Wasn't shitposting; he was sarcastically pointing out that not all Nost players would pay. In Blizzard WoW, all players would have to pay.
I'm sure you know that! Just saying, not a shitpost when he's making a point, even kind of rudely (with some inaccurate info attached*).
Also, there were donations, if anyone wasn't aware of that in this part of the thread: "As some of you may have already noticed, the hidden donation link within our forum has been removed a few weeks ago."
Last edited by OreoLover; 2016-05-01 at 08:53 AM.
Not enough content? Change you dislike?
Unsub or sub later. Give Blizzard feedback, "vote" with money.
Give feedback through official channels → quit paying.
No, he was shitposting. His entire point is that Nost couldn't keep up with server costs, which is simply not true. He used it to "prove" that Nost players are mostly freeloaders, which is also not true, as proven by poll on this very forum.
I'm not saying that there weren't any freeloaders. I'm sure there were many of them. However if they are majority or minority is debatable, the only poll about issue that was conducted showed that more would pay for vanilla WoW than those who wouldn't.
Last edited by mmocbeba583bd0; 2016-05-01 at 09:05 AM.
I think Blizzard's big issue with that for a long time (and still being addressed) is how many will actually come back and pay, and pay significantly (long periods, buy expansions, whatever). Maybe they'll turn the Nost team's passion for Vanilla into a source for how to mine $$$ out of Vanilla paytrons[sic].
Not enough content? Change you dislike?
Unsub or sub later. Give Blizzard feedback, "vote" with money.
Give feedback through official channels → quit paying.
Make progressions ball-breakingly difficult. They only play for the challenge of raiding so give em 12 bosses that take a month each to down.
In otherwords "Fuck 'em"
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At this stage of the debate anyone claiming Nost couldn't support themselves financially is either a month late to the discussion (n which case stfu and read something before commenting) or is shitposting.
Lets call a spade a spade, c'mon.
Progression raiders don't only play for the challenge, that's just a strawman fallacy people keep repeating. It's the combination of the challenge and the gratification that comes from over coming it and getting the rewards for your effort and skill.
But I agree that the pace of content consumption needs to be brought way down. It is a complete waste of resources to spend months and months on building a raid instance just so it can be zerged through in one night with LFR. Month per boss is on the excessive side, but for me an ideal pace would be needing 2-3 weeks for a new boss kill, and a month or more for the tier final boss. And obviously you shouldn't be able to enter the next raid before clearing the previous.
The challenge and reward, and thus gratification, are tightly linked. The tangible rewards in WoW have no intrinsic value. Seeing a boss death animation, or getting a bunch of purple pixels by themselves have no value. But if you get those as a reward for great effort/challenge, they become immensely valuable. That's why people don't care about purple pixels anymore, everyone's got them because they're trivial to get. Of course not every reward is equal. Getting a few ilvls on your gear and some achievements do not serve as meaningful enough rewards. And not every reward needs to be "tangible" -- getting to see a brand new part of an instance you can't get to any other way than killing a tough boss was one of the strongest rewards in the game back in vanilla/TBC.
This is a big problem for Blizzard's current instant gratification design, because no matter how many purple pixels or boss death animations they throw at the players, they don't feel rewarding and gratifying. So people leave to other games that do provide them with gratification.
And they make dumb as fuck decisions like wrapping up stories only in Mythic mode
I think ew're talking from the same page, just a piddly semantic difference. I imagine the gratification from killing a WoW boss would go up considerably if they survived more than about a week in the relevant mode.
If you didnt have a singgle epic by the end of Vanilla, you literally werent trying. By mid way through AQ, most halfway decent servers were running regular pickup Molten Core runs. By the end of Vanilla, You could pretty well pug all the 20 man raids, and a good chunk of BWL without much trouble, unless your server was absolute garbage.
Which kind of goes to show why your entire post about "reward" rings hollow.
There is still plenty of people who are quite happy with the reward structure the game currently has. "Purple Pixels" as a measurement of "reward" hasnt really been a thing since blizzard introduced split item levels back in Wrath. People long ago moved on from "purple" to "Item level" as a measurement of reward, and while you claim that "incrimental" Item level upgrades are not rewarding enough of a "reward" to keep people around, the sheer amount of eletism / discussion / controversy they generate seems to disagree with you, considering all the stuff that constantly springs up every time you mention LFR vs Regular vs Heroic vs Mythic as a topic.
Having multiple reward tiers, which allows peopple to earn rewards appropriate to their skill / commitment does not somehow magically diminish the value of those rewards for the people who get them. In fact, it opens up possibilities that simply didnt exist before. If you raided pre-multiple raid difficculties, then you essentially had one option: be good enough for the current tier, or be permanently stuck in the previous one. Now you have the option to always raid "current" tier, but pick the difficulty level that suits you (and should you find yourself nolonger challenged in the difficulty you have chosen, you can attempt to move up untill you get to mythic).
Depends how you define "plenty" I guess. It's a minority for sure, since the majority has quit and WoW is down to early vanilla sub numbers.
Yes, the end-game design has been broken since Wrath. And coincidentally the subs have steadily fallen by 100k/month since Wrath."Purple Pixels" as a measurement of "reward" hasnt really been a thing since blizzard introduced split item levels back in Wrath.
I agree, but the content for them should different. Like TBC had Kara/ZA for casual and friends-and-family guilds, and 25-mans for progression raiders. Trying to stuff everyone into the same raid instance at the same time just doesn't work as we've seen in WoW. It was a reasonable and logical idea to test, but it just doesn't work, so they should try something different (like going back to the TBC model).Having multiple reward tiers, which allows peopple to earn rewards appropriate to their skill / commitment does not somehow magically diminish the value of those rewards for the people who get them.
That's not true. You could progress more slowly, accumulate more gear in your raid, wait for the progressive nerfs that Blizzard did, or find a better guild.If you raided pre-multiple raid difficculties, then you essentially had one option: be good enough for the current tier, or be permanently stuck in the previous one.
Again, perfectly logical and reasonable idea. Unfortunately it turns out it's just not fun for the majority of the playerbase.Now you have the option to always raid "current" tier, but pick the difficulty level that suits you (and should you find yourself nolonger challenged in the difficulty you have chosen, you can attempt to move up untill you get to mythic).