That click-bait title with "thumbs down" icon. MMO-C needs a draconian moderation, this type of threads are nothing but toxic to the community.
That click-bait title with "thumbs down" icon. MMO-C needs a draconian moderation, this type of threads are nothing but toxic to the community.
A lot of people use it so its a success in that frame.
It has done a massive amount of damage to casuals players though.
He's been banned a few times before but never permanently. I imagine he'd continue posting on another account even if he was banned so really, no way to stop him from shitposting. But discussing his garbage threads isn't very productive either since it just keeps them at the top of the page and I'm sure that's exactly what he wants.
:shrug:
I'd say,middle of the road. A learning process and something to look at. I think it bends too far in the direction of easy mode.
LFR is hilarious.
They had to add time gating so that people couldn't run out of LFR content in 1 day.
They had to force people to go back for the godly rings.
Even most ultra-casuals think the place is "beneath" them because they got 700+ baleful and PvP gear for free.
bahahhhaha
Content drought is a combination of catchup mechanics and no new content.
Short term Sucess. (all players get to see story content regardless of skill)
Long term Failure. (raids become much more pointless, progression is too quick (game becomes boring quicker as result as each patch lasts shorter), effort of raiders invalidated due to LFR'ers seeing the same dialogs, cinematics etc with much less effort put in, feels like too much repetition of the same content but different numbers, lack of community, lack of social-interaction in an MMO, LFR mentality promotes unskilled play, allowing unskilled players to go forwards without ever learning to be better and florish in numbers, invalidated dungeons, led to justice/valor points system dissapearing which was a better more fun experience)
Failures kinda outweigh the wins on the long run with quite ease.
Success, because without it they wouldn't be able to justify the resources spent on raiding. And raiding has been one redeeming feature in WoD, at least Heroic+.
This whole saga that LFR takes something away from proper raiding is pure BS. People settling for LFR, feeling that "since it's in LFR it has no value anymore" and shit like that are probably not the kind of people you'd want in your organized team. People with a drive to raid for the joy of tackling the content with a set group of people at highest possible difficulty, won't settle for LFR...unless they're not going to raid proper at all for other reasons. If your achievements and the phat lewts you get are somehow lessened by others being able to obtain way inferior items and seeing watered down boss fights, the problem isn't with the system...and LFR's existance, doesn't force you to not be social. Want social gameplay? Then go get it. Excuses and placing blame won't change anything when the problem comes down to personal actions, or lack thereof, in the end.
It can be improved upon, and shouldn't be the only PVE progression path save for proper raiding, but overall it's been a success I'd say. I dabble myself with alts at times.
Next question: Failure of success, success or failure?
Last edited by Queen of Hamsters; 2016-05-19 at 08:56 PM.
History will have to record that the greatest tragedy of this period of social transition was not the strident clamor of the bad people, but the appalling silence of the good people - Martin Luther King, Jr.
Failure.
LFR killed the incentive for many players to join raiding guilds. Such guilds in the past made the raiding community strong and vibrant on a per-server basis. But now, most people just join random social guilds, and get their raiding fix by solo-queuing for LFR. The raiding scene is merely a skeleton of what it once was.
LFR also killed the incentive for players to run dungeons. In fact, LFR simply killed dungeons, period. Because the gear that drops in LFR is so much better than anything you'd get from a dungeon, once you've gotten your ilvl high enough to queue for LFR, there's no need to do dungeons.
Dungeons used to be a quality/repeatable source of content for everyday players looking to gear alts, earn badges, etc. But, because there was no incentive to do them 3 weeks after an expansion launched, Blizzard stopped making them.
There are absolutely no positives to LFR. The raiding community was learning to solve the whole "getting to see content" problem by the end of Wrath, with GDKP runs and alt/pug clears of ICC. Anyone who wanted to kill The Lich King, regardless of how good or bad a player they were, got to do so.
In the end, LFR was ultimately unnecessary. The normal mode/heroic mode design was more than enough to satisfy both types of players.
Last edited by OneSent; 2016-05-19 at 08:54 PM.
Based on the number of players playing it? A huge success. Yet not developed and enhanced anymore by the devs. As their focus is on organization.
Based on gameplay? It offers the narrative as intrinsic reward and items you get anywhere else as extrinsic reward. At the end, LFR isnt very replayable based on unrewarding gameplay.
Oh don't give me that bullshit line of justifying raids being made, they were making raids long before LFR even came out, that would be like saying they need to justify pet battles somehow because only a few people do that, or dailies, or anything else............raiders aren't a minority EVERY type of player is a minority (Ion even said it) and Blizzard damn well knows without raids the game would be damn near dead.
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A lot of people do lots of things they don't want to do, you do know how many organized raiders did LFR for legendary crap in MoP and WoD yeah? And now people have the valor carrot...........just because they DO IT doesn't mean they like it or it was a success.
History will have to record that the greatest tragedy of this period of social transition was not the strident clamor of the bad people, but the appalling silence of the good people - Martin Luther King, Jr.