---------- Post added 2013-05-12 at 02:04 PM ----------
Point is... if you want content development, you have to look at who's going to use it... and the intelligent moves are what pleases the most, why make 10 people happy (say hardcore) and piss off 150 (casuals)? when you can do it the other way around.
--- Want any of my Constitutional rights?, ΜΟΛΩΝ ΛΑΒΕ
I come from a time and a place where I judge people by the content of their character; I don't give a damn if you are tall or short; gay or straight; Jew or Gentile; White, Black, Brown or Green; Conservative or Liberal.
Last edited by Nobleshield; 2013-05-12 at 07:10 PM.
I honestly think most players don't know exactly what they want. I do think that RPGs attract video gamers looking for a simulated adventure of sorts. Oddly enough, I think most of the quality-of-life improvements served the hardcore gamer more than anything... the gamer that plays enough to have a routine, and immediately jumps into the "grind." I honestly believe the vast majority of people who WoW originally attracted were sincere RPG and Warcraft fans, and they got hooked on WoW because WoW provided a virtual adventure unlike any other.
When new MMOs come out and fail, I believe it not to be because they lack certain functions that WoW has, such as Looking For Raid. I believe that no game has managed to capture the grand scale of Azeroth.
This video summarizes much of how I feel about WoW as a game:
I think Blizzard made a great attempt to put the adventure back into WoW with MoP. However, I don't think the people are as interested in the Pandaren as they were with Illidan, the Lich King or even Deathwing. I definitely enjoyed what I played of MoP, and I look forward to what Blizzard does with the game. Despite this, I do think that these quality-of-life improvements have, over time, made it more difficult for Blizzard to give players a sense of adventure. They make the routine MMO grind much more accessible, however I don't think a lot of WoW players sought that grind in the first place. They came to WoW for virtual adventure. And it's harder than ever for Blizzard to instill a sense of adventure in the game.
So yeah, it's a vocal minority, and their opinions should be dismissed without a second thought.
I too enjoyed attunements but one think I'd like if they were to come back would be 'account-bound' attunement. Could maybe do the quest line over again with another char but it wouldn't be required.
Oh look, another one of these.
Attunements were nothing more but a pre-planned progression route.
There are complaints about the current expectation to grind out reputations as a route for gearing up for raid content, but really why are attunements considered so much better when were even more limiting.
The Valor Point gearing system is far from perfect, primarily in that the gear offered by the reputations takes way too much of a grind to obtain and should imo be from justice points or at least having a significantly reduced reputation requirement. Maybe both.
But what it does offer is a guaranteed result, the ability to get an upgrade denied by RNG.
The problem with heroic dungeon difficulty is where they are meant to be, pre-raid content.
They are meant to be a stepping stone between normal difficulty dungeons and normal difficulty raiding.
Is their difficulty too low because the difficulty of LFR is too low, or are they simply in the wrong place.
That is the question you really need to be asking.
Some were certainly too hard previously, and were appealing to the hardcore audience, the sadistic almost.
Those were simply something else entirely.
The colour of a rarity has meant little for a long time.
There were world drops, craftables and others sources for epics which were trivial to obtain compared to the raid ones.
Really that colour NEVER meant anything, with even some Legendaries dictated more by RNG on loot drops than skill.
There was always something to do, because it took so damn long to do it.
The community formed was out of necessity, it was not through choice.
40m raids were not convenient, but only formed because there was NO other choice.
Now players have choice, look at the result.
Look how many gravitate towards 10m rather than 25m for a single reason, because it is easier to organise.
The player base is taking the route of least resistance, because they can.
Because they choose to.
Last edited by ComputerNerd; 2013-05-12 at 09:23 PM.
I agree with you, OP. There'll be those who keep talking about rose-tinted glasses and those who will do anything to tell themselves this game's lifecycle has long past due, but those of us who were addicted back then, will know there was a certain quality that diminished once WotLK came about. Don't get me wrong, I liked WotLK, but it was no where near as cocaine-ish as BC/Van, and not because the game felt old. Northrend was new remember. Even if the older version of the game was horribly balanced and crappy on paper, it was still crappy on paper. It had magic to it and that wasn't because the game was new - 3-4 years old at the time.
That being said, I don't want the game to return to '07 or even '08 period. I'd like them to reinvent what the new addiction will be. LFR and convenience isn't it.