Hey guys!
I'd just like to point out a few reasons why I believe World of Warcraft is no longer a multiplayer and no longer a role playing game.
1. Loss of multiplayer:
a) A paucity of reasons to selectively group up with other players:
- LFD offers a path of least resistance towards good gear (VPs), is not challenging and requires almost no interaction between players (it is effectively a solo run with 4 "NPCs").
- LFR enables experiencing endgame content (which is ok), while also not necessitating player interaction and not being challenging whatsoever.
- Removal of group quests - questing is too easy and again offers virtually no incentive to seek out other players to group with which hampers any chance of developing new friendships.
b) Your role in a group has lost its prominence:
- This mostly applies to LFR and LFG because of the lack of inherent difficulty - it can be beaten even if the group members for the most part don't do their job.
- If someone under performs, the tendency is to kick him/her, rather than to offer advice.
c) Instant level 90.
2. Loss of role playing due to an extreme reduction in player individuality:
- Epic & legendary gear can be acquired by anybody which is good, but without much effort which is not good.
- Items obtained from the 3 difficulty levels are differentiated by minor color alterations, the actual stat changes are not that profound.
- A myriad of (in my opinion) great looking mounts that could be acquired in game by putting in some serious effort and feeling rewarded, but are instead available to anyone through the online store. And, in fact, many do purchase these mounts and this results in a plethora of people having the same looking mount and that effectively negates the reason for buying the mount in the first place - to stand out.
- Allowing anyone to simply purchase 310% flying speed. Beforehand this was a nice reward for those who went just that one step further and when you saw someone with such a mount, you were in awe and wanted one too!
- Cross-realm grouping - prior to this system being implemented, you could build up a good reputation on your server as either a good tank, dps or healer. Now you're just another "guy" in the group.
- The ability to obtain titles associated with killing hard raid bosses persists into future expansions, effectively rendering these titles worthless because anyone can later come back, 10 levels stronger and steamroll through the content. I cite as my example The Astral Walker and Dragonslayer, each obtained by beating a very difficult boss at that level. Now they can be acquired by anybody. Remember the Champion of the Naaru and Hand of A'dal? They were made unavailable with the launch of WOTLK, the reason being and I quote Eyonix "to prevent easy access to the titles".
- Removal of keyrings - another reason less to seek out players on your own realm.
- Nerfing hard to obtain titles, for example The Insane. Beforehand it was really hard to level up DMF rep, now it can be done just by doing easy daily quests and it has even had 1 criterium flat out removed.
- Removal of world drop or raid drop profession recipes - every alchemist, for example, can make the same stuff as the other. This has a few exceptions, but in the form of vanity items, such as the Sandstone drake. This devalues professions and potentially hurts the economy of the game.
- Bringing back items that ceased to become available. For example the Clockwork Rocket Bot or the Amani Warbear. Also this year you could just purchase previous years' Winter Vail gifts. Yes, these are small things, but they're stacking up.
- Legendaries for all.
.....in my opinion.