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[wow] Warlords of Draenor - Page 566

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Cyro
Profile Blog Joined June 2011
United Kingdom20344 Posts
August 19 2015 09:47 GMT
#11301
I usually leave general chat because it's that bad. Trade chat is easily available anyhow - though on popular servers, it's full of spam between all of the people selling boosting services, some illegally for real money + all of the people trying to sell £15 store mounts for under half of the price of a £15 token before charging back the credit card, there's a huge list of those people on every day
"oh my god my overclock... I got a single WHEA error on the 23rd hour, 9 minutes" -Belial88
Grettin
Profile Joined April 2010
42416 Posts
August 19 2015 10:18 GMT
#11302
On August 19 2015 18:42 FinestHour wrote:
Another thing that gets me is the general chat when inside the Garrison. It totally reminds me of every prison film I've ever watched. The prisoners confined to their cells are talking to each other through the walls. Their chat is mostly pointless, vulgar and revolving around stuff they ll do once they get out. This is EXACTLY the content of every Garrison chat I've ever had to tolerate.

my mind is fucking blown


lmfao spot on
"If I had force-fields in Brood War, I'd never lose." -Bisu
bo1b
Profile Blog Joined August 2012
Australia12814 Posts
August 19 2015 10:40 GMT
#11303
Yet again we see another great game brought to it's knees by catering to casuals. No game has ever been made better by making things easier, ever.
lestye
Profile Blog Joined August 2010
United States4243 Posts
August 19 2015 11:24 GMT
#11304
On August 19 2015 19:40 bo1b wrote:
Yet again we see another great game brought to it's knees by catering to casuals. No game has ever been made better by making things easier, ever.


WoW was literally built as EQ for casuals. The game's peak subscriber count is because they catered Wrath to casuals.
"You guys are just edgelords. Embrace your inner weeb desu" -Zergneedsfood
TL+ Member
Drazerk
Profile Blog Joined September 2010
United Kingdom31255 Posts
August 19 2015 11:58 GMT
#11305
On August 19 2015 20:24 lestye wrote:
Show nested quote +
On August 19 2015 19:40 bo1b wrote:
Yet again we see another great game brought to it's knees by catering to casuals. No game has ever been made better by making things easier, ever.


WoW was literally built as EQ for casuals. The game's peak subscriber count is because they catered Wrath to casuals.

And yet even WOTLK had content to keep people busy because the difficulty wasn't too easy.

WOTLK had 3-4 daily zones then the argent tournament
Wintergrasp
No LFG function until 3.2
Hard modes that were enabled during the fight rather than the simple toggle we have now.
Immortal achievements / Trial of the grand crusader (insanity)
Badge system to keep 5 mans relevant
Actual thought out professions

The issue isn't that WoD is too easy the issue is WoD is too easy so the content dried up quicker. WoD is a bad expansion because it has literally nothing to do and what little it does have can be experienced by doing a quick 3-4 hour normal run pub without talking to anyone.
Godwrath
Profile Joined August 2012
Spain10165 Posts
Last Edited: 2015-08-19 12:21:58
August 19 2015 12:18 GMT
#11306
On August 19 2015 13:38 Elurie wrote:
Show nested quote +
On August 19 2015 12:42 KingDime wrote:
Everybody is a mute in LFG


lololol. I haven't played WoW for 5 years, but I think this is true for all MMOs that uses automated group finder. People nowadays are just too lazy to put together their own dungeon groups, and will votekick the weirdo who dare to say "Hey guys, how's everyone doing tonight?"

I had said it in the past here, and i will repeat it over and over.

Automated group finders turned MMORPGs into glorified match lobbies, where you join whatever you want withouth the need to interact with other people.

On August 19 2015 20:24 lestye wrote:
Show nested quote +
On August 19 2015 19:40 bo1b wrote:
Yet again we see another great game brought to it's knees by catering to casuals. No game has ever been made better by making things easier, ever.


WoW was literally built as EQ for casuals. The game's peak subscriber count is because they catered Wrath to casuals.


Yeah, people tend to forget that. EQ had no instanced dungeons, when you died your gear was stuck with your body, xp penalties, and on top of its awesonameness, most content wasn't soloable, except if you played a few classes in particular, and still, most of them couldn't xp faster than being in group.

