blizzard never listen to the players best to start etching that into your minds
blizzard never listen to the players best to start etching that into your minds
I agree. Blizzard has their "business model" that they use. All companies do it. They balance production costs vs profits and try to find a model that minimizes costs and maximizes profits (they are a "business," surprise!). They basically accept that content droughts and sub losses due to the drought will happen. They even came up with a term for it. They call it "cyclical."
Don't expect it to change. They lie to you and tell you it will be different because it will keep some people subbed longer. Most experienced players know that you can complete the patch content in a month (or even less sometimes) - unsub then resub next patch, rinse, repeat.
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Don't know, I liked a lot of the fights. Bh, the furnace, hans and frans, beastmaster, the iron maidens, the train guy. I didn't like ds or hfc. Guess we have different tastes.
I was only kidding, everything being subjective and all. Every raid is exactly the same as the last. All the pathways are linear, all the fights are the same. Pretending one bomb is different to another is just inexperience. The only thing that makes raiding entertaining is the people you do it with and high turn over rate, thats why everyone hates every last tier because they drag on too long. If it hadn't been for ruby sanctum to inject new information into WotLK then everyone would have hated ICC as well.
Completely agree. I raid, not for the actual raid, but for the people I do it with. I think Blizzard actually realizes this, which is why they make so many "social" features. They know that the more friends you make "in game" the more likely you are more to keep playing. there have been many times I just logged in or hopped into voice chat just to say "hello!"
Oh yes, Mythic Gorefiend is the exact same as Ultraxion. Hans and Frans are the exact same as Galakras. Heroic Ragnaros the exact same as MC Rag.
Or not. If raids didn't offer variation in mechanics, require tactics and was "all about the people", it'd get pretty damned boring after a while...
What bothers me about this is that when Blizzard explained why the last Patch of MoP lasted so long they said it was because they had "hired new game staff and needed training to get up to Blizzard standards". And so one would figure with that; with more staff, better and faster content could come out.
But nope...Blizzard's reason why WoD was a catastrophe? "Oh,we didnt have enough time/developers for this, for that"...Like really?
What happened to this "hiring new staff" business?
I thought the idea was that more staff developers could split off working on one project while the other team works on another... apparently not.
And yet Final Fantasy XIV has content patches just about every 3 months .
And yes, that's a completely different game, different server architecture, different codebase, different graphic engine.. etc etc.
While to a layman it might seem like "a video game A" equals "a video game B" - that's not really the case at all, and comparisons between two software products are incredibly hard, especially since there's almost 10 years gap between their launch dates - 10 years is a huge deal in term of tech development - and a codebase that is as old as WoW's has very different requirements (in terms of accumulated technical debt) compared to one like FFXIV.
In short, that argument is complete and utter bullshit.
Having said that - it sounds like Blizzard has realized they're unable to push yearly expacs with their legacy platform. That's fine - all I've ever asked was more realistic project management when it comes to release cycles (rushing early patches, then huge gaps). I also wish they'd consider producing smaller "content packs" (like a story based, phased event placed in one of the old-world zones) and sprinkling the releases in the gaps between larger patches. I don't always require a huge multi-gig content patch - sometimes it would be enough to get a piece of story, a quest line, some dailies and a rep faction/some cosmetic rewards).
Last edited by mmoc53950756e3; 2016-06-19 at 04:45 AM.
It's just marketing talk. They learned jack shit. Next expansion will be just as disappointing.
It's always around the release of a new expansion where they show themselves enlightened just to make those same mistakes again next time.
The HFC *raid* was good. Noone complained about the raid. The "content" in Tanaan was absolute total garbage. There's no way they spent more than 2 weeks making that and the shipyard. The only teams that spent more than 2 weeks on patch 6.2 were the raid encounter team, and the art team. Just because the raid was good, does not mean the patch was good, or the expansion was good. 6.2 was one of the worst patches ever made. There is more to the game than raiding.
Until you can AFK everything by using queue things no amount of content will be enough.
Then what alternative is there for players being excluded from group finder or manual pugs by inflated requirements.
LFR continues to serve a need for those people.
Those players inflating the requirements are why LFR is absolutely necessary.
And stop that utter rubbish about epics not feeling epic any longer, when they were never that.
There was never consistency even in vanilla, between world drops, crafted, and multiple tiers of "epics".
That colour even from the start never had any consistent difficulty or value attached to a given colour.
Shows how out of touch you are.
That LFR has proven hugely popular STILL with hugely nerfed gear rewards. yet you want to reduce it AGAIN.
Because there is something in that watered down experience that players are not getting anywhere else.
You make a general assumption of why it exits while ignoring what other players have frequently said on the subject.
Because you don't want to believe it.
Because there is someone who isn't blizzard, because there is someone other than the "casuals" to blame.