Moving between companies is a great way to promote your career

In a post on Slashdot SirBruce explains another reason why the industry is fucked up.

Moving between companies is a great way to promote your career.

Consider that a huge team of people worked on WoW. Now, Blizzard is quite happy, and probably wants to keep the lead designer, producer, etc. to keep working on the live team, the next expansion, etc.

But what if you’re one of the assistant designer? Well, unless Blizard decides to start making another MMOG, you’re probably out of luck getting promoted to a lead design position. But other companies will have lots of MMOGs in development and need lots of lead designers. Same goes for producers, QA, writers… the list goes on and on.

Blizzard, meanwhile, will probably put a lot of the money it makes from WoW into more non-MMOG titles. Okay if that’s what you want to do, but some people want to work on MMOGs specifically.

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[WoW] Hunter Shot Cooldown Explained!

Hi all, this motive, the lead QA tester for WoW. I have some information regarding the Hunter spell cooldown bug that will hopefully set the record straight once and for all. I will basically provide information regarding how the spell worked in 1.4.2 (and previously), how it worked in 0.5.0 (in its broken state) and how it is going to work now.

As you all undoubtedly know, the special Hunter shots all have cooldowns associated with them that are displayed in their tooltips. I will refer to this value as C below.
As you also undoubtedly know, every ranged weapon has a unique weapon speed. I will refer to this value as S below.

How cooldown was calculated and displayed in 1.4.2
In 1.4.2, the client displayed a different cooldown than the server actually enforces. This is a bug, and the calculations were as follows:

The client pulls its displayed cooldown as exactly C, the cooldown of the spell as listed in its tooltip.
The server calculates the actual enforced cooldown with the formula: (C + S) – 500ms. (The extra 500ms is subtracted from C + S to account for latency and is done with all spells, not just Hunter spells)

For Example, Aimed Shot with an advertised cooldown of 6 seconds using a 2.0 attack speed weapon was calculated as follows:

Client Displayed Cooldown = 6.0 seconds
Server Enforced Cooldown = 6.0 + 2.0 – 0.5 = 7.5 seconds

This may explain why a lot of people noticed that hunter shots used to sometimes display a “Spell not ready yet” error if they were attempted to be used again before this “invisible” 1.5 seconds of extra cooldown time had not passed on the server.

How cooldown was calculated and displayed in 0.5.0 (broken)
In 0.5.0, the client was told to match its cooldown display to what the server was actually enforcing:

The client calculates its displayed cooldown with the formula: C + S.
The server still calculates the actual enforced cooldown with the formula: C + S – 500ms.

For Example, Aimed Shot with an advertised cooldown of 6 seconds using a 2.0 attack speed weapon was calculated as follows:

Client Displayed Cooldown = 6.0 + 2.0 = 8.0 seconds
Server Enforced Cooldown = 6.0 + 2.0 – 0.5 = 7.5 seconds

The problem here was that even though the server did not actually enforce any change to the cooldown time, adding the weapon speed to the cooldown time caused the client to not allow the user to cast the spell again, even though, if it had, the server would have let them do so. Not only did this change make the cooldown timers FEEL a lot worse because they were now visible on the client instead of just server-side, on top of this, the lack of the 500ms latency grace period made Hunters actually fire slower than they should, and decreased DPS. This was obviously a bug that will be fixed in the following manner.

How cooldown will be calculated and displayed in 1.5.0 Release
We are fixing both issues described above. In short, we are removing the weapon speed addition to the cooldown on both the server and the client.

The client pulls its displayed cooldown as exactly C, the cooldown of the spell as listed in its tooltip.
The server calculates the actual enforced cooldown with the formula: C – 500ms.

For Example, Aimed Shot with an advertised cooldown of 6 seconds using a 2.0 attack speed weapon will be calculated as follows:

Client Displayed Cooldown = 6.0 seconds
Server Enforced Cooldown = 6.0 = 5.5 seconds

In other words, Hunter DPS will increase slightly as a result of the cooldowns of all of their special shots actually decreasing by their attack speed. The fact that weapon speed was added to these cooldowns was never intended behavior. We designed the abilities around the cooldown being what the tooltips have always claimed. The only spell that will still display the weapon speed in its cooldown is Auto Shot.

