dungeon-finder

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  • Cross-realm Real ID grouping now available

    by 
    Mathew McCurley
    Mathew McCurley
    07.14.2011

    A few months back, Blizzard teased that a new service would be hitting WoW that would allow members of the same faction to group and queue for random dungeons across servers. Players would need to be Real ID friends with the people they wanted to invite into a group and would be limited to 5-man dungeons; no raids or world content would be available to cross-server groups. The service has apparently just gone live, free, for what is probably a limited time. Blizzard had also said that this cross-realm grouping would be part of the premium package of WoW services that players can pay for monthly, and only the group leader doing the invites would have to have the service in order to invite people cross-realm. Much as the mobile guild chat feature was rolled out free to let people check it out, it appears cross-realm Real ID grouping is getting the same trial period. Check out cross-realm Real ID grouping in game, and start grouping with your friends beyond server boundaries, and hit the jump for the full announcement.

  • E3 2011: EverQuest II's Dave Georgeson in 3-D

    by 
    Justin Olivetti
    Justin Olivetti
    06.08.2011

    If you're going to fly, why not fly with a little style -- and in 3-D? At E3, we were able to grab some facetime with Dave "Smokejumper" Georgeson, EverQuest II's executive producer, as he showed us the next dimension of MMO gameplay while we checked out some of the new aerial races in the game. "We wanted to do a little more with the flying creatures than to go from Point A to Point B," Georgeson said, referencing EQII's aerial races. "So we put in these flying race courses, which is a good test ground for showing off 3-D." It's one of those things that has to be seen to be believed. The 3-D effect while flying is, in a word, awesome. The user interface is up close, your character is somewhere in the middle, and the environment is in the background. The effect is very noticeable when you turn, which happens a lot while flying. Hit the jump to hear more of Georgeson's thoughts on 3-D in EverQuest II as well as a get tantalizing sneak peek at the game's future!

  • Lost Pages of Taborea: The poor, lonely looking-for-group tool

    by 
    Jeremy Stratton
    Jeremy Stratton
    05.23.2011

    Karen's recent article about RIFT's new looking-for-group tool got me thinking about Runes of Magic's own LFG tool. It seems like such a nifty function, but it hardly ever gets used in RoM. It's such an interesting tool that I'm happy to see in the game, but it also seems to be better on paper than in practice. Part of the reason might be that it's slightly clumsy to use for the first time, which I'll get to a little later. LFG tools are one of those things that a lot of players ask for nowadays, but they only ever seem to be used minimally unless the devs attach incentives. Let's turn caps-lock off, stop shouting in world chat, and take a closer look at RoM's LFG tool.

  • Enter at Your Own Rift: A look at Update 1.2

    by 
    Karen Bryan
    Karen Bryan
    05.18.2011

    With a rowdy Dwarven "ha ha, YES!" (does anyone else think that cheer was voiced over by Ed McMahon?) and a flash of coin pouches, Update 1.2 arrived in RIFT this past week. It was a rather meaty update, with new content, some well-deserved zone improvements, and the much-discussed looking for group tool. In this week's Enter at Your Own Rift, we'll take a look at a few notable changes that came along with the update -- for better or worse.

  • Cross-realm Dungeon Finder premium service coming soon

    by 
    Mathew McCurley
    Mathew McCurley
    05.17.2011

    Blizzard has just announced a premium cross-realm Dungeon Finder feature, allowing players from the same faction to invite Real ID friends from different servers into 5-man regular and heroic dungeons. The popularity of the Dungeon Finder is well-known at this point, and expounding on the feature has been in the cards according to Blizzard for some time now. This new feature will be part of a premium package of WoW features requiring an extra fee to use. Blizzard says that only the person doing the invites and creating the cross-server party will need to have access to the premium feature for the system to work. Currently, there is no release date, and the service is being described as a complex one to develop. Blizzard is most likely getting out in front of the news sites and datamining sites now, since pieces of this new system will begin to hit the PTR soon and Blizzard doesn't want too much speculation. I personally think that this system is really cool for players who have an already-established friends base on other servers but don't want to leave their current home or don't have the money to do so and pay for a premium server transfer. For instance, Sacco and I can finally run some dungeons together. You hear that, Sacco? It's dungeon time. Premium services always receive some type of backlash in the WoW community, and this one will be no different, so for caution's sake, let's wait until pricing information is officially announced before we explode with indignation. This is, however, a feature that many players have been asking for and will be very popular.

