User talk:Entropy/Archive 25

Dzagonur Bastion bonus
The edit log says you deleted the strategy for the bonus for that mission, and I'm rather puzzled as to why. Have you found a way to get two heroes and the whispers groups to hold two bombards essentially forever but neglected to give the details? That you say the bonus is hard with just henchmen and heroes seems to imply otherwise, as does your claim that the heroes don't handle splitting very well (that's what hero flags are for, isn't it?). If you haven't, then is there some reason why the strategy you posted isn't flagrantly inferior to the one you deleted? Nothing in the previous strategy struck me as exploitive, and the only thing that seems at all illegitimate about the old explanation is using a ritualist in a Nightfall mission--and you didn't delete that part.

I tried the previous strategy twice today, and it still reliably works with just henchmen and heroes. Just for fun, after clearing three bosses the second time, I left to eat dinner, leaving Master of Whispers and Razah to hold the bombard as long as they could. More than half an hour later, they still had it. It's possible that you misread the previous explanation and thus didn't actually try it. If you ever have to help out Master of Whispers and Razah apart from positioning them and the whispers groups before any fighting takes place, you're doing it wrong. Indeed, the entire point of the previous strategy was that you could set two heroes at the start and then ignore that bombard for the rest of the mission. I don't think they can quite hold one bombard forever, but in twelve tries, they've held it long enough to kill the other three bosses without needing any additional help every single time. Quizzical 02:37, 29 December 2007 (UTC)


 * One thing before I start: Drop the attitude, please. I haven't heard such presumptious language since the goddamned Builds section was removed. Your work isn't gone forever, and you are not assuming good faith when you make claims like "you didn't read it", "you didn't try it", "you didn't understand it", "it works for me" (so you automatically /fail nub), "your strategy is flagrantly inferior" (burden of proof lies with the accuser)...etc. I have every right to edit any page that I want without being bombarded with insults over such a trivial issue as a walkthrough rewrite for quality control. Excuse the pun.


 * I didn't delete it. I just rewrote it. The original bonus was a load of crap in terms of being presentable as an encyclopedic entry. It had such errors as referring to oneself ("I", "I'll"), awkward things like "It helps to have a Restoration ritualist, I'll call him Razah, but it doesn't have to be Razah, it can be a secondary Ritualist with 12 in Restoration" (W/Rt, R/Rt, D/Rt, P/Rt, A/Rt lols? People are that stupid, trust me), "Bone Fiends are bad because they trigger Whirling Defense" (wtf? you have no melee attackers anyways, who cares - the point is that they are too expensive, you want defensive minions), a comment that belonged on the talkpage ("The above advice is very good...") although RT fixed that and it wasn't yours, and other problems which made the whole thing unreadable and worthy of a tag for higher standard of quality.


 * Now, I'm not saying that the advice itself was bad - as you can see, I left in some of it, such as taking the westernmost boss first and using a Resto Rit. It wasn't the content itself that I had issues with, just the way the content was worded. In my opinion, it could not be easily fixed in one sitting, so to save the article for now I rewrote it with a similar but slightly different strategy, which I also know works for any half-competent player. It doesn't work on Hard Mode, but neither does yours quite frankly. I can work on improving the previous walkthrough and I will merge the two of them together once it's done...basically what I did was just a temporary measure.


 * Heroes and Henchmen suck at splits, and the flagging system is good but inadequate for many situations. Why? Because you have to manually control everything; placing flags through the overhead map (the radar) is risky when you need precision placement (ie right next to, or behind, the bombards); H/H don't understand how they need to let the bombard handle most enemies (they will chase them); H/H don't understand that it is very important to stand near the bombard to prevent capture or initiate recapture. For all these reasons, plus the fact that humans make this mission a joke for Masters, the bonus is not easy with H/H. If you're a prO at H/H soloing, then it's a different story, but most players are not. "Hard" is a subjective term anyways, and if that offends you then it could be changed to "not easy shit the same way Consulate Docks is" or something. But that seemed a little long.


