I'll meanwhile continue to enjoy my more casual MMO with the millions who agree with me.
---------- Post added 2013-01-02 at 06:15 PM ----------
Cata: WAAAAAAAAAAAH! Dungeons are too hard! *subs drop*
Cata heroics weren't even as hard as BC heroics, yet their difficulty was the biggest complaint of early Cata.
ha think the same
we had fire mages TOPPING dps in MC against frost mages in better gear ... yes the resist where high but if your damage was retarded what did it matter if 50% of it was resisted ... yes the standard was to run frost but i know some of the best mages from Dethecus that would show u otherwise
oh and elemental shamans where good dps in alot of content in vanilla not to mention the fact they could one shot your ass with a instant crit instant cast chain lightning
http://us.battle.net/wow/en/characte...tknight/simple - Retired ( miss my ret paladin )
http://us.battle.net/wow/en/characte...hostx/advanced - alt
http://us.battle.net/wow/en/characte...nknight/simple - Monks are OP ! ( new main )
The problem with this game is the emphasis on purples. Blizz thinks that fun in this game = purples. It simply does not. Purples used to be a sense of accomplishment but no longer. I don't care to LFR/LFD because its just a boring grind fest. There is no end game, and by end game I mean greater enjoyment. I am perfectly capable of doing LFR in all blues and greens only all purples would do is make it a bit easier. The ONLY reason I need purples is because of iLVL. Once your in all purples its just roll your face mode.
I think that this MMO is just heading in the wrong direction. Dailies/rep/purple grinding is NOT fun. Some people might find mindless repetition fun but I think its safe to assume the majority don't. PvP has been broken since day1 and will never be balanced. This game is old and the amount of people leaving is expected. There is only so many ways you can recycle the same stuff with a added twist.
The only reason Blizzard is still #1 is because of the amount of time people already have invested and the fact that other companies just can't figure out what goes into making an enjoyable MMO. I think where MMO's need to go is allowing players to customize the world. Buy a plot of land, build you own house, guild castle, what have you. Essentially like Minecraft but more advanced and on a massive scale. Still provide players an unchangeable world but have areas where people can customize, with some restrictions of course. Have a landscape that is effected by weather, droughts, floods, and so forth so areas are never the same. This is my personal opinion on the direction MMO's should go but who knows.
This is only a guess on my part, but had WoW stuck with a higher difficulty both in game play and acquiring rewards along with a slower content consumption pace, I'd wager they'd still be around the 8 million mark give or take a million subs. At $15 a month per person that is more than enough to continue to push out quality content at a good pace.
The bean counters obviously saw how ludicrously profitable WoW is and wanted more so they made it more accessible. There's nothing wrong with that but you have to find a balance between accessibility and difficulty, which WotLK did pretty well and that's reflected by WoWs subs peaking at 12 million. Coincidentally this is also when Vivendi merged with Activision. Then the suits really went to work in wanting a more accessible product and the players weren't too keen on that idea evidently because subs dropped by 1 million after Cata's lunch and dropped by another 1 million until today. You could argue that that is due to player burnout, but I personally believe it's player boredom.
Last edited by deathtakes; 2013-01-03 at 02:20 PM.
Even if WoW dropped to 5 million subs it would still have about 2.5 million more subs that the next highest subbed MMO which is Aion. The Problem is Blizzard/Activisions greed because the more subs they lose (for whatever reason) the more pissed off the shareholders get.
The total running cost of WoW for the first 4 years of it's life was estimated to be $200,000,000 which is 4.16M per month. In the same period of time monthly revenue was estimated between 75 - 150M. WoW had an estimated 11 million subs by that 4 year mark which was also just before the release of WotLK FYI.
Now obviously a lot has changed since 2008 obviously, but I would be surprised if running costs increased enough to put a dent in that kind of revenue per month since then.
All I'm saying is that even if you cut that number in half they're still making a massive profit from this game, the problem is they're going for max profit, not max enjoyment.
Last edited by deathtakes; 2013-01-03 at 03:05 PM.
My point is there is no denying Blizzard is raking in the dough and could stand to lose some subs if they decided to revert the game back to Vanilla/BC type gameplay. I only bring this up because earlier posts were making it sound like if WoW subs dipped to Vanilla/BC numbers (5-11M) it would cripple the game.
Blizzard is a company...they need to make the big money, so they're going to cater to the biggest audience. This whole line GC feeds us about trying to make the game fun is a crock. It's not fun getting roflstomped by burst in pvp, or meeting a healer that literally impossible to kill, even with help, but those things get ignored because Blizz knows that PvE is its bread and butter so PvP remains an afterthought.