  • Official patch 4.1 notes updated for May 2

    by 
    Daniel Whitcomb
    Daniel Whitcomb
    05.02.2011

    Blizzard has released an update for the patch 4.1 official patch notes. Most of these notes confirm changes already in game, including the presence of portals to Stormwind and Orgrimmar in Dalaran and Shattrath, which should be good news for people leveling through the 60s and 70s. In addition, the art update to Reins of the Dark Phoenix was stricken from the patch notes. That change will be coming in patch 4.2. Read on after the break for all the new changes.

  • Ol' Grumpy's first week with Patch 4.1

    by 
    Matthew Rossi
    Matthew Rossi
    05.02.2011

    Hi, kids. It's me, Ol' Grumpy. You may remember me from my guide to Cataclysm instance protocols or perhaps from when I explained that you'd have to relearn some old bad habits from the previous expansion. This time, I'm here to explain how to adjust to the new realities of patch 4.1, our two new heroic instances Zul'Gurub and Zul'Aman, and our Call to Arms feature in the dungeon finder. I've noticed some weeping, some wailing, and some gnashing of teeth over these new introductions with the passing of our first week with patch 4.1, and I'm here to help. First off, calm down already. The Call to Arms feature didn't trap you in a deserted old house outside of town and murder everyone from the camp but you and that cute guy you've always liked from the other camp. It didn't steal your dog, kick your car, or write nasty things about your ma and pa on the back of the barn, either. And while both ZA and ZG provide more challenge than the previous tier of heroics, they didn't steal your cattle or set your grave on fire, either. In short, the level of consternation and yes, even whining about this has been entirely over the top. These instances are puggable with a little luck and some work, and CTA has shortened queue times, which was its only real goal. So what should you do? Well, being an irascible old curmudgeon, I will happily tell you what to do. Especially if it keeps you off of my lawn. My wife just planted roses! Stay off!

  • Patch 4.1 dungeon finder change places players from realms together

    by 
    Anne Stickney
    Anne Stickney
    04.30.2011

    There was an interesting change slipped into the 4.1 patch notes a few days ago, and players may or may not have noticed it. The dungeon finder, which pulls from the combined battlegroups of all servers, has been tweaked to place players from the same realm together first, and if it can't find players from the same realm, it will move on to a wider pool of players. What does this mean for the dungeon finder? Very little -- you'll still be getting a group. But it's the motives behind the change that are interesting, as posted by Zarhym on the official forums: Zarhym That isn't just a coincidence. Many players have stated since the release of the Dungeon Finder that they like the convenience of being matched for a group automatically, but they miss the feeling of community when they're paired with strangers from other realms with whom they might never speak again. So we made a slight change in the way the Dungeon Finder sorts through the queue matching players for a dungeon. source

  • Enter at Your Own Rift: Looking for groups

    by 
    Justin Olivetti
    Justin Olivetti
    04.27.2011

    Like some of you, I feel that RIFT's Update 1.2 can't get here soon enough. A good content update, in my opinion, has a little something for everyone, and in talking with Trion Worlds last week, I definitely got that feeling from this patch. The team is catering to endgame players with Slivers, build-enthusiasts with a fifth role, rift-runners with new types of dynamic events, and people who aren't content to merely spam my Twitter feed with accomplishments but must now do so from inside Facebook as well. I'd be lying if I said I'm not planning on spending huge amounts of time assembling dashing and fashionable outfits for my characters once the wardrobe is in the game, too. I'm all about outfits in Lord of the Rings Online, so it's great to see RIFT bring this type of system into the game (unlike some other stubborn studios, which shall remain nameless). Players like to feel powerful while looking incredible, and this outfit system will hopefully allay some of the complaints of similar-looking toons. Above all this in Update 1.2 towers one of the biggest changes to the game yet: the Looking for Group (LFG) tool. Designed to assemble teams of players to tackle dungeons and group quests, the LFG tool will certainly change how we play RIFT. Will it be a good change or bad? That's the $1,000,000 question, which I will tackle after these brief messages, by which I mean, "after the jump."

