupied for a good long time.

Overall, I’m extremely happy with my time in RIFT so far. I like to call myself an MMO nomad but that’s just a nice way to say I have gamer-ADD. I like to take part in the latest and greatest, whether it’s a patch or a full release, so I often lose interest with a game temporarily only to take it up again when the shiny wears off that other thing. That didn’t happen here and the fact that, here, less than 24 hours after capping-out, I’m considering making another character to do it all over again is a testament to how much fun combat is in this game.

In short, I’m in it for the long haul and, rather than feeling like I’ve closed a chapter in m RIFT career, I feel like I’ve opened a bunch of new ones. That’s how a game should feel at the level cap. That’s good design.

The Multiverse – Season 02 Episode 07 – “A Game of Bones”

Hallelujah! It’s 91 degrees in New York and we’re turning the heat up even higher with this episode of the Multiverse. This week we’re joined by our friend Gavin of Flex Your Geek, Rift Watchers, and, of course, Vagary TV! We have a great time talking about the week’s news, which includes Cryptic moving to Perfect World Entertainment, Age of Conan going F2P, TERA closing 22 of its 37 original servers, and Fallen Earth being bought by GamersFirst (of APB: Reloaded fame). Big change-ups this week, folks! The question is, which of these games will add in highly detailed fur-borne characters first?

Adam did an exceptional job polishing up this episode. Believe it or not — and you won’t be able to tell from listening — we had a bit of trouble slipping into NSFW territory with a couple naughty words. Thank you, Adam, for being our FCC (and a great producer).

We also announce the winner to our free gametime contest — so make sure to listen if you’ve left us a review recently!

Enjoy the show!

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The Multiverse – Season 02 Episode 06 – “Bone Dragons and Furry Things”

Hey Gang,

This episode was a blast to record! Both Adam and I feel that it’s our best one yet. In it, we discuss a multitude of things. Including:

  • The return of SOE! And why Adam and I disagree on the nature of Anonymous.
  • How expert dungeons have changed in RIFT and why you might be getting shortchanged. Oh… and the mini-event. Emphasis on mini.
  • Cryptic’s sell-off. The death of the “Cryptic Model of MMOs”.
  • Bone dragons and how they hell they reproduce. Bone dragons: the natural mate of the furry?

And remember, this podcast is endorsed by a guy I know, who knew a guy, who knew a guy, who once nodded cordially at a dude who helped make Diablo II.

Oh and pre-emptive apologize for me getting a little clippy at the end. I’m use a new recording set-up. Won’t happen again!

Enjoy the show!

Oh — and shoutouts to Player Vs Rift. Word to Casey.

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L.A. Noire Disappoints [I’ll Be That Guy]

Over the last week, I’ve been spending a good chunk of my gaming time in 1940’s Los Angeles. It’s a beautiful place, L.A., filled with an incredible amount detail and color and the irretrievable sense that this is all one big set piece.

See, my problem with L.A. Noire is that the world, with all of it’s incredible tiny details, is perhaps the least interactable of any Rockstar game ever. Maybe that’s not fair; L.A. Noire is it’s own game, of course. This game is not Grand Theft Auto may as well have been published on the back of the box, they’ve said it so many times. That’s great, except for the fact that the game itself implores you to treat it the same way. You’re encouraged to do the driving from point to far-off point. Every mission sees the attentive player finding new ways to scale buildings and get a new perspective on this wonderful city. The attention to detail just screams explore me. Except, and this is a biggun’, there is absolutely no point to it. There is no reward. No usefulness to the freedom of the open world. Nothing. I am left with the sense that all of the work that went into building this incredible recreation of post-war L.A. is really just a giant waste of time.

The world is only part of it. Perhaps equally important is how limited the player truly is. You have a gun but you can’t pull it. When you can pull it, every shot is a kill shot — there’s no taking a suspect down with a quick pop to the leg. Or sometimes you can pull it and fire a warning shot to stop a fleeing POI. Except this too is independent of real freedom. In Red Dead Redemption, the player could fire shots into the air to make his point. In L.A. Noire, you hold your fun on a suspect’s back until a cutscene starts and the computer fires for you.

It’s not just gun play. You can drive on the sidewalk and pedestrians will simply float out of the way, cursing your ineptitude behind the wheel. You will have better luck wreaking havoc trying to knock a mailbox in the right direction rather than simply drive over someone. I’m a very bad person, aren’t I? That’s just it, though. This is a video game, not a movie, and not a T.V. show. If I want to step outside of the narrative and take advantage of the “freedom” the game purports to give, I should be able to do that. In L.A. Noire you are actively penalized for leaving the story. Every piece of damage you do counts against you. If you plan on raising a little hell, also plan on getting reamed out by your captain and failing your case report.

This is not an open world game. It’s an adventure game pretending to be one. And, to be fair, the adventure, interrogation, investigation parts of it are really good. The facial animations are fantastic (if eliciting the uncanny valley effect more often than I’d like). If Rockstar had focuses on delivering a narrative adventure without all of the open world posturing, the game would be better for it. There is a sense of delivering to expectation because of expectation, and that’s not a good thing.

Rockstar fans have long come to expect freedom from their virtual worlds. If they want to be bad, they can. If they want to play the good guy, they can do that too. They expect some semblance of realism. L.A. Noire simply doesn’t support that. That’s a shame because there is really a great game here. The investigations are top-notch police procedural. The acting, and animations, and settings are fantastic. L.A. Noire could be something truly great but it’s muddied with it’s emphasis on setting. Sometimes you want to be a character in a story. Sometimes you just want to play a video game. Let’s hope they give in with a good, alternate universe expansion pack. I don’t need zombies (Undead Nightmare), I just need freedom. Give me that and you’ll have one of the best video game worlds ever created.

