Soothing Mist:"Healing them for a minor amount every 0.5 sec, until you take any other action."
Jade Serpent Statue: "The statue will also begin casting Soothing Mist on your target. healing for 50% as much as yours. "
[What's half of minor?]
"Statue casts Soothing Mist at a nearby ally for toddler healing."
right because the number of people still playing has absolutely NOTHING to do with the fact that its 17 years old or anything. Also most WoW players are so bad they couldnt hack it in UO anyways. First time someone got PKed and lost all their gear they would first hit the forums with a massive QQ post and then rage quit.
People who play WoW for the most part don't want to deal with those sorts of consequences. There are games where they have them and to each their own. I don't see a problem with that.
"...money's most powerful ability is to allow bad people to continue doing bad things at the expense of those who don't have it."
WoW has been the most popular mmo to date. I'm hoping with Wildstar and ESO the devs will be forced to do actual work on improving the game when they lose fucktons of subs because they fail to put out quality content. They have been able to just kinda dick around on the top of the hill, but good games will force them to wake up.
As far as gameplay goes, the devs have been shitting on it since wrath. It will take a few expansions of very good development in order to fix anything.
Yes, and they changed it 3 years later with Ultima Online Renaissance, where there was now a mirror version of it called Trammel, which had NO unconsensual PVP, and all lands that were added by subsequent expansions had that rule. Also they changed it so that the keys were no longer the thing that decides about house ownership. Felucca, the lands of free PVP became an empty shell, only to be inhabited by those who desire PKing.
Then later they added Item Insurance where you could insure your equipment and it stayed with you when you died.
In other words, the "good old times" of rampant PK were not as golden as some say. Only after it became a choice of gameplay (like WOW pvp server vs PVE server) did the game actually flourish.
I know, I played it, was part of the Atlantic Shard RP Community, etc.
"Reality: The refuge of those who fail in RPGs"
~Though this be madness, yet there is method in't~
None of this sounds like good ideas to me
You haven't played EvE online or LoL then?
In EvE online we wanted to kill a titan, to give an idea of how valuable they are they approximate to $5,000 a piece in real money. A person in his "guild" wanted to backstab the titan owner so helped us. He formed a party with the dude while it was in a spot that made it invulnerable to damage. We then distracted the titan owner by getting his guildmate to link him silly youtube vids. When we were good and certain he was lolling to one his guildmate warped him out to where we could gank him and we dropped the hammer. Boom, $5k splatted. This is childsplay compared to the lengths that many will go to.
Corp robberies of billions there are the norm, spying, DDOS of voicecomms in important ops and so on.
But yea, wow isn't that kind of game and I'm glad it isn't. WoW is a nice change of pace.
Why would you call people that play a game casually, filfthy. Where does the hate come from?
And the OP's question has been answered in this thread. Wow is not that type of game. Games with (heavy) repurcusions are for a niche market. Wow wants to appeal to a bigger crowd.
It's interesting though, people that criticize Wow for being too casual or too mass appealing mostly want games that not many people play.
Wow is the McDonalds of MMO gaming, a lot of people hate it but the majority loves it. It tastes good but it's not for everyone. The people that like to dine in the smaller restaurants are eager to critique it while eating in their quiet little restaurant.
LFD and LFR killed community
Flying killed the world
Whiners killed the rest
There you go, a lobby game without consequences.
WoW has been successful because it was not that sort of game.
I can understand the desire from some people to replicate the "best times" of wow by trying to replicate the atmosphere, even if they are going about it completely the wrong way.
But this is just something entirely different.
If you want some ultra hardcore game with a tiny playerbase, then I am sure there are those out there for you.
You vastly overestimate the popularity that sort of game would have, otherwise there would be one out there already with millions of subscribers.
One of the reasons why WoW even got to be so popular was because it didn't have those consequences. Who the heck truly wants to lose experience and items just because you died in a multiplayer game where character progression is the key to play the game (okay, the punchline is Diablo Hardcore Mode, but I digress)?
Still, MMO grinding is far worse than Diablo grinding, where in the latter it's easy to hit max level and gain nice items to progress your character. Having massive penalties for dying is counter-productive to what makes MMOs fun in the first place and just deter more people from playing them than getting people invested.
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What community exactly? There was never such a thing as a community, as much as people like to believe that. There were always guilds and circle of friends competing for raid kills or pvp e-peen. That hasn't changed. The community on a realm is the people you befriend and get to know, that has nothing to do with LFR or dungeon finder.
I agree somewhat on making the world smaller than it is, but I do love my flying mounts.
Whiners killed the rest, no idea what you mean by that. What did they kill?
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Without giving examples and just stating things, your post holds no merit. MOP has been the best expansion to date if you consider gameplay, graphics and story telling.
My favorite expansion is Wotlk, but only because of the lore. The immersion, engagement while questing and world design are way better in MOP.
I agree. Blizzard should be much, much harsher on these types of players; they are what is causing damage to the game and the community. Not LFD/LFR.
Problem is that Blizzard only has so many GM's to handle issues like that along with other issues like helping players who've had their accounts hacked ect ect. In an ideal world those toxic players would either be permabanned or better yet Blizzard should have a few servers set aside specifically for toxic players; if a player becomes a constant problem he or she is automatically removed from the server and put on those special servers with other bad players. If people can't act like a person and treat people like, well, people, they don't deserve to play with them.