  • Shifting Perspectives: Tanks, bribes, and player behavior, part 2

    by 
    Allison Robert
    Allison Robert
    04.20.2011

    Every week, WoW Insider brings you Shifting Perspectives for cat, bear, restoration and balance druids. This Tuesday, we are still not sure if we can be bribed, but have reached the conclusion that others might be. This week we return for the conclusion of our series examining the likely impact of the new Call to Arms system debuting in patch 4.1. If you're looking for last week's article, you'll find that here: Shifting Perspectives: Tanks, bribes, and player behavior. To summarize the observations and argument of the first article as quickly as possible, Cataclysm returned players to the difficulty of The Burning Crusade instancing model without the benefits that tanks gained from building a reputation as competent players -- namely, the reasonable expectation that groups would cooperate with kill orders and any requests for crowd control. The dungeon finder, arguably a tool better suited to the ease and speed of Wrath of the Lich King heroics, has left tanks in an unfortunate position: They now attempt to lead groups through more difficult content with the unreliable vote kick as their sole defense against obstreperous players. That DPS queue times have soared under the present circumstances shouldn't arrive as a shock. I'm going to try to explain why Call to Arms may very well result in more tanks queueing for 5-mans through the dungeon finder and who we're likely to see if and/or when this happens.

  • Shifting Perspectives: Tanks, bribes, and player behavior

    by 
    Allison Robert
    Allison Robert
    04.12.2011

    Every week, WoW Insider brings you Shifting Perspectives for cat, bear, restoration and balance druids. This Tuesday, we are not sure if we can be bribed. As most of you are probably aware, Blizzard recently announced a new incentive structure for the dungeon finder system called the Call to Arms. In essence, it rewards players for performing what is then the most-needed role in the dungeon finder with a BoA bag containing gold, flasks, and, potentially, mounts and pets. The Tuesday Shifting column covers the two roles most likely to receive the "goodie bags" -- tanking and healing (I don't think anyone's laboring under the delusion that groups can't get off the ground due to a lack of DPS) -- and the ensuing firestorm on the forums caught my eye. Predictably, players have mixed feelings about the change. Many (I think correctly) blame players' rudeness and uncooperative attitudes for driving off the tank population, but even more are indignant that Blizzard is "bribing" tanks for something they feel should have been addressed by role redesign. Examine all the arguments in their totality, and I think there's only one real conclusion: I don't believe that Blizzard failed in its effort to make tanking more interesting and enjoyable. I do believe that developers are struggling to deal with a problem created and driven almost entirely by player behavior. Modern heroics aren't fun, not because the content is bad (it's not) or overtuned (it's fine), but Cataclysm combines parts of The Burning Crusade and Wrath of the Lich King 5-man experience that don't play well with each other. The dungeon finder contributes to these problems, but not in the way that you'd think.

  • The Daily Quest: Call to Arms

    by 
    Anne Stickney
    Anne Stickney
    04.11.2011

    WoW Insider's on a Daily Quest to bring you interesting, informative and entertaining WoW-related links from around the blogosphere. Though nowhere near as controversial as the Real ID fiasco of last year, people are still talking extensively about the new Call to Arms feature unveiled last week. Some are for the change, some are against the change, many think the change isn't going to do a bit of good in the end. Myself, I rarely queue for randoms, so it's not really likely to affect me directly either way -- but the blogosphere sure is hopping over this particular topic. Let's see what they've got to say, shall we? Big Bear Butt points out there's a real reason why tanks aren't queueing, and it isn't a lack of decent rewards. Primal Precision thinks people really ought to just suck it up and accept the new system. Blessing of Kings discusses the nature of the tank shortage. Troll Racials are Overpowered points out the flaws of introducting a rating system to the dungeon finder and points out the rating system of years past. Is there a story out there we ought to link or a blog we should be following? Just leave us a comment, and you may see it here tomorrow! Be sure to check out our WoW Resources Guide for more WoW-related sites.

