Originally Posted by
melodramocracy
I'll try to skip the already well - documented azurite issues in this expansion, and move onto a few other items. Maybe.
World PvP:
1. Blizzard really seems to be trying to dip its toe in the water, or gently introduce this element when the better idea would have been to just toss folks in head first. Opting out of it is fine and dandy, but making people truck back to their mainland capital cities to do so.... what was the reasoning behind this? Seems to me that you need to either say "the game is now like this" or not bother, because the current approach simply seems half assed.
2. Kul Tiras and Zandalar are physically too far away from each other. A great opportunity was lost here in terms of having the islands closer together, perhaps able to be traversed by strider or an old school boat ride that didn't simply involve a loading screen, and having the fronts themselves become attractive fight points. Granted, we do see a little bit of this now and then, but it tends to manifest itself with folks taking advantage of folks who just dropped in from a flight point.
3. War Fronts: Why, in gods name, do I not see a single solitary opponent player in either the scenario or the numerous quests that appear leading up to the war front? Maybe this will change when Darkshore arrives, but this is, again, a dropped ball in terms of getting players to fight each other, and pushing the red vs blue thing. War fronts are a completely missed opportunity from a PvP perspective, and they're a completely missed opportunity from even a profession perspective, where players could have been (and should have been) introduced to capacity to collect materials for all manner of siege weapons etc outside of the war front itself. Instead, players quickly discovered that the timer simply proceeds regardless of your factions input.
4. Island missions: Again, back to point 2... why aren't there islands in between the 2 continents where I don't actually engage other players? More on this below however...