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Old 04-06-2006, 09:24 AM   #16 (permalink)
Surlok TP
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The comments suggesting WoW continue to borrow good ideas from other games are kind of redundant considering that the foundation of the game is basically taken from one game or another...
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Old 04-06-2006, 09:25 AM   #17 (permalink)
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Quote:
Originally Posted by Lenardo
who say's its limited?


who's to say that they cannot increase the number fairly easily if and when more than 12 keys are in the game?

I have a full 16 slot of keys, so, uh...


edit before the tard flames: there are certain items that aren't dungeon keys, there are others that aren't literal keys but "access granters" like the mauradon staff.
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Old 04-06-2006, 09:27 AM   #18 (permalink)
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Quote:
Originally Posted by Deathwing
OMG, Tigole is posting. First off, kudos on implementing a good idea. Better late than never.

Can you guys fix Unbridled Wrath before 1.11? And is Onyxia supposed to be fearing as much as she was last night? I swear to god, every 5 seconds.
Yes, fucking Unbridled Wrath bug is hurting my new-found Fury goodness. 11% to hit after 1 month of being fury. lol @ Rogues.

Onyxia didn't fear much, but she sure as fuck just randomly picked who she wants to go after in phase 3. I held solid agro on her for all of phase 1, burned an entire rage bar, popped a mighty rage pot and burned another entire bar of rage on her during the transition. Who did she go after? One of our warriors that used a level 7 green sword as a joke. I fucking hate that mob.
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Old 04-06-2006, 09:30 AM   #19 (permalink)
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The fact it's going in is great, as to the limited number of slots as long as it accomodates every key in the game currently wit ha little extra room who cares?

If an expansion comes out requiring more than 12 total keys they can expand it easily enough. From a programming standpoint why would you make an object with unlimited potential size. Could lead to issues and goodness knows there isn't any need to open up any new ones.
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Old 04-06-2006, 09:30 AM   #20 (permalink)
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One of our guildmates sent a ticket about onyxia and the GM actually responded fast and confirmed that it is *still* broken. when we downed her he congratulated us on beating a broken encounter that is difficult.

Irony abound, but besides that it isn't difficult when you win, it is that the deep breaths are random. If you DPS burn and "deep breaths / fireballs be damned" you can kill her with ease, still.
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Old 04-06-2006, 09:32 AM   #21 (permalink)
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BTW: I am not criticizing the whole effort. I may not agree with the way things are done exactly(though I do understand Tigole's point about not alarming a new player), but I am glad there is a keyring.

Hopefully when there are 13 keys to use, the keyring will be expanded easily and with the implementation of that 13th key.
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Old 04-06-2006, 09:32 AM   #22 (permalink)
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Quote:
Originally Posted by Gnome Eater
Is this where I brag about fear ward? ^_^
I'm alliance, as per my signature. Are you going to fear ward the entire raid, every 10 seconds, with a spell that has a cooldown? Tremor totem, if anything, has the advantage here.

We didn't have agro problems, but she was being stubborn to being positioned correctly. Our main tank was complaining that she wouldn't move half the time.

Oh, fix shield spec too. Can't very well complain about one busted warrior talent and not the other.
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Old 04-06-2006, 09:35 AM   #23 (permalink)
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Quote:
Originally Posted by Tigole
I understand your point of view as a high level player. But you need to consider what the UI looks and feels like for someone who has never played the game before. The slots scale up for the simple reason of not overwhelming a new player with interface they won't have the ability to interact with for 50-some levels.
What keys can you get at level 10 ?

If your concern was really about the player who is still adjusting to the interface thats fine but this is really the best way to do this? By adding another bag or ui function ? seems counter productive to your goal.
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Old 04-06-2006, 09:36 AM   #24 (permalink)
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Quote:
Originally Posted by Deathwing
I'm alliance, as per my signature. Are you going to fear ward the entire raid, every 10 seconds, with a spell that has a cooldown? Tremor totem, if anything, has the advantage here.
Nah, was just hoping to get some lol team easy lol comment of sorts!
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Old 04-06-2006, 09:38 AM   #25 (permalink)
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12 slots?

-Scarlet Key
-Key to the City
-Shadowforge Key
-Crescent Key
-Key to Searing Gorge(for allliance)
-Prison Cell Key
-Workshop Key

What else? Everything else I can think of is one-use.
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Old 04-06-2006, 09:41 AM   #26 (permalink)
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Quote:
Originally Posted by Kasonic
12 slots?

-Scarlet Key
-Key to the City
-Shadowforge Key
-Crescent Key
-Key to Searing Gorge(for allliance)
-Prison Cell Key
-Workshop Key

What else? Everything else I can think of is one-use.
Skeleton Key (for Scholo)
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Old 04-06-2006, 09:42 AM   #27 (permalink)
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I was sorta envisioning the key ring working like, um, EQ. You know, where after using the key once you could throw it the fuck away?

An actual bag in which I can put my keys seems so Stone Age.
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Old 04-06-2006, 11:18 AM   #28 (permalink)
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Quote:
Originally Posted by Arbitrary
I was sorta envisioning the key ring working like, um, EQ. You know, where after using the key once you could throw it the fuck away?

An actual bag in which I can put my keys seems so Stone Age.
I would have preferred that implementation too, but I suppose if you're limited by space in the future, being able to change out your keys would be good.
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Old 04-06-2006, 11:20 AM   #29 (permalink)
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Remember, managing your bagspace (or keyring space) is a fun minigame and is intended!
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Old 04-06-2006, 11:23 AM   #30 (permalink)
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Originally Posted by Cad
Remember, managing your bagspace (or keyring space) is a fun minigame and is intended!
Thieves! They stole that concept from Vanguard!!!
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