  • Blizzard issues Call to Arms clarification

    by 
    Mathew McCurley
    Mathew McCurley
    04.08.2011

    After some good, some bad, and mostly loud reaction to the announcement that a Call to Arms feature was being added to the dungeon finder, Blizzard has issued a clarification on some issues that players were having with the system. Most importantly, DPS players felt that rewards from the new bags would only be able to be gained by tanks and healers. Thankfully, these bags will be bind on account. Also, Blizzard clarified the nature of the mount and pet drop percentages, as well as the types of flasks players could expect from what's now dubbed the Satchels of Exotic Mysteries.

  • Patch 4.1: Blizzard unveils dungeon finder Call to Arms

    by 
    Mathew McCurley
    Mathew McCurley
    04.06.2011

    Blizzard just posted a huge announcement to the WoW community site, unveiling the dungeon finder's newest evolution -- Call to Arms. Aimed at reducing the time for dungeon queues, the new Call to Arms will give players the opportunity to queue for level-85 heroics as "needed" roles (tanks and healers) to shorten queues and be rewarded with goodie bags containing gold, rare gems, companion pets, and mounts like the Deathcharger's Reins, Swift White Hawkstrider, and more.

  • Lichborne: Blizzard tackles death knight DPS utility in patch 4.1

    by 
    Daniel Whitcomb
    Daniel Whitcomb
    03.22.2011

    Every week, WoW Insider brings you Lichborne for blood, frost, and unholy death knights. In the post-Cataclysm era, death knights are no longer the new kids on the block. Let's show the other classes how a hero class gets things done. Judging by some of the most recent changes on the patch 4.1 PTR, I'd guess that someone at Blizzard has been listening to player complaints about the difficulties in bringing classes that do not have crowd control or other major non-damage related utility to dungeons. Unfortunately, I wouldn't say they've responded in the way some of us were wishing they would, by giving death knights and warriors a simple humanoid crowd control spell. They have instead, added some tweaks that address the issue in some unexpected ways that may or may not solve the problem and in some cases feel a little bit unwieldy or unconventional.

  • Patch 4.1: Blizzard explains new valor point mechanics

    by 
    Mathew McCurley
    Mathew McCurley
    03.18.2011

    The era of the daily heroic is over! After much speculation that the one run per day random dungeon valor point rewards would turn into seven runs per week randoms instead, it turns out we are all getting exactly what we hoped for. Blizzard has finally commented on (and explained) the incoming valor point change, which will hopefully make gearing up and gaining valor points easier for players who don't have the time or want to play each and every night to run a random for their points. Lylirra explains:

  • PAX East 2011: Massively interviews RIFT's Scott Hartsman

    by 
    Karen Bryan
    Karen Bryan
    03.15.2011

    With the launch of RIFT still fresh, members of the Trion team packed their bags and flew to Boston to attend PAX East. Even though they didn't have a booth, their "We're not in Azeroth anymore" banner made their presence known. In addition, Community Manager Cindy "Abigale" Bowens hosted a party in Boston to celebrate the launch with players and fans. Massively had a chance to sit down and talk with Trion CCO and RIFT Executive Producer Scott Hartsman about launch day, security, plans for the future, and a whole lot more. Read on for the full interview!