The last calculation above looks incorrect, but it is important to note that the fact that the server enforced cooldown is less than the client displayed cooldown is irrelevant. The user is still not able to actually cast the spell until the client-side cooldown has elapsed.

As an additional note, none of the information above takes quiver/ammo pouch weapon speed adjustment into consideration, but for those of you who want to know, that information is subtracted in the following manner (using the same terminology as above and assuming we’re still adding S to C in the original bugged system):

(C + S) * (1 – RangedHaste%)

Assuming a 6 second Arcane Shot cooldown, a 3.5 speed weapon and a 15% ranged haste quiver the cooldown would be:

(6.0 + 3.5) * (1.0 – 0.15) = 8.075

I hope this clears up any confusion that the last few days have caused. Feel free to post any questions you might have about anything that I have outlined above.

Latest Blizzard Happenings – 1

The first well-known news is the result of a communication breakdown (within Blizzard). One of those that are becoming “the norm”. Caydiem announces on the official forums that the discovery of a nasty bug related to the Hunter class won’t lead to a fix in the next patch because they ran out of time and they need to rush the patch out as fast as possible considering that they are still way behind the schedule:

Here’s where it stands as of tonight, folks.

What is it?
There is a bug in 1.5 that adds ranged weapon speed to the cooldown of Multi-Shot, Arcane Shot and Aimed Shot.

This is a bug that will, unfortunately, go live with the 1.5 patch as it stands. It is currently slated to be fixed in 1.6.

Why can’t it be fixed before it hits live realms?
I completely sympathize with you on this subject and understand that you never want this bug to see the light of day. I agree with you. However, this patch has already been delayed quite a bit and we cannot delay it any further; there are several other bug fixes that need to go live as soon as possible, and there are international concerns as well. If we delayed patches every time a bug was found, they would never be released.

Can’t it be fixed before 1.6?
1.6 is probably not three months away like some of you seem to believe, but it is still a ways off. There is a possibility, however, that this might be fixed before that.

Which was further edited to add:

I have taken your feedback on the issue to the development staff tonight, pleading your case. I’ve explained that this is a PvP feature patch and this bug can potentially be devastating to Hunters in a PvP fight. I am, basically, pleading your case before the court. I will do everything in my power to see if I can get this fixed in either a hotfix, or failing that, an emergency patch like 1.5.1. I can make no promises, but I am using everything in my arsenal for you.

Is this… diplomacy? Why a community manager needs to go wake up the devs sleeping on their bed of money, dreaming of money hats and EXPLAIN TO THEM why a bug could break the game and why it’s not even possible to expect that the community is going to swallow it without a bad, very bad reaction?

The point here is that NOONE knows what the fuck is going on at the exception of the players. The developers know nothing, the QA teams know nothing and the community managers know nothing. Well, aside that “the community is angry”, which is, in fact, their duty. This reaction was obvious, you cannot break a class and openly say you just do not care (or do not see the problem) without getting a strong reaction. Within minutes the topic was already on all the forums I read as an explicit example of yet another magistral debacle. The protest started to rise till the menace of another Happy Gnome Tea Party that brough to a resentful reaction:

Gathering in protest will do nothing but get accounts banned. I will not tolerate the planning of such on these boards.

Which lead to an even funnier follow-up:

Here’s an honest question for you.

How is it that a gathering of people is a protest in this game? In real life, a gathering of people to protest an organization, such as a strike, normally disrupts the business of said organization to some extent simply by being outside the walls.

Now, clearly, trying to organize a gathering of people to protest the patch, you’re trying to get attention, right? But unlike the real world, the developers can’t really hear you no matter how “loud” you are in game… so then. How precisely does a gathering, a protest, get noticed?

By bringing so many people into an area that it disrupts others’ gameplay.

Your direct goal is to get the attention of Blizzard by holding a protest. Correct me if I’m wrong on this. However, indirectly, said protest is meant to cause an inconvenience on the realm, which disrupts the playtime of other paying customers and is an actionable offense.

Is that clear?

No, it’s not. It’s exactly because you cannot tolerate a protest and because it damages your service that it represents an efficent way to get the attention from devs. Which is exactly what happened (as we’ll see in a bit).

