Apparently they intend on taking old dungeons after they're not current and putting them into the world rather than instanced as well.
For the total flop XIV was at launch, their new director has some cool sounding ideas for A Realm Reborn.
I didn't try Rift at all. I got it for free to download, but haven't played. Is it worth a poke for a look around?
You people. This is how every expansion works, the older the game get's the more extreme the troughs and valleys will be. When an expansion is new everybody comes back and they get record high numbers, after a few months things settle down and those people who just came back for the new content go away.
As has always happened in the last 3 expansions when every mouth breather with a chip on their shoulder blames their personal problem with WOW for the inevitable decline, you can start making noise when a new expansion actually sees a decline worth noting at the start. This is basically business as usual. This is not evidence that your hatred for CRZ or dailies or whatever the fuck else you hate is killing the game. This is what happens when a game ages but still remains unusually popular.
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Normals too annoying to pug, LFR never getting gear, LFR dealing with afkers and idiots, dailies to get coins = required for anyone that takes raiding seriously, not easy to maintain alts unless you're in a guild that does multiple 25 clears. This is mostly why I stopped playing this xpac. I got bored of only playing my main because they royally screwed alts.
MOP saw a decline of around 400k in its first quarter and now a further 1.3 million when does a decline become worth noting?
Last edited by Pann; 2013-05-10 at 04:58 PM.
The old UO player housing to this day is miles ahead of most games i've seen. The one in EQ sounded quite similar.
As for realm types merging first, yeh I would pool RP realms with each other, pve with pve and pvp with pvp. then xrealm them based on that.
I got very good feedback from MMO veterans who played Rift and they told me it was actually very good. Ofc its not perfect but then again nor is Wow...
Note: ive been playing GW2 for 8 months on a fantastic realm, in a fantastic guild and i think its awesome... maybe thats cos im inlove with WvW which i appreciate is not everyones cup of tea
I have to level an alt because I want to skill new professions. That is how dead my server is and its not even close to the worst.
I would also like to point out that TBC we VERY casual friendly. I was a hardcore raider in Classic and then in TBC I gave that up. The type of people hardcore raiding attracts is just not worth it for me. I did Kara all the time, Grulls twice and ZA most week buts we never cleared it. At the end of TBC doing those raids I was geared enough to walk into Hyjal. Many others where just like me... casual players but good enough to do Hyjal.
In all of TBC and Wotlk I never felt I was out of things to do. In cata I leveled a second warrior for fun. I can't level another character... 60-80 is mind numbing, followed by 5 levels that are not so bad and then 5 levels do doing the exact same thing I already did.
WoW has always been casual friendly. If you don't think so then you never played any MMOs before WoW. EQ which was one of the most popular MMOs forced grouping to level on nearly everyone... and it took forever. FFXI was the same way... forced grouping and very slow leveling. If you died in EQ you lost exp and had to go find your body to get your stuff back. FFXI just took a ton of your exp away and made you walk back from whatever city you set your homepoint.
From vanilla through Cata WoW was very pick you poison kind of a game. MoP changed that. You have to quest a very specific way or you can run the same 4 dungeons over and over and they reward very little exp. Then after level cap you have to do rep grinds to get anythings... a rep grind that is tied to daily quests only.
Your exaggerating a bit here.From vanilla through Cata WoW was very pick you poison kind of a game. MoP changed that. You have to quest a very specific way or you can run the same 4 dungeons over and over and they reward very little exp. Then after level cap you have to do rep grinds to get anythings... a rep grind that is tied to daily quests only.
Vanilla you didn't pick your poison. You ran 5 man dungeons (the same handful) or you raided. That was pretty much the only options at end game.
BC you did heroics, raids, or dailies. That was pretty much the only options. If you wanted rep, you ran 1-2 dungeons ad nauseum until you were exalted. Then you ran 1-2 different dungeons ad nauseum. And don't forget you had run those same dungeons dozens of times to get the rep to ENTER a heroic and then ran them endlessly to get your one piece to drop.
Wrath? Get to 90 and run heroics with a tabard, which you were limited on how many you could run, to get epics. Then start raiding.
MoP isn't as insanely different from the old expansions as people try to forcefully make it seem. You may hate dailies, but you really didn't NEED them to get into raiding, particularly LFR. I did dailies because I liked doing them for the most part, but I geared up and got into LFR through heroics before I had more than Klaxxi gear from valor.
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A friend of mine (I addicted him to EQ...I'm a pusher) is liking what he sees in FF XIV, so good chance I'll try it. Another will definitely be interested in EQ if it looks good (and it will be F2P too).
F2P does help you get friends to try other MMOs with you. But I also think back on my early days of WoW and how many friends I made in WoW before more RL friends started. That's what's missing in WoW now....don't seem to often meet other players on the server. Just one time dungeon, no speaking, and never see 'em again.
Last edited by Faroth; 2013-05-10 at 05:12 PM.
Elder Scrolls online must be seriously considering going F2P and copying the likes of GW2 in the way they have made their F2P model work. They make enough money to keep releasing content and the quality is still high. Sure, they are not the bazillionaires like Wow but theyre turning healthy profits which bode well for the future of the game.
Yes I know it is like the doff system from star trek online but that mini game is somehow rather fun.
An interesting fighting mechanism is what we also need. Nothing fancy, just bring the old tbc heroic system back.
Grab aggro? Get one shot, Cc mandatory (do you remember chain frost trap?).
They don't need to be long, just having those two characteristic will make even short runs much much funnier than now, and would also improve the quality in Lfd or even maybe push you to be more social to people and get a friend list going again (don't know about you but I haven't added a single name on my friend list from wotlk).
Well I think the only thing to do in wow for a lot of people is to login once a week clear LFR, probably get frustrated at the two times you wipe and then log out until next week. I can see how they hardly justify paying a subscription fee for that.
The thing that kept me playing wow for a long time has been being in a guild. WoW no longer requires you to interact with anyone you can just be completely silent and run LFR and LFD which is completely different to when you were forced to interact with people in WotLK.
"If I would've asked people what they wanted, they'd say faster horses" - Henry Ford
Blizzard has listened too much to what people want, and they've tried to appease everyone. As a result, the game has turned into a messy middle-ground of every user-type's play-style leaving no user-type satisfied. Blizzard are game developers, their users are not, Blizzard knows how to make games, users don't. Blizzard needs to follow their instincts and start building amazing stuff again without listening to crybabies on the forums, just like they used to do when initially developing vanilla and TBC.
1) a lot of the casual-catering mentality, in my view, was likely directly from the then-new ATVI mgmt after the merger. Kotick is quite keen on casual, it was a very successful formula for Activision (he singularly turned the company around), but it translates very questionably in the context of the MMO market.
2) a lot of the decisions coming out of blizzard about game design and tuning really look like the outside view of an internal political struggle between competing philosophies, as well as some game decisions being made by people who understood the parts of the game they were changing very little if at all. (wsg gy change, I am looking at you)
3) a perfectly justifiable underlying motivation for the company is to try to keep the revenue decline curve as slow as possible as the game ages, in addition to all of the above.
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there is a lot of public data that pretty decisively paints a picture of wow having spiked western subs into western wotlk release, spiked another few months into it, and done nothing but bleed off the next 1.7 years until pre-cat. spike.
I think you could argue that the early wotlk spike owed as much to the success and enjoyment returning players had in tbc as anything, in addition to the 'new expansion' effect.
Last edited by Deficineiron; 2013-05-10 at 06:00 PM.
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