  • The Daily Grind: Do you like cross-server dungeon finders?

    by 
    Jef Reahard
    Jef Reahard
    02.24.2011

    There's little doubt that World of Warcraft has brought a lot of change to the MMO space in a few short years. One of the more recent Blizzard innovations is the dungeon finder tool, a cross-server matchmaker that throws together ad-hoc groups for the game's 5-man instances. Released in early December of 2009, the mechanic has proven to be a boon for casual players who are pressed for time or are looking to power through content. The dungeon finder doesn't earn universal high marks, however, and players who use PUGs to recruit for their guilds (or those who simply like to make new friends) are often put off by the disposable (and largely silent) nature of many dungeon finder groups. For today's Daily Grind, we'd like to know how you feel about the wham-bam-thank-you-ma'am-don't-talk-to-me-just-kill-the-boss mentality that's showing up with greater frequency in current-gen MMOs. Do you blame the dungeon finder? Do you care? Every morning, the Massively bloggers probe the minds of their readers with deep, thought-provoking questions about that most serious of topics: massively online gaming. We crave your opinions, so grab your caffeinated beverage of choice and chime in on today's Daily Grind!

  • Dungeon finder, vote kicking hotfixes on the way

    by 
    Anne Stickney
    Anne Stickney
    02.17.2011

    There's a new group of hotfixes on the way, and along with the hotfixes come a number of changes to the dungeon finder and vote kick tools. Community Manager Bashiok released a post detailing the changes, which will take realm restarts to implement. In other words, we'll likely see these changes go into effect after next Tuesday's maintenance -- unless, of course, Blizzard pulls the servers down before then. It's Blizzard's hope that these hotfixes will do a little to address poor behavior and unfair group kicks in dungeon finder groups. Bashiok We're making a number of hotfixes to address use of the Dungeon Finder and vote kick tools. The following hotfixes will require realm restarts to implement, which are likely to be next Tuesday's weekly maintenance. Players who are outside a dungeon for more than a few minutes are now immediately able to be kicked. If queuing as a group with a tank or healer, and the tank or healer drops group (or is kicked) soon after joining, those that queued with them will also be removed from the dungeon. If three or more players group queue with each other it will require an additional vote for them to kick anyone they did not group queue with. If a group queue of 4 kicks the one person that they did not group queue with they will each receive a more severe penalty to their ability to initiate future kicks. If someone initiates a vote kick for someone they group queued with they will not incur a penalty to their ability to initiate future kicks. With these changes we hope to reduce some undesirable behavior and annoyances, and encourage greater patience when using the Dungeon Finder. In addition, keep in mind that both initiating and agreeing to vote kick have always carried the same weight to your ability to kick in the future. It's always best to save your votes for when it really counts to ensure your ability to kick is available when it does. We'll of course be watching how these changes work to improve these systems, and always appreciate your feedback. As these and other hotfixes are implemented, they'll be added to the hotfix blog - http://us.battle.net/wow/en/blog/2259389#blog source World of Warcraft: Cataclysm has destroyed Azeroth as we know it; nothing is the same! In WoW Insider's Guide to Cataclysm, you can find out everything you need to know about WoW's third expansion, from leveling up a new goblin or worgen to breaking news and strategies on endgame play.

  • Breakfast Topic: How was your first Cataclysm heroic group?

    by 
    Alex Ziebart
    Alex Ziebart
    02.11.2011

    This Breakfast Topic has been brought to you by Seed, the Aol guest writer program that brings your words to WoW Insider's pages. My grinding had finally paid off: i329, and I was ready. With a trembling hand, I moused over "Random Cataclysm Heroic." I clicked. I had heard the rumors and the tales of woe. Guildies had warned us all of the terrors that lie in the heroic PUG. I gulped and settled in for my long DPS queue. In the middle of killing some Cultists in Twilight Highlands, the dungeon popped. My heart rate doubled. I zoned in to Blackrock Caverns. I knew right away that we were in trouble. The DPS consisted of two mages and a hunter. We wiped on the first pull. Slowly, we made it to Rom'ogg. We cleared the first part of the room, and the tank pulled Rom'ogg. And the healer pulled the rest of the trash. We wiped. We came back to try it again ... and the other mage's Mirror Image pulled the rest of the trash. The tank dropped group. The next tank joined us, announced, "I hate coming in on a wipe," and then called me a Very, Very Bad Name (not to be confused with your Average Garden Variety Bad Name). I determined that I paid my $15 a month to have fun -- and split. What was your first Cataclysm heroic experience? Was it a complete disaster, or did you miraculously pull an awesome group?