Damn, you actually to chat with people. How do they dare.
Seuss
Profile Blog Joined May 2010
United States10536 Posts
August 19 2015 13:40 GMT
#11307
On August 19 2015 07:41 lestye wrote:
Not really. There's an argument then barely anyone saw the content. Why do they bother making raids if only like 5% of their customers see the content? There were tons of people on my server who never killed Kael going into Wrath of the Lich King, let alone the tiers of content after that.


I always hated that argument. It was and still is a red herring, and I'm speaking as someone who never killed Kael.

"Seeing the content" is a measurement that matters to Blizzard's money-counters; it only matters to players insofar as they feel they're missing out. So long as those players are progressing and aren't stuck it doesn't matter, they have content they're consuming and something to shoot for.

Both getting stuck and consumption numbers are problems that don't require gear resets every tier to solve. The primary problem with serial/sequential tiers is guild poaching. That's a much more difficult problem to solve, and arguably worse than the sum of all the problems with the current system.

But seriously, it really sucked in WotLK when my terrible guild would be 3/4ths of the way through a raid tier and suddenly everything we'd done was meaningless because the next tier was out.
"I am not able to carry all this people alone, for they are too heavy for me." -Moses (Numbers 11:14)
Drazerk
Profile Blog Joined September 2010
United Kingdom31255 Posts
Last Edited: 2015-08-19 13:56:11
August 19 2015 13:55 GMT
#11308
On August 19 2015 22:40 Seuss wrote:
Show nested quote +
On August 19 2015 07:41 lestye wrote:
Not really. There's an argument then barely anyone saw the content. Why do they bother making raids if only like 5% of their customers see the content? There were tons of people on my server who never killed Kael going into Wrath of the Lich King, let alone the tiers of content after that.


I always hated that argument. It was and still is a red herring, and I'm speaking as someone who never killed Kael.

"Seeing the content" is a measurement that matters to Blizzard's money-counters; it only matters to players insofar as they feel they're missing out. So long as those players are progressing and aren't stuck it doesn't matter, they have content they're consuming and something to shoot for.

Both getting stuck and consumption numbers are problems that don't require gear resets every tier to solve. The primary problem with serial/sequential tiers is guild poaching. That's a much more difficult problem to solve, and arguably worse than the sum of all the problems with the current system.

But seriously, it really sucked in WotLK when my terrible guild would be 3/4ths of the way through a raid tier and suddenly everything we'd done was meaningless because the next tier was out.


TBH I'd say guild poaching is much worse these days. I admit I am the culprit given I'm in literally the best guild on my server and we openly steal people from lower down guilds from many servers (which is another issue completely). But due to the pugging system if you're not a mythic guild people have very little reason to stay with you guild wise while with sequential raiding you could really only poach from the guild directly below you and lets face it thats always going to happen.
Warri
Profile Joined May 2010
Germany3208 Posts
August 19 2015 13:58 GMT
#11309
On August 19 2015 08:30 Gorsameth wrote:
Again, saying Normal/Heroic don't need to be both exist ignores the level of skill the average player has.
Lets go to Wowprogress again. 60% of guilds on Wowprogress has not killed a single boss in HC HFC.
60% are playing in a difficulty you want to scrap because " its to easy". That is not good business.
As for the tediousness of killing the same boss on multiple difficulties. Maybe its me but is there really much difference between killing Gorefiend for 5 months or killing Normal Gorefiend for 3 months and then killing Heroic Gorefiend for 3 months? (other then the obvious 1 month i put in there to account for a guild even getting to him in the first place),


But thats exactly how it was before WoD. There was LFR, "newHeroic" and "newMythic" in today's terms. The need for normal was fabricated, because back then raids were either 10 or 25. So they added a new tier which allowed for scalable group sizes at the end of Mop, which was easier than "newHeroic". But for WoD, they decided to make "newHeroic" scalable too and missed the opportunity to combine the two. It would be perfectly fine with Lfr -> Scalable "newHeroic" -> "newMythic", the way it was ever since Lich King. If people didnt kill the endboss of each tier, then so what? Still have LFR to see the content. That's what that mode is for after all.

On August 19 2015 11:39 Cyro wrote:
Since the player base went approximately ~10m to ~5m in 7 months, i made a bunch of friends coming into WOD and lost them all. Like, literally all of them. I've gone through six guild disbands in 13 months, two in another MMO and now four of them in WOD.


