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feature :: wow neverending review pt 2

WoW Neverending Review Pt 2

Matt continues the World of Warcraft Never-ending review from where Yug left off, explaining levels 30 - 60 and going in depth about guilds, raids, mounts and locations.

Introduction : PART 1 ( Page 1 : Page 2 : Page 3 : Page 4 ) PART 2 ( Page 1 : Page 2 : Page 3 : Page 4
There are three Worlds of Warcraft. There's level 1 to level 30, level 30 to level 60, and then life at 60. It's time to take this review into the next step, and since Yug never made it to level 30, Matt is taking it on from here.

My entrance to the 30s started the greatest change to the game for me. I entered a guild. When you get over the early levels joining a guild is not only beneficial but almost mandatory.

The concept of the guild in World of Warcraft is pretty arbitrary. "Guilds" in the real world are a fairly archaic concept, but basically collections of people united by a trade or craft. Not unlike a union now, but for craftsmen, rather than "the workers". World of Warcraft guilds, on the other hand, are united by nothing more than a group of people's desire to ... unite.

There are hundreds of different guilds on any server, and they all have different things to offer the player. In most cases, guilds are allied by common game goals. Several guilds are "Endgame" guilds, for example, allowing only the strongest of the highest levels to join, creating prominent and respected guilds of the most elite and dedicated players. These guilds can often be aloof from lower level players, or even high level players, often leading to criticism of them as "snobby" or arrogant. Some of that criticism is pretty warranted, though personally I've had good experiences with members from even the highest guilds. Membership is strictly by invitation, and they often have quite intense requirements, in terms of commitments of time, etc.

Other guilds are united due to common interests, like their commitment to the Dark Lord Satan, or their non-traditional sexual orientation, or are just arbitrary collections of people, joined by nothing more than the fact that they're in the same guild.

In my case, I was invited to join a guild that was based around Australia, or more specifically the Australian Time Zone. This guild was Oz.







Joining a guild does several things for you. For a start, it gives you a little under your name when you walk around. This lets people know that you are part of a guild, not some lonely unloved orphan, and gives (or takes away) status, depending on the guild.

The other thing it gives you is a new chat channel. In addition to the regular party chat and local chat channels, you now have a guild channel. The main thing this adds is a sense of permanence to the experience. No matter where you go, or what you do, there is always a persistent presence, your guildmates are always around, available to ask questions or give advice. The other thing they're available for is for help.

As the game gets more involved, being in a guild makes a big difference in terms of getting help with some of the more difficult quests, many of which are impossible to do solo. PUGs (Pick Up Groups), which you find by using the "Looking For Group" channel while you're wandering around. Normally that works pretty well, because the quests that are more difficult tend to often have a lot of people looking for help.

Guilds, though, give you another option. You can find someone from the guild to help. Getting help from a guild has two major advantages. First of all, you can usually guarantee the person you party up with won't be a complete moron, not necessarily a given in a PUG. An utter n00b, or an idiot generally, won't last long in any decent guild. If you find you're in one that is full of them, you might want to consider changing guilds. Secondly, you're quite likely to be partying up with someone that you already know and get along well with.







The greatest benefit of Guilds is not the gaming aspect, but the social. Having a set of people always there chatting means you get to know them pretty darned well. The ones around your level you generally end up going on quests with and partying with on a regular basis, and so you often end up with much the same people being with you for a good proportion of the game time.

Being in a good guild gives you the active support of higher level players, who often will sell or even give, good quality gear to active and positive members. They will also step in and help when the going gets rough, and at level 35 or so, having a level 60 along to run you through an instance, etc, turns a hard fought battle into a breeze. This lets you level up much, much faster, and in turn provide a greater contribution to the guild as you advance.

I don't exaggerate at all when I say that joining a guild completely changed the game for me. Being in a supportive and friendly guild massively improves the overall experience of World of Warcraft, not to mention giving you someone to talk to.


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