Well, if you hit your head enough against the wall the wall might eventually break but you will get a massive headache in the process. That was Vanilla/TBC effort. I prefer effort that takes less time and instead you are getting rewarded for your skill, knowledge and dedication - not ONLY for time. And tbh, pre Wrath rewarded mostly time because it's all grind required.
Oh, make no mistake, I do not mean to say Vanilla/TBC had it the right way.
But WOTLK did.
Dungeons that offered badges which you could buy good gear with, no attunements, balanced PvP, daily heroic quests and so on.
But it went downhill from there. When I saw MoP's talent trees I wanted to cry.
Dark Souls is more different because the market it is addressing is fragmented. No single game has a shot of hitting as large a fraction of the audience as WoW does/did in the MMO space.
But even with that, didn't sequels of DS tone down the difficulty? Even for them, if a person finds the game too difficulty he is less likely to buy more in the series.
"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?"
It depends on who you ask. They sort of did, and sort of didn't. But they most certainly did make them a lot more accessible, that's for sure! (The neat thing about those games is that they're pretty open in letting you decide exactly how difficult they'll be. I personally don't even think they're difficult. They're just not easy.)
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I really hate that that had to happen to the talent trees. It's one of those things that the internet ruined by being the internet. It happens with everything that's multiplayer and offers choices
I don't think Blizzard "agreed this was too much." I think this is pretty common practice for them to remove restrictions like this over time. They did it with Mythic raiding in WoD (you could do them cross realm after a while). It's the way they wanted it to be: When the content is new, it's meant to be harder and more restrictive. As it gets behind in the meta game, they relax restrictions. It's the same reason they are releasing flying late in the expansion. They want the game to be on the ground for a while because that's how they want you to experience it. After a while they just say "fuck it, go wild" and remove restrictions. I would argue it's the same reason they reduce leveling times every expansion. The leveling experience is no longer the new thing.
Have you ever thought that maybe these casuals they are catering to make up the majority of the player base, and that catering to hardcore players will not get them more or let them retain subscribers and thus keep receiving money?
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I feel like people often forget that there really weren't any meaningful choices in talent trees. I mean yeah, you could do some crazy shit like Shockadin, but it was not actually viable, and most cases you followed a cookie-cutter build where you might be able to get away with switching out a few points here and there.
Today you have less choices but they're far more balanced, and there's not a ton of filler "choices" that aren't really choices.
The part I really miss is that leveling up just a single level felt rewarding, but a bigger issue is that you level up so fucking fast now that it doesn't matter anyway.
Because game and sub price is the same for casuals and for neckbeards.Why must everything be accessible?
/thread