 * This is the first mission in Nightfall where a solo H/H player will run into real difficulties, a true test of their mastery of the AI. In previous missions, you could keep the entire team together, and little more than Move, Kill, Repeat was necessary for success. You didn't have to guard anything or split the team. Basically, this is the Eternal Grove of Nightfall, though much less stressful. It is a step up in difficulty if you want that Masters. Hell, even Gate of Madness or Jennur's Horde are an easier bonus than this one in terms of H/H mastery needed...and most players use humans or runs for those. It's because enemies rush you in this mission, and you don't have the luxury to sit back and leisurely meander your way through unless you actually brought 3-4 Heroes to leave behind. Good luck with firepower in that case, though...you have, what? Devona, Cynn, Herta? But then you've got no healing. Even in the best case, a human healer and then taking Khim, that is a weak team which will have trouble with a speedy kill.


 * It is not necessary to hold the bombards indefinitely; you are a bad player if you need that much time to take out one of the bosses. If you want to hold two bombards forever, then you can use one Minion Master and two Restoration Ritualists (or the other way round). However you have the firepower problem as mentioned above. If you happened to be running an A/E Locust's Conjure build, that is no problem. But it would not work for all classes.


 * You could attempt to hold one bombard with an MM and another bombard with a Rit, but that won't last "indefnitely" (dinner 30min after three bosses dead? Zomg, you left when there was only one bombard to defend! What an accomplishment!). Unless you're going to run some crazy N/Rt split build with healing and minions together (not specified in your strategy), the MM group will have problems, since there will be no healer. You could compensate by giving that group two sets of Whispers. But, that leaves the Ritualist group with only one Whispers group. And as you well know, they are completely inadequate for anything but being a distraction and bodies. So, the Rit group would have no offense but the bombards, and the MM group would have no healers so any lost Whispers would be a huge blow. Either way, one of those groups is likely to be overwhelmed if you sat back and did absolutely nothing. I don't believe there is a strategy out there, anywhere, that lets you hold two of the bombards truly indefinitely from the very start of the mission.


 * Your strategy involves leaving behind two Heroes and then going to take out a boss. At the basic level, that's exactly what I advocate also. So to be honest, I am not sure where the ferocity of your disagreement comes from. For both of us, we're assuming that the player has some idea of what they are doing, so they kill one boss quickly and immediately and that saves a bombard. After that it really doesn't matter what you do, to be honest...you can go straight across and kill the other three bosses, you can play it safe and go help one of the bombard groups, you can park your team next to one of the others and take a break...once one of the bombards is taken care of, the mission becomes a joke, and strategy becomes almost irrelevant.
 * "Indeed, the entire point of the previous strategy was that you could set two heroes at the start and then ignore that bombard for the rest of the mission." (emphasis added) - Now you are puzzling me. The word "That" implies a singular, one bombard. Are you saying that you should park the MM and the Rt on the same bombard? If you are, then...I'm confused because that is exactly what I said to do also. And you are implying that if you follow your strategy, you can ignore one bombard essentially forever. You can take care of another bombard by immediately eliminating a boss. But then what about the third bombard? From what I'm reading, it will only be guarded by Whispers groups. Those won't last very long at all...hardly indefinitely. So either way, your strategy or mine, the player is required to quickly eliminate bosses so that the bombard held by the Whispers is not overwhelmed. (or, help them out and then advance, either way)


 * If our strategies are so similar, why are we having issues here? I am curious as to your imput. [[Image:Entropy Sig.jpg]] (T/C) 05:19, 30 December 2007 (UTC)


 * Sorry to offend you. I'm well aware that my people skills aren't very good, and was (and still am) rather confused as to what your edit was about.  I did not say that you didn't read it; rather, that you may not have understood it, which certainly seems to be the case from your lengthy reply here.  (And thanks for the reply, by the way.)