My guild, which existed and raided semi hardcore successfully since MC, including a live blacktemple raid on a german tv channel, finally disbanded in WoD, because one officer quit. He was the only one keeping it all together and no one else was ready to put in the time to keep up with recruitment and raidlead etc.
Acrofales
Profile Joined August 2010
Spain18445 Posts
August 19 2015 14:00 GMT
#11310
On August 19 2015 22:40 Seuss wrote:
Show nested quote +
On August 19 2015 07:41 lestye wrote:
Not really. There's an argument then barely anyone saw the content. Why do they bother making raids if only like 5% of their customers see the content? There were tons of people on my server who never killed Kael going into Wrath of the Lich King, let alone the tiers of content after that.


I always hated that argument. It was and still is a red herring, and I'm speaking as someone who never killed Kael.

"Seeing the content" is a measurement that matters to Blizzard's money-counters; it only matters to players insofar as they feel they're missing out. So long as those players are progressing and aren't stuck it doesn't matter, they have content they're consuming and something to shoot for.

Both getting stuck and consumption numbers are problems that don't require gear resets every tier to solve. The primary problem with serial/sequential tiers is guild poaching. That's a much more difficult problem to solve, and arguably worse than the sum of all the problems with the current system.

But seriously, it really sucked in WotLK when my terrible guild would be 3/4ths of the way through a raid tier and suddenly everything we'd done was meaningless because the next tier was out.

I agree that this was a problem in Wrath. Wrath was fun, but there was absolutely no reason to go back into Ulduar after the Trial of the Crusader was released, whereas Ulduar was both harder and far more interesting than ToC: the gear was strictly worse, so nobody ever ran it again (except for achievement runs). That has been the "raid model" ever since.

Vanilla got this balance quite a lot better, despite having some absolutely terrible raid ideas (drop your epics and wear shitty green fire resistance gear, or having a boss which is immune to everything except frost damage), but there was no way a guild was doing much in BWL without having progressed well in MC and killed Onyxia. And there was a decent difficulty overlap: the first few bosses in BWL were tuned in difficulty to be about on par with Ragnaros; the first few bosses in AQ40 to be about on par with Nefarian, and most of Naxx was actually easier than C'thun.

Even BC's attunements ensured that previous level raids were a necessity for completion. I actually think attunement is a great idea, although something more lenient than BC would hit the sweet spot. I enjoyed the quests, although some were too long (Onyxia), and imho it should attune all the account's characters to prevent tediously having to repeat it for every single alt. Early Wrath's hard mode unlocking was also by far the most interesting idea for "heroic" difficulty they have had.
daemir
Profile Joined September 2010
Finland8662 Posts
Last Edited: 2015-08-19 14:21:11
August 19 2015 14:20 GMT
#11311
This is why I feel very lucky when it comes to WoW and my guild, because the old timers have been around since MC and to our GM the game is more like a lifestyle than a hobby or anything, so he's been around keeping it rolling for near 10 years. And people who quit over the years come back (like me) and the guild just keeps going and raiding at the same pace as it always has, not in the bleeding edge, not hardcore, but also not at the very bottom of the pack. Just had our first real night of HC archi progress. Couple of more weeks and it's hopefully down, maybe one or 2 people come back from holidays/recruited and we can start even mythic.


It's the very community experience you don't get in most guilds/pugs anymore, there's stability in it and the progress speed is just fine for people who aren't stressing super hard about it. Avg age of the guild is getting over 30 years, so people understand if you got life coming in the way of raiding.

Oh and to end this shameless ad for my guild, we're recruiting a couple of dpsers to get HC 13/13 and move on to mythic :p
Drazerk
Profile Blog Joined September 2010
United Kingdom31255 Posts
Last Edited: 2015-08-19 14:35:04
August 19 2015 14:26 GMT
#11312
On August 19 2015 23:00 Acrofales wrote:
Show nested quote +
On August 19 2015 22:40 Seuss wrote:
On August 19 2015 07:41 lestye wrote:
Not really. There's an argument then barely anyone saw the content. Why do they bother making raids if only like 5% of their customers see the content? There were tons of people on my server who never killed Kael going into Wrath of the Lich King, let alone the tiers of content after that.


I always hated that argument. It was and still is a red herring, and I'm speaking as someone who never killed Kael.