After few hours of angered reactions Caydiem posted a precisation that was going to transform the whole issue into a big laugh against the community itself:

This is false — the cool down for Aimed Shot, Arcane Shot, and Multi-Shot is not increasing in patch 1.5 –- it will remain the same. The bug that adds weapon speed to the cool down of these abilities has been in the game since launch. The reason this bug remained hidden for so long is that the tool tip and client side cool down timer were not showing the increased cool down. An unrelated addition to 1.5 corrected the visible cool down timer on the client, and that’s how this bug was discovered.

Please note: the current Hunter DPS will not decrease because of this bug! This bug has been active since day one, so Hunter DPS will remain the same. When this bug is fixed in an upcoming patch, Hunter DPS will actually increase.

“You goons, the world isn’t ending already. You were bugged since release and you didn’t even notice about it. So you are going to get angry now and plan in-game protests which would lead to your accounts banned? Hahahaha”

But, as I said, the devs, QA teams and community managers know nothing about their own game and the implicit sarcasm was going to backfire spectacularly again: the new percisations from Blizzard stating that “there is no spoon” were readily demonstrated as lies through compared videos taken on the test and live servers. Refute this, now. Who is right?

After those “proofs” Blizzard couldn’t defend anymore their point and the legitimacy of what they stated. It’s again one of those cases where the credibility goes down. It’s time to backtracking, admit the faults and …change the plans. Because they changed:

Due to all of the feedback we have received, and thanks to Caydiem, we will be working to resolve the hunter cooldown bug this patch. Unfortunately, that means bad news for us here, as it leads to some extra overtime (I didn’t have much planned anyways :P). Thanks for all of your patience in regards to this matter.

The fun part is that the message was edited, shortly after, into:

Due to all of the feedback we have received, and thanks to Caydiem, we are going be working to resolve the hunter cooldown bug. Unfortunately, that means bad news for us here, as it leads to some extra overtime (I didn’t have much planned anyways :P). Thanks for all of your patience in regards to this matter.

Magically removing the two important words: “this patch”. Which lead to another loud protest (with extra-flames) and more precisations:

The reason that was removed is because we don’t want to promise anything, and Hortus unfortunately overstepped his bounds a bit on that post. They’re still working overtime into the weekend and we’re still striving to get it fixed as soon as possible, which we certainly hope to be this patch. At the same time, if we promised it by this patch — which the original post still didn’t do, but most people were taking it that way — there would be further cries of “lies!” which we’re trying to avoid. Because everyone was taking it as a promise, that bit was removed.

We are committed to fixing it prior to the patch going live, but I’m not promising anything. Let’s go into why.

This should be a simple fix, but if for some reason the fix manages to break several other key systems, do you believe we should go live with the patch anyway? If it made people crash upon login, for example? We absolutely want to fix this for 1.5, make no mistake about that, but at the same time we’re not saying “Yes!” until the fix goes through QA thoroughly.

Is that understandable?

It’s fun how the stance moved from a pretext “if we delayed patches every time a bug was found, they would never be released” to “we absolutely want to fix this for 1.5”. What happened in between to justify this turnover? The community, clueless devs, horrible inside communication. Blizzard IS at loss. If we didn’t have the players themselves gathering *the facts* and *forcing* the community managers to deal with this, nothing would have been acknowledged and the patch would have been pushed live with the community itself mocked.

This just destroys the faith on the dev team. It’s not tolerable that the players need to demonstrate how the game works and where the problem are to the devs. The first precisation written by Caydiem where the whole issue seemed to vanish into just a misunderstanding wasn’t a mock toward the community filled with goons. It was a mock to the devs that had a bug since release without even knowing about it. It is a critical point, it’s about a trust. All these games are founded on trust since you cannot be aware of what is going on. You cannot suspect about a bug behind every corner and it’s not a duty of the players to demonstrate (over and over and over before an acknowledgment) that some feature is broken.

If this happens on some glaring mechanic like this example, what about the rest? How can a player have trust in the system? At the moment, on the live servers, one of the basic skills of my warrior is bugged. The “Battle Shout” is supposed to increase the attack power of my group of 191. I spent five talent points to get a 25% increase that shows in the tooltip (so it goes to 239) but whenever I use the shout the active icon just reads 191. The devs have stated that this is an UI error and that the bonus is properly considered by the system. How can I trust them on this now? How can I be sure that the points I spent to potentiate the skill are counted properly for all my attacks and the attacks of the players in my group?