 * A rewrite of the strategy that was given is not the issue at hand here. The crux of my strategy was to have two heroes hold one bombard indefinitely, so that you can ignore that bombard for the duration of the mission.  To delete that is to delete the strategy, regardless of what other incidental details are left or rearranged.  You change the strategy to say "have the Whispers groups and your Heroes hold two of the bombards" (emphasis added), but leave no details on how to do that.  If they're holding two bombards rather than one, it's fundamentally a strategy totally different from the one I used.  Unless the whispers groups and heroes can hold at least one of those bombards essentially forever without any attention from any players, it's not at all similar to what was posted before.


 * You say in the article that henchmen and heroes "don't handle splits very well", and above essentially reiterate that. In some cases, that is true.  For the strategy I wrote for Dzagonur Bastion, whatever flaws the AI has regarding splits, they aren't relevant to this mission.  The simple AI of attacking when mobs come close and just standing there when they don't works beautifully in this particular case.


 * Granted, for a player who has no idea what to do, Dzagonur Bastion is much harder than anything in Nightfall that precedes it. But the strategy I posted takes takes of the confusion of managing heroes out of it.  You flag two heroes before combat starts, and never have to flag anything again for the duration of the mission, essentially treating the third hero as an extra henchman (but with a better build)--and with no need to flag henchmen at all, at any point in the mission.  Once combat starts, the hero management is well shy of what I use for, say, Pogahn Passage, let alone something more complicated like Ruins of Morah.


 * Above you say that "you don't have the luxury to sit back and leisurely meander your way through unless you actually brought 3-4 Heroes to leave behind". But the entire point of my strategy was that, after killing the first boss, you do have the luxury to take your time, while leaving behind only two heroes.  A group of six may be a little short on damage, but it's adequate to spike down and kill one boss eventually.  Indeed, if a boss was taking too long, you could go kill just one margonite before returning to save the center bombard, and have enough time to do that repeatedly, and eventually only have to fight a boss by itself.  I would typically take Mhenlo, Kihm, and Sogolon for healing, or drop one of them if I could do some healing myself.  The other slots were for single-target damage dealers.  I used the strategy posted for a run with myself playing as every single class, using no secondary profession skills and no pve-only skills except for Sunspear Rebirth Signet and sometimes whatever Sunspear skill was associated with my primary class.  All but two of those were with only henchmen and heroes; for the other two (I do not recall which classes those were), I helped out some people who were complaining in the chat that the mission was impossible.


 * As for what the leaving Razah and Master of Whispers to hold a bombard for half an hour build was about, the point is, they can hold a bombard with the previous strategy that long without any help whatsoever. An equivalent test would have been to kill the first boss, then sit at the center bombard for half an hour killing whatever Kournans come there, but offering absolutely no additional help at the east bombard.  The reason I didn't do it that way was that being able to go AFK was easier.


 * You're correct that a player shouldn't need half an hour to clear the mission. But my point is that if a player has half an hour if he needs it, he has however much time he actually needs.  Neither your strategy nor the one that mine replaced a couple months ago allows a player anywhere remotely near that much time.  A player may not need well over half an hour, but if he only has two minutes before a bombard falls without his help, that can make master's reward awfully hard.  My experience with trying to get whispers groups and heroes to hold multiple bombards was that they don't buy you very much time--which is why I abandoned that approach.


 * "Are you saying that you should park the MM and the Rt on the same bombard?" Yes, yes, that is exactly my point.  "But then what about the third bombard? From what I'm reading, it will only be guarded by Whispers groups."  Less than that, actually.  The center bombard is guarded by nothing initially, save the three guards substantially in front of it.  After killing the warrior boss, there is plenty of time to come back and save the center bombard before it falls entirely.  From then on, you have to defend that one bombard.  But that means you can leave to go kill a boss, and when you return, only have to save one bombard.