"Seeing the content" is a measurement that matters to Blizzard's money-counters; it only matters to players insofar as they feel they're missing out. So long as those players are progressing and aren't stuck it doesn't matter, they have content they're consuming and something to shoot for.

Both getting stuck and consumption numbers are problems that don't require gear resets every tier to solve. The primary problem with serial/sequential tiers is guild poaching. That's a much more difficult problem to solve, and arguably worse than the sum of all the problems with the current system.

But seriously, it really sucked in WotLK when my terrible guild would be 3/4ths of the way through a raid tier and suddenly everything we'd done was meaningless because the next tier was out.

I agree that this was a problem in Wrath. Wrath was fun, but there was absolutely no reason to go back into Ulduar after the Trial of the Crusader was released, whereas Ulduar was both harder and far more interesting than ToC: the gear was strictly worse, so nobody ever ran it again (except for achievement runs). That has been the "raid model" ever since.

Vanilla got this balance quite a lot better, despite having some absolutely terrible raid ideas (drop your epics and wear shitty green fire resistance gear, or having a boss which is immune to everything except frost damage), but there was no way a guild was doing much in BWL without having progressed well in MC and killed Onyxia. And there was a decent difficulty overlap: the first few bosses in BWL were tuned in difficulty to be about on par with Ragnaros; the first few bosses in AQ40 to be about on par with Nefarian, and most of Naxx was actually easier than C'thun.

Even BC's attunements ensured that previous level raids were a necessity for completion. I actually think attunement is a great idea, although something more lenient than BC would hit the sweet spot. I enjoyed the quests, although some were too long (Onyxia), and imho it should attune all the account's characters to prevent tediously having to repeat it for every single alt. Early Wrath's hard mode unlocking was also by far the most interesting idea for "heroic" difficulty they have had.


Personally having a longish attunement for the first raid of the expansion (Onyxia / Karazhan) is fine and tbh it should probably exist just to pad out the expansion. After that requiring to have done the previous tier on LFR / Normal or to do a quest line (Like actually build the harbour to do HFC for instance (Something i've still not done) is also fine attunement wise for the next tier. Don't really need anything more extreme than that

Also literally everything was easier than release Cthun. That shit was bullshit
deth2munkies
Profile Blog Joined April 2010
United States4051 Posts
August 19 2015 14:36 GMT
#11313
Attunements make even more sense when you're talking about a 2 year expansion cycle. There's only going to be 1-2 major releases after the initial offering, so making the initial offering as substantial as possible is in their best interest.

I will say I've fucking had it with time-gating attunements and quests though. Please don't give me any of these "Collect 50 Xs, but you can only get 10-12 per week". It's just bullshit padding that's annoying rather than gratifying to finish. Blizzard has done a really good job on leveling zone quest lines, so applying that to raid attunements and legendary/artifact stuff would make things so much better.
Gorsameth
Profile Joined April 2010
Netherlands22610 Posts
August 19 2015 14:37 GMT
#11314
But due to the pugging system if you're not a mythic guild people have very little reason to stay with you guild wise while with sequential raiding you could really only poach from the guild directly below you and lets face it thats always going to happen.

I dont get this. So yes you can pug Heroic. How does that increase poaching? If anything it would mean there are more players with the gear for Mythic but without a guild which would reduce poaching.

In a way your still having sequential raiding. A mythic guild is (often) not going to recruit normal mode players, they want high level Heroic/Mythic players. The guilds just below them, like has always been the case and indeed something that is (near) impossible to remove.

But for WoD, they decided to make "newHeroic" scalable too and missed the opportunity to combine the two. It would be perfectly fine with Lfr -> Scalable "newHeroic" -> "newMythic", the way it was ever since Lich King

This is where we differ, Blizzard has the data, we can have it if we spend an insane amount of time studying Wowprogress.
They know how many people got stuck and quit in the old system and I assume they made LFR easier and staggered the difficulty in the way they did because their numbers showed a need to further flatten the difficulty curve.

Normal/Heroic/Mythic is not there to show everyone the end boss. It is there so that there is always a boss that you can progress on and succeed in a reasonable amount of time.
If the time to down a new boss is to long people quit so if your running into a wall on Normal Mannaroth you can go for the first few bosses on Heroic instead and gain more gear to help you get past him at a later date.

