Obviously blizzard reacted to the initial issues by simply mass-nerfing (I have speculated that the hard-content faction was essentially vanquished there), but I wonder what they would have done if they could have done it over from scratch. I can think of a few different approaches which wouldn't have impacted dev time much vs. what they must have used anyway. (since obviously the whole game is on a budget which strictly limits their ability to produce content or tune varying difficulties more than they already do, based on repeated comments from them).
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Heroic dungeons don't have to be hard, theres hard content there if you want it, challenge modes and hardcore raids, but dungeons are not required to be hard. At the moment the only requirement is that they give me JP or Valor and do it as quickly as possible so I can get back to doing the things I like to do and if someone with a new character gets their loot faster with less competition because I am there for valor then all the better for everyone in the group.
heroic shattered halls was hard
I'm going to be paying close attention to what any of the top WoW devs say after they leave Blizzard. They have their nondisclosure agreements, I'm sure, but those shouldn't last forever.
Cata heroics at launch were extremely challenging, but in a good way. After a week they nerfed them to the ground, and that's the version most people 'experienced', so yea, GC is accurate when he said they were hard.
Too bad they nerfed it to cater to the casual crowd that was getting stomped (in early dungeon gear...).
They actually reminded me of the heroics in TBC, any mistake was a death, and extremely fun to run!
I don't think a MMO can exist with so much outside information. It's just wrong on so many levels. It's like playing footbal and knowing where your opponent is gonna pass. What's the point of playing that game? The guy that did the tactic is the one that played the game, not you a simple minded creature the just learned how to read.
they weren't brutally difficult like shattered halls, but they were sufficiently challenging and annoying.
most of the reason people wiped endlessly in them is because they were spoiled by wrath "heroics" and tried to mass aoe everything and died due to unhealable amounts of damage. instead of adapting and overcoming (cc, some small amount of organization, creative tactics like kiting or offhealing), they went to the forums in droves to have it nerfed down so they mass aoe fests were once again the most effective way to farm pre-raid gear.
By doing that, not only did players get burnt out of those dungeons after the first 3 days of playing... but it pulled every single well-geared player OUT of the older dungeons - thus reducing the old dungeons back into the launch-day hell grinds.
There were net 5000 people quitting the game PER DAY in the first half of 2011. Did you see 5000 new threads each day about anything? Of course you didn't. Forum posters are a VERY tiny minority of all players.
Most people who had trouble and quit just... quit. They didn't cry or QQ or whine or do any of the other things the hardcores like to disparage them for (as if them doing this would somehow absolve the game designers of responsibility for what the decisions had caused.)
Difficult heroic 5 mans were not abandoned because of whining or crying. They were abandoned because huge numbers of people quit the game over them.
I remember doing VP hc the first day when we dinged 85... with leveling gear it was pretty hard, almost like tbc heroics imo. Tho the first boss was weirdly tuned >.< had to come up with a tactic to sacrifice our healer with a soulstone on to regain some mana in the middle of the fight Too bad the people complained so much that they ended up nerfing them :/ Would prevent people from getting burned out so fast if the dungeons lasted for longer like they used to, less spammable as well would be something possitive.
Nowish <Envy> HC stream -> http://sv.twitch.tv/viss3
Last edited by Osmeric; 2013-07-25 at 05:43 PM.