raid-ids

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  • The pros and cons of extending raid lockouts

    by 
    Matthew Rossi
    Matthew Rossi
    04.20.2011

    All through Wrath of the Lich King, I raided in a hardcore progression guild for 16 hours a week. We ran 12 hours in 25-mans and another three or four a week working on hard mode 10-mans. A lot of it ended up feeling like clearing content to get geared up to clear the exact same content but with more bells and whistles (especially Trial of the Crusader, where we often ended up doing the same raid four times a week). So when Cataclysm came out, I shifted to a more casual, purely 10-man, six-hours-a-week raiding schedule with a new guild. For the most part, it's been pretty great, but one aspect of it is that with two hours a night, three nights a week, it can be a challenge to get through the farm content fast enough to get to the new bosses, especially once most of an instance is farm content. Even when you know all the fights and can burn through them, five bosses can take a lot of time to get knocked out in order to get face time on a new boss. One of the innovations of Wrath of the Lich King was extending raid lockouts. What this allows you to do is to skip the bosses you already have on farm by, in effect, picking up where your last raid left off. Cleared everything but Nef last week and needing to work on the new encounter? Now you can just start up with everything you killed last week still dead. What could be the problem, you ask?

  • In the category of "finally": Raid ID confirmation windows in 3.1

    by 
    Michael Sacco
    Michael Sacco
    02.27.2009

    The 3.1 PTR has brought a lot of wonderful quality of life improvements, but here's one that players and GMs alike will undoubtedly appreciate more than a lot of them: you finally, finally get a confirmation window when you enter an instance that would lock you to it. You get the option to accept the lockout and stay in the instance or leave the instance and save your ID for later. You have 15 seconds to make said choice. This means no more getting screwed out of heroics by some idiot who forgot he already ran Violet Hold today or any other of the myriad ways you can lose your ID for the day (or week). It's about time. Our good friend BRK found this feature without even realizing it, as WI reader Brandon Tilley discovered it in BRK's screenshots of a PTR raid last night. Thanks for the heads-up on this exciting change, Brandon, and way to miss the boat, BRK! Patch 3.1 brings us Ulduar, dual specs, significant changes to all the classes, and more! We've got you covered from top to bottom with our Guide to Patch 3.1.

  • The pros and cons of raid IDs

    by 
    Mike Schramm
    Mike Schramm
    02.11.2009

    Freya recently posted a plea on the forums: Please, Blizzard, get rid of raid IDs. Raid IDs were put in the game as a way to make sure the best loot in the game didn't flow freely: rather than just running endgame raids over and over (and over), Blizzard put a hold on just how much one player can run them. If you get saved to a raid ID, you're usually out of that raid until things reset on Tuesdays. But there are lots of issues -- at this point, agrees Zarhym, it's too easy to get saved to a raid. It's lame to jump in on a PuG where you do one boss and then the group breaks up for the rest of the week, and it's even lamer to have your raid ID ninja'ed by a few folks who decide they want to disband the group early. The mechanic is important to keep around, though -- if you think it's too easy to get endgame gear now, just think what things would be like if people could run Naxx or OS daily or even hourly.But the actual saving is an issue, and one that the developers are working on -- they're planning on making it so that you would only be saved to an instanced when it's partially or even completely cleared (though that too would likely spread a little more loot around than wanted -- people would run the instance until the last boss and reset it to do it all over again). We'll have to see how this pans out.