 * Personally, I find it very easy to defend one bombard, if I can ignore all others. What I find much harder is to defend two bombards at once, or rather, to have to defend two bombards while you're leaving to go kill a boss.  If heroes and whispers groups can't hold their bombards for as long as necessary without any help from the player, then the player effectively has to defend those bombards himself or else lose them.  If you're assuming that the heroes are going to die after a while, then even after one boss is dead (indeed, after two bosses are dead), you're still stuck defending two bombards yourself.  If you only have to defend one bombard yourself, on the other hand, you can leave it when you have full control over it and no mobs are on the way, and not need to make it back until it is a small sliver away from being fully captured and destroyed.  If you're defending two bombards yourself, you don't have that luxury:  the perfect time to leave one bombard might be a rather bad time to abandon the other.  Furthermore, if both bombards are near capture when you make it back, if you save one, the other gets destroyed.


 * One final side point. You say above ""Bone Fiends are bad because they trigger Whirling Defense" (wtf? you have no melee attackers anyways".  Well, actually you do have melee attackers:  Vabbi Guards.  The reason you don't want ranged minions is that whirling defense will damage (and perhaps kill) the Vabbi Guards that you need to help Master of Whispers and Razah defend the bombard.  For that matter, the point of having a ritualist (as opposed to a monk) healer there is that Recuperation and Life heal all non-spirit allies, not just party members or a targeted ally.  That gets Razah to heal the Vabbi Guards and Disciples of Secrets quite a bit, whereas a monk hero won't heal them at all.  Quizzical 09:14, 30 December 2007 (UTC)


 * Sorry bout that - my talkpage gets so full that I lose track of things a lot...I was going to respond to this straightaway but didn't "discover" it until just now. :(


 * I think we both started out a bit overly emotional in our debate, so I am glad we have both calmed down a bit. Let me try to explain...On GuildWiki, we have a certain style and formatting for our articles, as well as a standard of quality which we try to uphold. You have seen a dictionary or encyclopedia, of course, haven't you? Wikis ideally aim to be like that - detailed, complete, and professional-looking. The strategy that you had written out was detailed and complete, but it was not professional-looking. So, I replaced it (you are correct, it is not exactly true to say "rewrite") in an effort to raise the quality of the article. I was planning on fixing up your strategy, so that it was exactly the same but more professional-looking...however, it seemed like it would take some time, more than I had at the moment, so I decided to temporarily put up a replacement strategy. It is complete and professional-looking, but I guess less detailed. I had only planned for it to be temporary, though, so I thought no one would notice...anyway.


 * Your strategy plants two Heroes on the east bombard with all the Whispers, so it is heavily fortified. This leaves the West bombard unguarded, but you take care of that quickly. However, the center bombard is...empty. "Indeed, if a boss was taking too long, you could go kill just one margonite before returning to save the center bombard, and have enough time to do that repeatedly, and eventually only have to fight a boss by itself." - Here is my issue. With your strategy, it doesn't matter what happens to the center bombard...only a few Vabbian Guards are left to defend it, and since you are engaging the center Margonites, it will not be captured if you are paying any attention at all and run back in time enough.


 * That's all well and good...you can completely ignore the eastern bombard (it's impenetrable). However, depending on how much killing power you pack, this stragegy involves an unnecessary amount of running back and forth and checking the capture status bar. Our definitions of "extra time" are different. You have an infinite amount of time to save the third bombard...but you will be wasting more time doing the second bombard. You kill one or two Margonites, run to save the bombard, run back and kill some Margonites, save the bombard...repeat...and eventually you can kill the boss and move on. But you always have to defend the center bombard, constantly.


 * In my opinion, while that is probably the "safer" route (unless you are really, really slow on the first boss), I think that you do not need to fortify the eastern bombard with so many troops. Let me explain the crux of my strategy:
 * You flag Master of Whispers and Razah (or maybe Xandra would be easier to get) to the east bombard, and send one group of Whispers with them. As soon as MoW gets some minions up, they'll be fine for the rest of the mission. It is more than enough time.
 * You flag the remaining two groups of Whispers to the center bombard.
 * The rest of the party (one Hero, four Hench, and you) defends the western bombard initially, then moves out to spike the western Warrior boss.
 * ...As you can see, this is the same as your strategy, but I simply split the Whispers differently.


