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Yes it did.
Between badge gear, a lower reliance on resistance gear, profession gear not all being completely worthless, lower raid sizes making it easier for more guilds to field raid teams, catch-up mechanics resulting from said badge gear and new dungeons added during the expansion's lifespan...
This is on top of concepts like daily quests being added to provide casuals with more stuff to do.
It became clear that it wasn’t realistic to try to get the audience back to being more hardcore, as it had been in the past. -- Tom Chilton
All expansions are good in the beginning because their is loads of content and no way to skip it. SO everyone has something to do.
It's only after patch 1 and 2 when they introduce tons of skip mechanics and catchup that people start running out of content faster and faster, as all the content they never did just becomes obsolete.
Content drought is a combination of catchup mechanics and no new content.
Catering casuals only takes away from hardcore players which are minority.
WoW had its peak in wotlk, cause ppl at that time were more aware of wow and wanted to try it. Then ppl leave for different reasons. It happens to any game.
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I just wanna know why do dislike the notion of games are fun for individuals when challenging with any kind of struggle. Like this isn't even a casual vs hardcore comparisons. Its so basic with any game that jumping to why shouldn't even be question. Are video games just the exception. So yes I believe games are "meant to" your coffee is just half wit humor defending something I just can't grasp with you.
The content was, as a whole way harder than vanilla stuff. There were the hardest heroic dungeons ever designed, the raids were very hard (only a handful of guilds got to clean them before they were nerfed), people cried very hard on the forums about the attunements quests...
Also, there was still a lot of resistance gear being used, up to the black temple.
It s not because people can get gear easily than the game is necessarily easier, especially when back then the game relied more on strategy than on sheer numbers. Obviously since 3.0 the game became mostly a number game, things changed.
Last edited by mmoc18e6a734ba; 2016-06-05 at 02:57 PM.
Cause its turns out not tk be true for most people. What the developers found was that when provided with challenge most people simple gave up. If you insist on providing challenge to players it has to be done in a fashion in which the player will think that he can overcome it within reason and not feel like giving up. It's a very fine line.
This person was there and knows the cause of the debacle. Yeah, this is the problem. By the time a majority of players reached anything in TBC is was already over and farmed. Then, WotLK came out with it's easy heroics and for 2 years left people lazy and fat. Then dropped a return to TBC style heroic and we were left holding our dicks.
Blizzard has over corrected so many times, like an SUV that hit a patch of ice. This was, that way, then WoD left the vehicle on it's side, crashed and done.
We will see in Legion.. I don't have much hope.
The raids were a joke especially compared to today. TBC casualized the game so much it's not even funny. Everything people lament about warcraft got its start in TBC. Welfare epics? Check. Flying? Check. Removed attunements? Check. The game had been on an increasing path of not only casualization but also inclusiveness right until cataclysm when they decided to start cutting the wheat from the chaff.
It is not what history shown. I remember very well guilds breaking their teeth on gruul, maghteridon vashj, kael thas, archimonde and muruu. It took several month to guilds to finally clear the raids which came with BC release. And I m only talking about the good guilds, as the average one struggled way before reaching the bosses I was talking about.
Also, regarding the current raids difficulty, I can too design encounters where you d wipe if you react 0.25 sec too late, but that wouldn't make the raids interesting (and that's exactly why raids aren't as popular as they used to be back in the day).
Last edited by mmoc18e6a734ba; 2016-06-05 at 03:03 PM.
I dislike game design concepts that are divorced from reality. The design you endorse does not work, and your earnest desire that it would work doesn't change that.
The point of my "meant to" comment is that the argument you are making there isn't even wrong. The whole concept of games "meaning to be something" is crap with no reality. There is no entity anywhere deciding what things should mean. There are design concepts that work, and those that don't.
"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?"
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"The game is slowly dying"
Actually it is going pretty fast.
I'm glad we have some top analysts on MMOC to tell us that WoW started his downfall with the introduction of X or Y feature.