It ignores such insignificant forces as time, entropy, and death
Drazerk
Profile Blog Joined September 2010
United Kingdom31255 Posts
Last Edited: 2015-08-19 14:42:09
August 19 2015 14:40 GMT
#11315
On August 19 2015 23:37 Gorsameth wrote:
Show nested quote +
But due to the pugging system if you're not a mythic guild people have very little reason to stay with you guild wise while with sequential raiding you could really only poach from the guild directly below you and lets face it thats always going to happen.

I dont get this. So yes you can pug Heroic. How does that increase poaching? If anything it would mean there are more players with the gear for Mythic but without a guild which would reduce poaching.

In a way your still having sequential raiding. A mythic guild is (often) not going to recruit normal mode players, they want high level Heroic/Mythic players. The guilds just below them, like has always been the case and indeed something that is (near) impossible to remove.

Show nested quote +
But for WoD, they decided to make "newHeroic" scalable too and missed the opportunity to combine the two. It would be perfectly fine with Lfr -> Scalable "newHeroic" -> "newMythic", the way it was ever since Lich King

This is where we differ, Blizzard has the data, we can have it if we spend an insane amount of time studying Wowprogress.
They know how many people got stuck and quit in the old system and I assume they made LFR easier and staggered the difficulty in the way they did because their numbers showed a need to further flatten the difficulty curve.

Normal/Heroic/Mythic is not there to show everyone the end boss. It is there so that there is always a boss that you can progress on and succeed in a reasonable amount of time.
If the time to down a new boss is to long people quit so if your running into a wall on Normal Mannaroth you can go for the first few bosses on Heroic instead and gain more gear to help you get past him at a later date.



Or you could just have a sensible badge system like MoP had where you are constantly getting a gear upgrade with every 5 man / raid you do so eventually you over come the brickwall just due to gear increase. When i think back to BC we had walls for like months but in MoP all walls would eventually fall because you could just upgrade your gear to get that DPS increase you needed to overcome the boss. I highly doubt that walls would actually exist with a MoP badge system
Seuss
Profile Blog Joined May 2010
United States10536 Posts
August 19 2015 14:45 GMT
#11316
On August 19 2015 22:55 Drazerk wrote:
Show nested quote +
On August 19 2015 22:40 Seuss wrote:
On August 19 2015 07:41 lestye wrote:
Not really. There's an argument then barely anyone saw the content. Why do they bother making raids if only like 5% of their customers see the content? There were tons of people on my server who never killed Kael going into Wrath of the Lich King, let alone the tiers of content after that.


I always hated that argument. It was and still is a red herring, and I'm speaking as someone who never killed Kael.

"Seeing the content" is a measurement that matters to Blizzard's money-counters; it only matters to players insofar as they feel they're missing out. So long as those players are progressing and aren't stuck it doesn't matter, they have content they're consuming and something to shoot for.

Both getting stuck and consumption numbers are problems that don't require gear resets every tier to solve. The primary problem with serial/sequential tiers is guild poaching. That's a much more difficult problem to solve, and arguably worse than the sum of all the problems with the current system.

But seriously, it really sucked in WotLK when my terrible guild would be 3/4ths of the way through a raid tier and suddenly everything we'd done was meaningless because the next tier was out.


TBH I'd say guild poaching is much worse these days. I admit I am the culprit given I'm in literally the best guild on my server and we openly steal people from lower down guilds from many servers (which is another issue completely). But due to the pugging system if you're not a mythic guild people have very little reason to stay with you guild wise while with sequential raiding you could really only poach from the guild directly below you and lets face it thats always going to happen.


I'm both surprised and not surprised to hear that. Maybe it's just less obvious now that people transfer servers and you don't see them around Shattrath and such.

On August 19 2015 23:26 Drazerk wrote:
Personally having a longish attunement for the first raid of the expansion (Onyxia / Karazhan) is fine and tbh it should probably exist just to pad out the expansion. After that requiring to have done the previous tier on LFR / Normal or to do a quest line (Like actually build the harbour to do HFC for instance (Something i've still not done) is also fine attunement wise for the next tier. Don't really need anything more extreme than that

Also literally everything was easier than release Cthun. That shit was bullshit


Yeah, there's basically no reason outside of inertia that we couldn't go back to sequential raiding with attunement for the first tier. These days they can make it an account-wide achievement so none of your alts has to do it all over again, and we essentially had a taste of sequential raiding this expansion with Highmaul -> BRF.