 * Okay. So at this point, you have a choice - you can go kill more bosses if you wish, or if the center Whispers seem like they are in trouble you can run back and help them. Generally, you should have enough time to take out the next boss (center left, Monk) before you need to run back. This is assuming you didn't take spellcasters for damage, because he uses Spell Breaker...otherwise you'll need enchant removal or you are screwed. Devona, Sogolon, Khim, Mhenlo would probably work, although Mhenlo is a trashy healer...but you need that Hero slot.


 * The center bombard will be guarded by two groups of Whispers and whatever Vabbian Guards are near it. These allies will make it so that you spend less time running back to save the center bombard. They can last longer than the Vabbian Guards alone (duh). The eastern bombard with the MM, Rit, and one Whispers group is fine, and unless something catastrophic happened (like - all your minions die from a single AoE spike - but that is extremely unlikely) they will last as long as you need.


 * Your Heroes hold one bombard. The Whispers and Vabbian Guards kinda hold another. So I guess you are holding two bombards. But, it works out fine and involves the same amount of running, if not less, than your strategy. It is perhaps a bit more harrowing, but that's part of the thrill isn't it...for a moderately to skilled player, this strategy should save them time. And it is definitely faster with humans, when you can really get a spike going.


 * The only differences in our strategies, as you can see, is that we differ on the number of Whispers groups to assign to the east bombard. That's all. After that we both run back and forth, killing bosses and saving the center as needed.


 * Technical stuff...Flagging is iffy because you have to set them just right. Not too far behind, not too far ahead, not too far to the left or right. Just close enough to take shelter near the bombard's firing range. To be able to place the flags safely in this manner, you really need to get a clear visual on them. And the only way to do that is to run closer to the bombards. You can't do it through the radar or mini-map, it is too vague. But, the Kournans and Margonites don't wait while you place flags - they will start coming, even when you don't have the Whispers all set up. That is what I remember, and if they changed the mission to allow you real prep time, then please forgive my ignorance.


 * Pogahn Passage and Ruins of Morah require 0 Hero management whatsoever, so I'm not sure what you're talking about there. Those are very simple Follow the Marker - Kill Enemies - Keep NPC Alive missions. Morah especially - that is all about Spike Down Boss Quickly.


 * I said "you have no melee attackers" because your Heroes will be an MM, a Rt, and some kind of spiker who can take care of block anyways (or otherwise hit through Aegis). Whirling Defense is hardly lethal, and it is unlikely that all ten Bone Fiends would target the same enemy Ranger at the same time. I also thought the Vabbian Guards only stayed at the center bombard. In any case, that would just give you another body to use...and to be honest, ten Bone Fiends plus two or three Whispers groups and a Rit Healer...well. No enemies stand a chance against that amount of firepower. Still, we both agree that Bone Fiends are bad to use here. For you it is because of Whirling Defense. For me it is energy management and the fact that you're defending, not attacking, from the bombard.


 * I'm pretty well aware of the Ritualist thing (never disagreed with you there), and that's why I left that unchanged. Although I am not sure I agree that Monks won't heal the allies - they do, but just not very often, especially in battle. Once in a while they do seem to take an interest in them by removing a Hex or something. But Ritualist heal-all spirits force the healing, so they are just better. Also more efficient when healing Minions. [[Image:Entropy Sig.jpg]] (T/C) 09:32, 31 December 2007 (UTC)


 * "You have seen a dictionary or encyclopedia, of course, haven't you?" Sure, but a typical dictionary doesn't make much of a how-to guide, which is what this bonus section is supposed to be.  When I tried to learn Dzagonur Bastion a couple months ago, the wiki walkthrough and bonus on it were pretty useless.  It took me eight tries to get master's reward, finally coming up with the strategy I posted.  I'd much prefer a clearly explained strategy that reliably works, even if the writing style is bad, rather than a professionally written strategy that often doesn't work, though obviously, a well-written article with a strategy that reliably works is better than either.  I don't object to trying to clean up the writeup, but I do object going from one clearly explained strategy that reliably works to zero.  I'm not against having more than one strategy posted.