What happened these days should not be underestimated. It underlined serious communication problems inside Blizzard, noone was able to figure out the precise behaviour of this bug in a matter of days. The community managers have zero powers, the QA teams have an insane amount of work and cannot think straight and the developers (or what is still left of the original team that wasn’t moved on another project or even a brand new company) cannot figure out how the system is supposed to behave. This shows a good amount of “burocracy” and horrible integration between the parts. It’s a loss of time and efficency. The structure is simply not appropriate for what their are doing in a similar way I commented on the FoH forums after the very first comment from Caydiem that originated all this:

Unfortunately this is something that you cannot rant about. They cannot do much about the pace of development and I’m sure they are doing their best to optimize the margin they have (after the fleeing devs and everything).

It’s also something I saw coming about a year ago.

The fact is that Blizzard is (was) a wonderful company to build up games and release “when done”. But ‘when done’ was a loose term. The quality of these games is set in a single point: when they are released. So the standard of quality is just something about a proper release. They could slowly build (and Blizzard has ALWAYS been awfully slow, to the point of releasing even obsolete technology) the game at their pace and finally release it when it was complete and matching their standards.

A mmorpg is a completely different thing. Not as a product, but as a development cycle. Throughout the whole development Blizzard didn’t change their process and kept developing WoW slowly, on the long term and without a defined release date.

This worked and in fact they were able to release a wonderful game under many aspects but the truth of a mmorpg is that the development *starts* at release. Here the quality depends on time and efficency. It’s about what you can do in a precise time span, how you fast you can parse and react to feedback and how you can shape the game at a radical level without spending again years to get to the point.

All these are “brand new” elements to Blizzard. Because a mmorpg is never finished when they were also releasing “closed” products, because now the time is the first variable when they always had the luxury to not consider it and because there’s a direct involvement with the community that they never had before at this level.

Now it all depends on the “commitment”. On how much Blizzard is disposed to sacrifice their old (and consolidated) model to completely focus on another business model and one game.

The same that they admitted (albeit in a “positive” way) in an old interview:

We’re used to these nice, finite, closed-ended games that we can power through, put on a shelf, go home and sleep for a month. This is just a completely different kind of monster

“Growing pains”.

They are still stuck with an inappropriate model of development that is just making the game heavier than what is necessary. It’s about the same problems deep-rooted in the bad communication between the devs and the community and that will be another topic to write about (if I have time – if not just go over to Krones, that’s what I’ll try to comment).

About the specific hunter issue the truth seems to be that the bug really existed since release. The different behaviour on the Test server introduces a further delay on the skills because the UI is now aware of the bug and is applying the new delay on top of the previous one. Basically they managed to stack and overlap the same problem twice.
(complete explanation here)

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No more Battlegrounds discussions around here

This time it’s not about a design reason. As I was already suspecting the Alterac BG is inaccessible without broadband. I just logged out the Test server with a ping above 6000ms. The BG hosts a maximum of 40 vs 40 players and while I was in the BG was something more 15 vs 15. Even with this reduced number I could just stare in the middle of the action and move around without being able to attack or affect in any way what was going on.

I made sure that it wasn’t the server itself lagging by talking with other players and they said they didn’t have any problem. I checked the badwidth usage and it was, indeed, filled up completely even without the battle going on the screen.

Broadband is rather common nowadays, but it’s not available here. Since this part of the game will be inaccessible for me I’ll just put it aside and stop discussing it. Just for these personal reasons.

I had some other things to say but I guess I lost the motivation.

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Mythic aims to redefine the way you look at combat

Ahahahahah.

Okay, after the good laugh, let’s see what Mythic’s Lepidus cooked up this time:

The first thing players notice in Imperator is that there is no auto-combat. If you wish to attack an enemy, you need to select an attack. As you fight, you lose energy and gain focus based on what feats you choose. The various combat moves work off one, or both of these things. This combination ensures players need to pay attention and strategize their combat. For example, do they wish to work the whole fight and build up to one giant pay off move that zaps all their focus or would they prefer to play it safe, and use more, but smaller moves that use only a portion of their hard-earned focus?

