115294-feedback-what-i-would-like-to-see-changed

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This was the best thing Blizzard ever did for Naxxramas. Less than 5% of the Vanilla population got to see that content. This allowed people to see the content as it was meant to, not hide it away between attunement gates. Content with 20 people can be just as challenging (if not more so) than content with 40 people. It all depends on how they tune it.


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No, it was one of the worst things. They took something that everyone who did it looks back fondly on, and converted it into something that people gloss over in the history of WoW Raiding. Naxxaramas was ruined. And the fact that it got 5% was amazing. It was only there for one patch right before the expansion. If it was given more time, a lot more than 5% would have seen parts of it because there were tons and tons of guilds in MC, BWL, AQ40 that were still working their ways up.

And a lot of people can't handle raiding with less than a certain ping, does that mean they shouldn't be able to get loot from certain raid challenges that require quick reactions which they can't do? I mean, there is a bigger argument for them getting the loot since it is something they can't control whereas how many people you recruit is largely in your hands.

I wonder why people play MMO's when all they want to do is play with only a few people. It is Massively Multiplayer Online game. Not 3 people being grouped together online game.


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{| style="width: 100%;" OMG THE COLORS!


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I'm not the person who can really answer the "Why" just pass along feedback and arguments for why or why we shouldn't allow them. I think you've brought up some great points that should be taken into consideration.


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Please please please bring back shrooms as well. They where such a fun addition to something that is rather dull.


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What exactly is the harm of allowing crafting mats to stack to some arbitrary large number in the trade bag? It's just an integer in the DB. I have dozens of stacks of mats in my bank and it's really one of those things that just feels pointlessly annoying.


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Technically speaking it isn't quite that simple. It isn't just an integer in the database because your crafting satchel is stored in a highly compressed format; this is how we get away allowing you to have so much extra inventory space because it is essentially free from a disk storage perspective. Changing stack sizes on things means changing the compression method which is work. Work costs time and effort which you can always argue could or should be spend on fixing X, Y, or Z instead. This isn't to say that it won't be something we do, it very well may be. I am just trying to give more visibility into why it isn't as simple as "change an integer",


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Very cool insight into how the game works, and a quite clever way to decrease the footprint of the crafting satchel. I was thinking in SQL relational dbs, and in that context my argument made sense. I read somewhere that power cores are going to be in the trade bags at some point in the future, which seems like it would also require a rework of the algorithm. Could stack size be changed on the same pass?


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