But Blizzard's new timetable for expansions isn't really friendly to full on sequential raiding since there isn't much time for people to go at their own pace. We'll probably just see a similar setup as we had in WoD come Legion.
"I am not able to carry all this people alone, for they are too heavy for me." -Moses (Numbers 11:14)
Ayaz2810
Profile Joined September 2011
United States2763 Posts
August 19 2015 14:49 GMT
#11317
On August 19 2015 20:58 Drazerk wrote:
Show nested quote +
On August 19 2015 20:24 lestye wrote:
On August 19 2015 19:40 bo1b wrote:
Yet again we see another great game brought to it's knees by catering to casuals. No game has ever been made better by making things easier, ever.


WoW was literally built as EQ for casuals. The game's peak subscriber count is because they catered Wrath to casuals.

And yet even WOTLK had content to keep people busy because the difficulty wasn't too easy.

WOTLK had 3-4 daily zones then the argent tournament
Wintergrasp
No LFG function until 3.2
Hard modes that were enabled during the fight rather than the simple toggle we have now.
Immortal achievements / Trial of the grand crusader (insanity)
Badge system to keep 5 mans relevant
Actual thought out professions

The issue isn't that WoD is too easy the issue is WoD is too easy so the content dried up quicker. WoD is a bad expansion because it has literally nothing to do and what little it does have can be experienced by doing a quick 3-4 hour normal run pub without talking to anyone.


I'll keep pointing to the lfg/lfr function as the one thing that has brought wow to where it is today. I vividly remember when it was introduced. I was in dalaran and I wanted to run whatever the dungeon was there. The prison place. So I opened up the lfg thing and got a group. I remember it being one of the first times I ran a dungeon that had no guild members or rl friends in it. I was on my tankadin so I got in instantly, and I distinctly remember thinking that the feature was crappy. I think by that time I was rocking a lot of t10 and heroic 5 man's were trivial. Now in those kinds of dungeons with friends and guildies, you would have people joking and fucking around, or chain pulling, or having the rogue tank for luls, or just letting people die so you can laugh at them. There was something else unrelated or semi related to the dungeon itself that kept you entertained. What did I get in my first run? Damn near silence and a horrible druid healer. I remember that too because we exchanged some very unpleasant words. Lfd/lfr was the beginning of the end. And you know what's funny? If those features had never been introduced, I can almost guarantee we would be heralding WoD as one of the best expansions to date. Maybe not the best at launch, but in its current state, with vibrant server communities, we would be happy. I'm so fucking salty about that.
Vrtra Vanquisher/Tiamat Trouncer/World Serpent Slayer
Gorsameth
Profile Joined April 2010
Netherlands22610 Posts
August 19 2015 14:54 GMT
#11318
On August 19 2015 23:49 Ayaz2810 wrote:
Show nested quote +
On August 19 2015 20:58 Drazerk wrote:
On August 19 2015 20:24 lestye wrote:
On August 19 2015 19:40 bo1b wrote:
Yet again we see another great game brought to it's knees by catering to casuals. No game has ever been made better by making things easier, ever.


WoW was literally built as EQ for casuals. The game's peak subscriber count is because they catered Wrath to casuals.

And yet even WOTLK had content to keep people busy because the difficulty wasn't too easy.

WOTLK had 3-4 daily zones then the argent tournament
Wintergrasp
No LFG function until 3.2
Hard modes that were enabled during the fight rather than the simple toggle we have now.
Immortal achievements / Trial of the grand crusader (insanity)
Badge system to keep 5 mans relevant
Actual thought out professions

The issue isn't that WoD is too easy the issue is WoD is too easy so the content dried up quicker. WoD is a bad expansion because it has literally nothing to do and what little it does have can be experienced by doing a quick 3-4 hour normal run pub without talking to anyone.