 * "You kill one or two Margonites, run to save the bombard, run back and kill some Margonites, save the bombard...repeat...and eventually you can kill the boss and move on." It has never come to that for me, even when I was on a character that did little damage myself.  My point is that as a worst case scenario, if someone has really brought too little damage for the mission, my strategy still works, but just takes a lot longer.  I'd much prefer that to a strategy where if you're a little short on firepower, you fail.  In practice, both strategies involve the same amount of running if the group is good.  The difference is that a subpar group can adapt my approach to work with a little more running around, but if the east bombard isn't going to hold up long enough, they can't.


 * A glaring problem with the write-up as it stands is that you don't go into details on where to position Master of Whispers and Razah. If you put them in front of the whispers group, the whispers group doesn't engage the mobs that come, and they fight alone, and die.  If you put them behind it, they sit and watch the whispers group die, then try to defend the bombard alone, and die.  If you send all three whispers groups over, flagging them is pretty easy:  let them go over, look at radar, and plant flags on radar inside the convex hull of where the whispers groups stand.  That might still work with only one whispers group, but whether it does or not, the article needs to say something about the positioning.


 * What can happen quite a bit is that some Kournan Bowmen sit way back and snipe at a group with a big height advantage. If they get rushed by a lot of Vabbi Guards or minions at once, they can die pretty fast and it's not such a problem.  If they only get rushed by a few, they have a lot of time to fire away at one target, and with a considerable height advantage, that gets things killed.  Furthermore, if minions head up to kill the bowmen, they end up fighting the margonites in the area once the bowmen are dead, and the minions die in a hurry with an elementalist boss there.  That sometimes results in Master of Whispers having no minions at all for a while, so you can't rely on always having minions up.


 * "The only differences in our strategies, as you can see, is that we differ on the number of Whispers groups to assign to the east bombard." An immediate corollary of that difference is its consequences.  Under my approach, the east bombard will reliably be held as long as you need, even if you dawdle.  Under yours, it may or may not.  If it reliably does, great, but I'd like to see some testing results before I'd believe that.


 * There's also the difference I refer to above, with you not saying precisely where to flag the heroes. Just somewhere in the general area of the bombard isn't good enough to hold it even with all three whispers groups there, let alone only one.


 * Another difference is what happens just before the bosses spawn. Your article says "leave one or two behind for the Whispers to deal with."  If you kill everything else without significantly damaging the Kournan Bowmen, and then leave those two to fight against only the Vabbi Guards (and no whispers groups), you reliably have plenty of time to set up wherever you want to before the bosses spawn.  If you leave the wrong mobs fighting only the Vabbi Guards, you might get one of the guards killed, the mobs might die and make the bosses spawn before you're ready, or they might stalemate, forcing you to come back and kill them, and be way out of position when the bosses spawn.  It's only a difference of several seconds, and probably not the difference between beating and failing the mission, but every little bit helps.


 * And finally, going way off on a tangent, when I do Pogahn Passage, I flag henchmen and heroes back to pull mobs a bit. That's probably not entirely necessary for an easy mission like that, but that's still more hero management than just letting them run wherever they want.  As for Ruins of Morah, I wasn't able to spike Varesh to dead before being overwhelmed by torment creatures, nor survive Varesh's hefty damage output if I ignored her to kill torment creatures.  It's not hard to fix, of course: flag henchmen out of the way to clear torment creatures a bit until it's manageable (which requires reflagging Morgahn repeatedly since he likes to charge ahead with his short range spear, which pulls Varesh before I'm ready), lock Olias on Varesh with most skills disabled except for Enfeeble and Spoil Victor once she comes, and otherwise focus fire on torment creatures that come, only intermittently attacking Varesh.  It's probably not the only way to do the mission, but that approach does entail some hero management. Quizzical 11:04, 31 December 2007 (UTC)