The first thing to notice is that there are very good possibilities that Imperator’s combat won’t make sense similarly to SWG. If you have a weapon in your hands in real life, your “gameplay” options are along this path: decide to spend some time to aim, shoot more bullets with less precision, aim at the arms, aim at the legs, aim at the head, take cover in order to not get shot too easily, try to snipe without being seen, organize a barrage fire to cover someone, shoot at a tactical target like the tyres of a car, choose your weapon to boost or penalize one of these factors and so on. Imperator seems, instead, to borrow directly what happens in all the current mmorpgs: special attacks, sparkling effects, auto-targeting and so on. The point is that nothing of this is appropriate, nor makes sense. A weapon is supposed to shoot only in one way or a couple of different modes, it’s the direct use of it that should determine the gameplay without unlocking illogic fire modes and combo effects. Yes, it is possible to have a believable tactical combat but not by cutting and pasting the combat system and styles used on every other mmorpg (and then bragging about how the game is innovative). Believeble tactical elements are aiming, timing, taking cover (so the environment), the use of Line of Sight, stances, position in the space etc… A ranged weapon, in general, is supposed to make holes into peoples, not to spurt ten different types of lasers, root the target, make it run around randomly, turn it into a frog and so on. Right now nothing is exactly clear but, asa I said, my impression is that the direction is aimed at something completely illogic and awkward (beside being a direct copy of what everyone knows already).

The second point is that the system is blatantly copied from World of Warcraft. The use of a bar that builds up as you fight (focus) is the exact copy of the Warior’s “rage” in WoW, mixed with an endurance bar (energy) typical of every other game. The problem is that, as it always happen, Mythic copies again an idea without understanding where are its qualities. A bar that builds up as the combat goes on, instead of decreasing like the classic implementation, allows the combat to be more exciting and directly fun (discussed here about a year ago). Quoting myself:

“Having a bar decreasing means that you are loosing possibilities, in WoW you have the opposite mechanic. The more you fight and the more the game gives you possibilities. Fighting opens the gameplay instead of closing it toward a death (your or the one of your enemy). The combat gameplay nourish itself, the fun brings more fun and your actions open more paths to choose. If you represent the combat like an algorithm, you’ll be able to see that SWG or DAoC work as a “tree” diagram where the “branches” are the beginning and the “trunk” the end. WoW transforms it so that you start from the trunk, and then you develop possibilities and strategies. If you die, you do it in a “possible-otherwise” state. If you die in DAoC, you do it in a “destiny-has-choosed” situation. And this brings *directly* to frustration. While WoW brings fun, possibilities, strategical depth and a whole better general feeling.”

The merit of the “rage” system in WoW are obvious. The combat opens up as you fight, so you are pulled into it to enjoy it. While Imperator will borrow this mechanic, it will also inhibit the result by enclosing the possibilities within “Yet Another Bar” that is just the well known fatigue bar. What’s the purpose of this? Recently we were discussing basic design principles along with Raph Koster and we agreed that one of the most important point is to reduce the use of the User Interface. One of my considerations is that “twitch games” are probably popular just because the gameplay is more direct instead of being filtered through an UI. Something similar happened to SWG, in the recent Combat Upgrade they felt the need to ditch the three power bars simply because they players couldn’t relate to them. Looking at bars isn’t fun and alienates the player. So they consolidated the tactic into something more direct and more easy to parse.

Now lets count the bars that will be used in Imperator: health, energy and focus. Three. What’s the need of this? How this could produce a direct type fun when it evocates another complicated system hard to recognize and control and completely detached from the environment itself? This brings back to what I wrote above. A ranged combat should found its gameplay on other, more direct, elements. Elements that would require a different approach instead of cloning the combat system of every other mmorpg, which would produce a result that could go nearer to the title above without sounding like a joke.

Another goal of the development team is to do away with the artificial nature of MMORPG combat where you are told what happened, and thus what to do next. They have augmented text spew like â

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A power-gamer hand-job

From WoW’s official forums, a well written rant:

The more I play on the test server the less I feel like continuing to be a WoW subscriber. The battle grounds are a half-assed CS\UT\Q3 meets EQ attempt missing what Mythic did so well with DAOC. The objectives are silly and have no real involvment with the world or the story. To use an analogy WoW is to RVR and PVP what the Game Boy is to Game Counsoles, fun but in a superfical way.

