I think we severely underestimate how much the social and cultural "climate" has changed for the people who are now the ages we were when we started playing.
Since 9/11 the corrupt NSA spent over $100 billion on lies, crime and ethics fail, cost billions, abused power, insider traded, hurt security for useless surveillance, opened backdoors, lied about pretend oversight, & blindly spies with worthless, illegal programs, & literally calls itself BigBrother.
You've probably never heard of him.
If I had one dream it would be to make 'rose-tinted glasses' an auto-ban word.
Mods are asleep, post private server threads.
Wow is better than what it once was, not sure why you ask.
They would have to create a WoW 2 in order to get high subscriptions again. But that won't happen, Blizzard has probably put their money on Titan to take over the subscriptions of WoW eventually.
MoP is amazing for content.
But the community is what made WoW so special, and times have changed.
Heaps of those people have moved on, and the game has developed into a more social-less standing, and there is no way to change that now.
So unfortunally I doubt it.
Unless the next generation of gamers prove me wrong, but unfortunally all the CoD games they play aren't making them any happier or social.
We stopped searching for monsters under our beds when we realized that they were inside us.
Tell me something, my friend. You ever dance with the devil in the pale moonlight?
I'll say MoP is better than Wrath and Cata so far, though I only started on it, much of what I'm seeing and reading up on seems improved. I'm only leveling up at the moment, but so far, the quest pacing is great, and the quests are varied and gimmicky enough to keep things interesting. I'm hugely disappointed that there is only six dungeons in MoP though. Though I guess LFD pretty much erased what made running dungeons awesome in the first place anyway. Pascal's post on page 2 pretty much sums up how I feel though, so there is no need to add another wall of text:
Okay, you're not forced to join a high level guild, but you're gimping yourself if you don't. I think it's messy, because these rewards were meant to strengthen bonds and encourage socializing by letting guilds work together more. Instead it has had the opposite impact by keeping people away from eachother in fear of losing guild perks.
His opinion will only become more valid with time, yours less (if numbers lend validity).
On topic, the question is "loaded", the obvious answer is "no" but that means something good for a segment of the playerbase and something bad for another.
Truth is in the eye of the beholder.
For me it's not just the players that are confused it's the game management that's confused above all.
There's 2 opposite and competing definitions of casual in MoP in the game systems themselves.
A. Casual as in "having a small amount of time to spend in the game, in random chunks, not on a schedule, a pickup/put down kind of player".
This demographic may be skilled or not but the main thing is time/dedication.
B. Casual as "unskilled, inexperienced, or uncaring to improve, just want trivial non-stressful fun" time is not an issue.
MoP is trying to lump together this diverse demographic and ends up pissing off both sides of the spectrum.
All the trivial content is extremely time-consuming if you want to do it all (just add up the hours in the week a person in their target group would need to: run LFR,LFD,scenarios, pets, farm, secondary professions, collecting, achievement hunting etc) and at the same time the time invested / reward ratio is atrocious.
So on one hand you have casuals (players that may be skilled but have little time to play, being relegated to content that is (a) trivial and repetitive = boring, (b) too time consuming / overwhelming to get anything done time-wise).
On the other hand you have 'casuals' that have tons of time on their hands and prefer trivial play (solitaire in WoW more or less) feeling unrewarded (because cosmetic and frivolous rewards have their own games that do it better that activity being the main focus, and "meaningfull" rewards ie gear locked behind walls of rng grinds and still inferior to rewards from organized play.
The game is schizophrenic and will keep pitting player segments against each other and alienating them left and right.
It doesn't help that Blizzard is consciously funneling diverse player segments into the same groups, choosing to mesh trivial /solo gameplay with organized / challenging gameplay instead of offering them as parallel character progression paths.
This is most evident in their choice to put LFR as a step in the progression ladder for middle-ground, social / casual raiding guilds instead of a truly optional / parallel step.
Why 22 ilvls between T15LFR > T15N instead of the 'traditional' 13?
Why T15LFR dropping "half an old-tier worth" of loot above the previous highest normal raid?
Why not T14N: 496, T15LFR: 497 (or 496 or 495), T15N: 510 (497+13) and tuned for those ilvls so normal raiders can go from completing T14N -> T15N (with LFR truly optional on the side) instead of having the gear progression be T14N -> T15LFR -> T15N.
You can say "it's the playerbase fault" until you're blue in the face it doesn't change the fact that in a virtual world the "laws of physics" are made by the Devs.
If their community management department (social engineering if you prefer) is so bad they can't predict the consequences of game design choices it's not our fault.
A game developer should always assume the worse of their playerbase and try to find ways to discourage toxic behavior instead of fostering it.
Last edited by Drii; 2013-05-20 at 10:28 PM.
First tier had 3 raids with 4-6 bosses each. This tier had 12 bosses and if you compare that to Scc which had 6 and Tempest keep's 4 bosses we come out a head. The reason Tot is one raids is people were asking for a raid more like ulduar. Maybe if you didn't write with a bias you would notice this things but w/e. T4 had 14 boss encounters and Kara only had 12 encounters so we about the same amount because gruuls lair adds an extra 2 bosses.
Tbc pvp = random chances to resist cc on top of every class having a random chance to stun. Tbc was far from the most balanced period of wow that was cata to me. Even in catacylsm all the crap specs were viable a hunter ran survival to 2.7k which was fucking awful. Novoz got gladiator twice as elemental, enhancement was glad viable and even arcane was glad viable.
Last edited by worsthitmanNa; 2013-05-20 at 10:11 PM.
You're right except for 2 things.
1. My name is spelt "God" not "Loucious-sama".
2. I'm not a man, because man is inherently flawed. I am in fact a being so far beyond your comprehension that archaic constraints like flesh, blood, time and consequently, gender, have no meaning to me.
I'm a Vanilla player, and Vanilla wasn't the golden age for me, nor was The Burning Crusade. Wrath is the closest for me, however it isn't that that made the game "Golden". It was the players, the ones who were friends, allies and even enemies (opposing faction). The social element was what made this game so great. Casually whispering your friend that you found something cool, meeting up and doing pvp, raids, and 5 man's. Levelling together and helping out when help was needed.
Almost all the people I once knew have moved on, and so I did the same. But we will always have our memories.
So to answer, no it will never be what it once was, not for me.
No. WoW will never be like it was (mechanically) in the older days.
And that's a good thing.
Are you asking if WoW will regain its community's health? That's up to the community.
Once subs drop below 7.5 million, it will be correct to say "Warcraft was more popular in Classic than it is now." However, his statement, made at the current time, will never be "more valid," because it was a false statement.
The argument over opinions and WoW's quality had nothing to do with that statement, nor did my personal opinion. It was simply a correction of fact, so don't get smug.