I'll keep pointing to the lfg/lfr function as the one thing that has brought wow to where it is today. I vividly remember when it was introduced. I was in dalaran and I wanted to run whatever the dungeon was there. The prison place. So I opened up the lfg thing and got a group. I remember it being one of the first times I ran a dungeon that had no guild members or rl friends in it. I was on my tankadin so I got in instantly, and I distinctly remember thinking that the feature was crappy. I think by that time I was rocking a lot of t10 and heroic 5 man's were trivial. Now in those kinds of dungeons with friends and guildies, you would have people joking and fucking around, or chain pulling, or having the rogue tank for luls, or just letting people die so you can laugh at them. There was something else unrelated or semi related to the dungeon itself that kept you entertained. What did I get in my first run? Damn near silence and a horrible druid healer. I remember that too because we exchanged some very unpleasant words. Lfd/lfr was the beginning of the end. And you know what's funny? If those features had never been introduced, I can almost guarantee we would be heralding WoD as one of the best expansions to date. Maybe not the best at launch, but in its current state, with vibrant server communities, we would be happy. I'm so fucking salty about that.

"I did an instance with randoms and it was less fun then doing it with friends" is that the fault of the tool you used or is it a simple consequence of you not asking your friends to come?
Would you have gotten the same shitty healer if you yelled in General? or would you have only gone with a friend healer? If so why didnt you queue with that friend?
It ignores such insignificant forces as time, entropy, and death
Ayaz2810
Profile Joined September 2011
United States2763 Posts
August 19 2015 15:08 GMT
#11319
On August 19 2015 23:54 Gorsameth wrote:
Show nested quote +
On August 19 2015 23:49 Ayaz2810 wrote:
On August 19 2015 20:58 Drazerk wrote:
On August 19 2015 20:24 lestye wrote:
On August 19 2015 19:40 bo1b wrote:
Yet again we see another great game brought to it's knees by catering to casuals. No game has ever been made better by making things easier, ever.


WoW was literally built as EQ for casuals. The game's peak subscriber count is because they catered Wrath to casuals.

And yet even WOTLK had content to keep people busy because the difficulty wasn't too easy.

WOTLK had 3-4 daily zones then the argent tournament
Wintergrasp
No LFG function until 3.2
Hard modes that were enabled during the fight rather than the simple toggle we have now.
Immortal achievements / Trial of the grand crusader (insanity)
Badge system to keep 5 mans relevant
Actual thought out professions

The issue isn't that WoD is too easy the issue is WoD is too easy so the content dried up quicker. WoD is a bad expansion because it has literally nothing to do and what little it does have can be experienced by doing a quick 3-4 hour normal run pub without talking to anyone.


I'll keep pointing to the lfg/lfr function as the one thing that has brought wow to where it is today. I vividly remember when it was introduced. I was in dalaran and I wanted to run whatever the dungeon was there. The prison place. So I opened up the lfg thing and got a group. I remember it being one of the first times I ran a dungeon that had no guild members or rl friends in it. I was on my tankadin so I got in instantly, and I distinctly remember thinking that the feature was crappy. I think by that time I was rocking a lot of t10 and heroic 5 man's were trivial. Now in those kinds of dungeons with friends and guildies, you would have people joking and fucking around, or chain pulling, or having the rogue tank for luls, or just letting people die so you can laugh at them. There was something else unrelated or semi related to the dungeon itself that kept you entertained. What did I get in my first run? Damn near silence and a horrible druid healer. I remember that too because we exchanged some very unpleasant words. Lfd/lfr was the beginning of the end. And you know what's funny? If those features had never been introduced, I can almost guarantee we would be heralding WoD as one of the best expansions to date. Maybe not the best at launch, but in its current state, with vibrant server communities, we would be happy. I'm so fucking salty about that.

"I did an instance with randoms and it was less fun then doing it with friends" is that the fault of the tool you used or is it a simple consequence of you not asking your friends to come?
Would you have gotten the same shitty healer if you yelled in General? or would you have only gone with a friend healer? If so why didnt you queue with that friend?


Sorry I don't think I was clear at all. I was basically just testing the feature. I went on to do a lot of stuff with friends, and I enjoyed it. But over time, fewer and fewer people were forming groups composed of players from my server/guild/friends list. And eventually, the bonds between people as servermates (and I would argue even as guildmates) started to fade. I would compare it to wanting to communicate with someone via a handwritten letter because its more personal and establishes more of a connection, only to find out that everyone you know only wants to send "hey how r u 2day?" Text messages. The difference is huge. Maybe I'm not making sense lol. The game just feels socially..... Dead.
Vrtra Vanquisher/Tiamat Trouncer/World Serpent Slayer
daemir
Profile Joined September 2010
Finland8662 Posts
August 19 2015 15:14 GMT
#11320
What the actual...12 minute queue to 5mans as a tank, when tank call to arms is active?...
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