GWW fun
I know you've said that you have no intention of moving over to GWW, and I also saw your comment on GW2W with reference to the dick who stole your user name. I can understand the whole issue pissing you off on all things official-wiki related, but you may be interested on the discussion going on here. Always know who your friends are :) -- Snog  rat  21:59, 29 December 2007 (UTC)
 * Thanks for the heads-up. To be honest I don't give a damn about what anyone thinks of me on the other two Wikis...I believe that because of good faith policies, each Wiki should be treated as a separate entity, with very little crossing over between them. A person can be a kind, considerate, trusted user on one Wiki and an absolute troll on another. So, while some remnants of the past should follow us (keep your friends and enemies if you wish, for example), I believe that a user's reputation and image for Wiki X should be based primarily, 90%, on his or her actions on Wiki X. Everyone deserves...no, everyone has a clean slate when they begin on a new Wiki. People who port over their reputations or any pretense of being respected, useful, knowledgeable, etc. run into trouble, as we can see from the "grandfathering" of sysops from GWiki to GWW and other issues. People change between Wikis, for better or worse, sometimes markedly - I've seen that far too many times myself. Only in the truly exceptional cases (Raptors is the perennial example) should this standard be broken.
 * Always know who your friends are, but be prepared for change when you shift Wikis. [[Image:Entropy Sig.jpg]] (T/C) 05:19, 30 December 2007 (UTC)
 * Entropy, that makes me respect you even more. I started that notice on the Admin noticeboard partly because it was an attack on you, but also for the whole principle of the thing. People like Raptors shouldn't be allowed to run roughshod all over the wikis doing whatever they want with no regard to other users. More power to your elbow :) -- Snog  rat [[Image:User Snograt signature.png]] 18:46, 30 December 2007 (UTC)
 * Raptors actually seemed like a nice guy, I guess he's *almost* a good-a actor as I am. I dont think that anymore, though. --[[Image:Warwick sig.JPG]] Warwick (Talk)/(Contr. ) 18:53, 30 December 2007 (UTC)
 * Raptors is nice, almost gentlemanly when he wants to be, and it would be a lie to say he's not levels above almost all of us in terms of technical and/or Wiki savvy. He has done...a lot of things...which make it hard to trust him on a new Wiki. But, he still should have a clean slate of history, same as everyone else. I think that it is okay for people to port over their trust/distrust of Raptors for the GW2W because it is a vulnerable target and he could potentially make a huge impact on it, for good or bad. So he needs to be watched and not forgotten about. However, unless he actually does/did something wrong (already controversy about that >.>), he shouldn't be automatically banned, for example. [[Image:Entropy Sig.jpg]] (T/C) 05:15, 31 December 2007 (UTC)

unused and unloved images
as long as i have your attention on the subject, mind going through Special:Unusedimages with a weedwacker? it's nice that users can upload images for user pages, but i doubt we need to keep leftovers of old users or multiple copies from when the user was still trying to figure out how to upload. . --Honorable Sarah 08:28, 31 December 2007 (UTC)
 * Yes, as you can see it is part of my Admin Command Center tools...Unused Images. It is on my very long to-do list. But, it is low priority because there are many other things that I am busy with. Once in a while I get on deleting sprees...but you know, there are like 20000 images in there. Sigh. [[Image:Entropy Sig.jpg]] (T/C) 08:31, 31 December 2007 (UTC)
 * maybe a mass extinction is in order then? Galil had a bot lying around some years ago, i wonder if it could be recommisioned? --Honorable Sarah [[image:Honorable_Icon.gif]] 08:34, 31 December 2007 (UTC)
 * Oh, I would love to be able to sic a bot on that huge backlog. The only issue is that a very few of those images which are "unused" are actually useful or otherwise misplaced/badly replaced/something. So just like Images Without Cats, it is safest to go through manually. Besides, I wonder if Wikia would have a fit. I have little to no knowledge of how to work a bot.
 * Although it is quite tempting. :) [[Image:Entropy Sig.jpg]] (T/C) 08:37, 31 December 2007 (UTC)
 * This is actually the next item on my wiki tasks, so I'll be going through them in a day or two once I get over from all the holiday fuzz. So no need for anyone else to take the time to do it. -- [[Image:User Gem sig.png|Gem]] (gem / talk) 09:49, 31 December 2007 (UTC)