Otherwise you have a gigantic cardboard set.

This Isn’t a Sign They’re Scrambling? [WoW]

So not to be a cynic, but how is this anything other than Blizzard admitting that they’ve gone as far as they can go. That’s it. WoW has peaked and the next year will solidify its decline into its Golden Years. That is the exact message I take from this.

I mean, think about it. How ludicrous is it that they would be charging extra to connect with your friends? Giving players cross-server instancing is only a good thing for Blizzard; when players play with friends, they have more fun, and probably won’t think twice about re-upping when that subscription comes due. No, this is 100% milking. You have money. You have something you’d like to do. Blizzard is ready to help.

This is how I see it: From now until years after Titan has launched and assumed dominance in the market, WoW will open up more and more paid services. Things we’d never have paid extra for pre-WotLK — I mean, really, why charge for this and not the dungeon finder itself? They’re both convenience services that keep the player happy and do very little more other than throw people into a pre-made group. Guess what? Video games have been doing that for years. It’s MMOs that have been behind the curve, and the long-past-due adoption of letting players play with their friends, despite what any newbie will surely consider an arbitrary decision in server choice, is something we great happily when perhaps we’d better be suited to breathing a sigh of relief. Whew. It’s about time. Different times, folks, different times all in the course of two-and-a-half years.

So WoW will slowly open up more and more “premium” services, and smartphone apps, and cash shop pandas, until it eventually becomes free-to-play and once again kicks everyone’s ass because yet another huge barrier has been removed from the player’s way.

Maybe that just means this whole theory is wrong. WoW hasn’t peaked, it’s just plateued. But then, is a F2P WoW on par with a P2P WoW? Is it even comparable t0 2004 when we saw the game’s birth and some even swore they’d be there until the game’s death? I wonder if they’d have foreseen the future that’s likely to come.

The Multiverse – Season 02 Episode 05 – “Who Needs Corrupted Coins When There’s Sony?”

Hey Gang,

Season 02, Episode 05. Yeah. Awesome stuff. Sometimes I wonder how we made it this far. Then I remember the great guy I do this thing with — thanks Adam! — who won’t let me slack! We’re definitely finding our groove this season, so I hope it shows through for you.

This week we spend a good amount of time talking about the issues with Sony, RIFT’s Patch 1.2 and if it’s showing a decline, indie and triple-A, and where the future of MMOs really lies.

If you enjoy the show, remember to leave us an iTunes review. Adam is extending his offer another week: If we pass 24 total iTunes reviews, we’ll give away a free month of playtime to your favorite MMO. If we pass 38 reviews, we’ll hook up three of you with free months. Cool stuff, eh?

Without further adieu, enjoy the show!

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Patch 1.2 Gives RIFT the LotRO Treatment

Hello again, Internets. It’s been too long. I don’t like to go too far into personal details on this blog, so suffice it to say that this last month has been personally trying. I’m hoping things may settle soon, but summer is coming up and I’ll be taking a summer job until next school year. In the meantime, I’d subscribe with your RSS reader of choice, just to stay clicked in – GBN is going nowhere, I can promise you that.

With that out of the way, have you guys checked out RIFT’s latest patch? I’m having a great time with it, so much so that I almost feel like I’m playing a fresh game. There was a palpable excitement coursing through Immortal Council’s guild chat. We tried out just about everything, and I played more than I’ve played in the last two weeks.

Out of all the great things this patch brought – and, boy, did it bring a lot – my personal favorite was just a tiny bulletpoint on a large list: abilities now execute more quickly after auto-attack. It seems small, but that little alteration really speeds up the pace of combat on my cleric. It reminds me a LOT of the combat changes LotRO received accomplishing the same thing. Everything seems snappier. I’ve yet to run a parser, but I’d be willing to bet my DPS would be up because of it. As much as people hate to hear the comparison, pacing is on par with World of Warcraft now.

On top of that, the Inquisitor soul got some much needed touch ups that really increase survivability. I feel much less like a glass cannon without being overpowered. I’m excited to see how I do in PvP with my healing build.

Apart from individual changes to my souls or how I play, I got the chance to try out the LFG tool. I predict it goes cross-server within a month. It works perfectly fine but the wait times are more than most people will be comfortable. On Sunrest, one of the higher-pop servers, I didn’t get a single dungeon pop when I queued for DPS – even over the course of 90 minutes or so. Tank was a little better, but I was still waiting 20 minutes or so. Honestly, I would much prefer it be left as is for the sake of server community, but people are already ignoring the queue in favor of channel spam.

Another way the game got a little closer to LotRO is with the wardrobe system. It’s nice and just cosmetic, but it seems some people were expecting a full “click to change sets” button. Those are nice, but I’m happy just to be able to change out my look. I do wish they’d change a couple of things, though. For example, dyes don’t carry through to your wardrobe slot. So, if you move a whole set over, you’ll need to re-dye everything. Also, I kind of wish you could equip armor-types below what your class usually uses. I don’t understand why I can equip cloth items but not put them in my cosmetic slots.

Some people might be upset about T2s being nerfed down, but I think we need to keep in mind that many of things required 2-3+ hours to finish with minimal wiping and required two healers. With the rate they’re adding endgame, and Hammerknell coming soon with its own plethora of bosses, I think it’s appropriate to get people through their 5-mans a little quicker.

Overall, I think this patch did a whole lot to advance the game. I had a great time last night and even stayed up late on a work night to scratch my way to 41. I’m starting to feel really behind (I know, I am) everyone else in my guild, so that fire is burning under my butt. It’s nice to see so many people having fun and re-igniting their passions for the game. Good times ahead!

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