30 minutes, when you only have two hours to play at the end of the day after work, is 1/4 of your time. Had I been a teenager or college kid during vanilla and TBC, i'd probably would have been more willing to burn hours and hours nightly trying to get groups.
I don't disagree about the effects of LFG, but it can't be denied WHY it was implemented, with the devs stating point blank that's why they built it. And Ghostcrawler's comments indicate at he thinks it was also a mistake, but what would have been a better solution? Maybe limiting LFG runs to one per 12 hour session. Who knows? But that wasn't my point, I'm just talking about why it was invented - to address a specific, real problem players were facing.
I know some private servers have had XP days basically, but I don't think they ever did. I couldn't tell you about 56-60 though, I only got to 48 but that part of it was roughly the same. I think the biggest difference and the reason most people think it is easier is because they know wtf they are doing this time around. Knowledge will speed things up a ton when you go back.
Waiting for Blizz to say fuckitall. Repackage and resell Vanilla WoW for $50 a box with a $10 sub fee.
Call it Classic WoW!
Looks like a third were warriors and rogues. You keep saying half. You reply sums up lot of this thread. A poor attempt at data analysis, you have little context to it, no valid comparison to other games, and your numbers appear to be wrong.
What is in abundance is the over the top claims of supreme wisdom. Why isn't this clear-cut, logical, super right point of view not making it into all the press about this issue? Why read Vice, or Forbes, or any of the gaming websites when I could just seek out the knowledge of people who live on mmo-champion?
"There is a pervasive myth that making content hard will induce players to rise to the occasion. We find the opposite. " -- Ghostcrawler
"The bit about hardcore players not always caring about the long term interests of the game is spot on." -- Ghostcrawler
"Do you want a game with no casuals so about 500 players?"
"There is a pervasive myth that making content hard will induce players to rise to the occasion. We find the opposite. " -- Ghostcrawler
"The bit about hardcore players not always caring about the long term interests of the game is spot on." -- Ghostcrawler
"Do you want a game with no casuals so about 500 players?"
Oh I completely agree that there is a limit to the growth potential, and obviously the interest in such a legacy system would fall off over time.
But to me, if 500k is a stable number, I can't see it not being worth it. Even if it's less than that. Depending on what old software Blizzard has available, the development time should be very low.
Also, I'm a firm believer that resets in such games is what keeps them alive. That's why we love expansions. Not just the new content. That's why Diablo 3 is still alive, and why even Diablo 2 still has an active player base.
And Warhammer was based on the table-top war games that came before it. I'm not familiar with the genre, but a quick look on wiki says that it started in the 1800's.
So who's really original here? If you hold Blizzard to that standard, then hold War Hammer to that, too. And they ripped off Tolkien with their orcs.
In my defense, I wrote that at half past one in the morning. So while I made sure to double-check my numbers, I didn't do so well with my words. You didn't even notice that I listed Hunters instead of Mages when talking about Nost. :P
Anyway, you attacked my linguistic slip-ups, but yet you made no effort to counter my claims (or the numbers!). That's something that's also in abundance in this thread, it seems.
Last edited by Holtzmann; 2016-04-12 at 10:15 PM.
Nothing ever bothers Juular.
No.
This guy did it at just under 5hrs and it was such a big deal he's almost as known as Leeroy Jenkins (or well he was "famous" closer to Vanilla times)
If you've ever heard of Joanna's speed leveling guides you know him at least indirectly.
The typical non-try-hard player was taking 20 to 30 days /played to lvl 60 and many players (even on Nost nowadays) were in their 30ies 3-4 calendar months in their game.
I remember 27 days being the optimal with rested time when using leveling guides and add ons. Wasn't Athena one of the players getting it down shorter and shorter back then?
I recall in guild chat, the day dreaming like "Wouldn't it be cool to just get a level 60 xxxx class?" Leveling was a commitment, which is why leveling services were all over and spamming chat.