There is no real sense of epic battle or purpose, it’s like playing counter-strike. Yeah there are objectives but no content to it. The rewards are useless, the honor system is nothing more then a power-gamer hand-job leaving most casual players in the dust (nothing like having a full molten core geared rogue 2-shot your 60 warrior for 5k in damage before the sap even breaks.) and has no sense of Horde vs. Alliance.

DAOC had a wonderful BG system that gave people a track that lead them to the Frontier zones where there was an on-going battle that actually had a purpose. It’s as if WoW can’t make up it’s mind on how it wants it’s PvP system to world. One one side it’s a half-asses PvP system modeled after EQ’s PvP system and the other hand it’s a really piss-poor RvR system based off of DAOC.

People are motived by Goals and Rewards. So are guilds, tribes, and nations. PvP\RvR in WoW has no real rewards except for sub-standard gear with the exception of the top 5% of the customers. By Blizzards own admission the way the PvP rewards work until you hit the top 10% or so you’re not going to get much in the way of rewards.

Yeah they’re going to add more content. Yeah in 6 months it will be better, but we need new customers coming in now and most quit now before hitting level 30 because they can’t exp in contested zones. 60’s are leaving in droves it seems from bordom. In the guild I am in we have 40+ 60s, half don’t bother to log in anymore as once you hit 60 there’s nothing to do except what? Farm MC\Dragon and kill the same people over and over with no outcome to the RvR except what? CPs? BFD. Most 60 have better equipment then the high end RvR guild and who wants to farm CPs? People had to farm to get to 60 now they have to farm to get CPs? Try some goals, there needs to be s sense of adventure to keep players interested. The path Blizzard seems to be taking is supposed to appeal to a broader base of players and casual players but there’s nothing to show for it. CPs? BFD. Where is WAR between the Hoarde and Alliance? Where do I go to see 60 horde seiging a castle and leaving it in rubble? Where is the razing of Tarren Mill rather then a non-stop teeter-totter match where no one wins?

Perhaps that’s the issue both in the game and in life; we’re so busy trying to make everyone winners that we lose the excitement and drama of winning and losing. Not to sound like a film major but where is the drama in WoW with this giant battle? I really hope RvR can pull WoW out of it’s decline (Quality Wise) with this many subscribers I hope WoW does not end up the greatest MMOG (There is 0 Role-playing in these games, drop the R already…) FAD in gaming history.

I promised to give WoW a chance till the BGs went live and I’m holding to it but so far there are better choices for online games.

The underline is mine.

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This is PvP

From FoH’s boards:

The purpose of pvping is centrally to hamper the progress of your enemy. Take their camp out or take their camp over, make them run back to their corpse, lose time, stop levelling, screw up a quest, etc.

That is *real* pvp.

When you are a level 38 hunter, and my level 60 warlock comes up to you, I’m not just going to kill you. That would be pointless, a waste of mana on my part for the insignificant benefit I would receive. Instead I am going to kill your pet. And then spend the next 10 minutes using a succubus to chain mez you as often as possible unless of course I can just fear you into a bunch of mobs where you take a durability hit.

Or you can save both myself and yourself a bunch of time and every time you see me, just feel free to pull into a bunch of mobs onto yourself and suicide.. It will make the whole process go so much quicker.

Don’t like it? Play on a PVE server you fucking bluebie.

Here is a newsflash for you. Getting a level 38 hunter to quit the game or reroll onto a different server would be the best possible thing that could happen to me. He happily goes off and can level in peace on a PVE server without fear of getting ganked, and I don’t have to deal with his writing TOOO fucking long posts about why PVP doesn’t have a point and is just worthless ganking like what you write.

But that’s usually isn’t what happens. He remembers my name, not just as the level 60 person that ganked him in a split second or as the level 60 that let him live that one time he was xping in the badlands, but instead as the level 60 warlock named Antarius in the guild Minium that harassed him for a good 10 minutes straight. When he gets to 60 he is always going to have a grudge against me. He is going to hate me, he is going to hate my guild, he is going to kill or at least attempt to kill any of us every time he sees us. He will tell his friends about us.

Fuck the thread on this forum about lack of community building in wow. Come roll an alliance character on my server and I’ll show you what a friendly loving community is all about as I sit on your corpse and pass messages to you in AIM about how much you suck.

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