imo the game is toxic because indirectly Blizz heavily supports that, i.e. by being greedy as fuck.
an example:
- Blizz wanna make money with cash grab systems
- Blizz introduces Tokens
- Every Token ever passes the AH make Blizz additional 7 bugs for doing completely nothing
- Tokens are used to get/produce gold
- Now Blizz needs to support the use of heavy amounts of gold
- Besides stuff like Brutosaur, they support big gold transfers by not disallowing paid runs.
- The „Curved“ PuG grps mentality is born.
- Timmy trade his 20 bugs into gold, get paid run and his Curved
- Now Timmy, without any clue, plays with the big guys
- PuG Raid sucks
- Toxic
- Every second grp has a „curved only“ label
- Toxic
- The label as marker is completely devalued
- Many clueless ppl are mixed up with better players
- Toxic
- Toxic
- Toxic
This shit happens every day in wow and is since years a totally normal situation in the game.
and ppl ask why the game is toxic ???
the answer is simple:
bc Blizz supports it or is just doing nothing that supports a non toxic game. for one or another reason (not all are based on greed/profit).
Last edited by Niwes; 2021-02-02 at 10:07 AM.
Actually blizzard can change everything, because the playerbase is malleable. For example - if you create full loot pvp you will atract specific people. If you create great incentivize to explore you attract other kind of people. Blizz created tools and shifted the view of the game to be highly competitive with mostly raid or die mentality, sometimes weaker, sometimes stronger, but always there. They shat of pvp community and nearly drove it into extinction only to NOW give them a bone. So that kind of players which stay dont quit even more. They created timers in m+ to drove the competitives into dungeons for that sweet, sweet esport money (which blizzard spectacularly fail in every single game they have). And that attracts speedrunes, shortcuts, competitive folks, create whole metagame which, as metagame always, pick winners and losers.
Basically - blizzard is responsible because they created a game to attact those kind of people.
Blizz is like that bro tryhard who just need you to try it his way and then you will surelly love it bro. They believe you can only do things 2 ways - their way or the wrong way.
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Unsure, since blizz stopped posting numbers - the big 4 are wow, ff14, eso and gw2. I would say the MMO players are more or less evenly split between those 4 titles. But that my guess when playing all 4, there was never an outliner with regards of how much people were.
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Lol, what a shitty metric to go by
Never thought of that, but LFG is INDEED my experience with online dating. I'm always the one who talks, the others barely say anything other than Hi or Goodbye. If something goes wrong, I get shit on. And, as soon as it's over, everyone goes their seperate aways and we don't even see each other again.
OP you're a genious!
You don't understand. Having an unpayed full time job that no one appreciates is the magic of classic.
It's about the journey. The journey into depression. The journey of running a daycare full of middle-aged alcoholics ignoring their SOs and avoiding social engagements to fulfill something they wanted 15 years ago before everyone realized it's not hard at all.
When I could get into heroics on my warrior, I was shocked how squishy i was as a tank, I had to focus on every trash pull, use all CDs n keep mitigation up so not to die, which happened, a lot. My health melted away like it was nothing..
Was way easier to tank on my fat dr00d...
Maybe if they buffed warrior tanks? Shouldn't have to over-gear to tank...
I had to resort to que as dps, cuz other players got mad things took long time...
But on my pala tank, the healer might aswell have gone dps n do some random off-heals..
Last edited by Ihavewaffles; 2021-02-02 at 11:27 AM.
As a dh tank i found myself numerous times just jumping around kiting to avoid a wipe. Always cause someone pulled 2nd group or more. I find it more amazing what you can get away with than a problem. Its honestly too boring if you dont have to put some minimum amount of effort into it.
This is such a bad argument. Usually its the other way around. Nobody's keeping you in your bad guild/premade than yourself.More often than not, a lack of progress will be someone else's fault rather than your own.
Eh, ill bite.
Firstly - wow has some prominent figures in its community, example would be Asmongold or Preach. People gravitate towards them and watch them, not always because they are interested in wow but rather in a personality.
Second - wow is 17y old game and has gigantic community (community =! active players) which is interested in a game even if they dont play. Like myself.
Third - It creates e sport theme with hard content. People like to watch the m+ and raids.
Fourth - pvp = audience.
Thats why it is shitty metric. Game being popular to watch doesnt mean it is also played by massive number of people. For example GTA V has similar number of views and look at that https://steamcharts.com/app/271590 . Not really milions of people playing isnt it?
No, problems are quite different.Wilfire
Reason 1. Reason 2. Reason 3.
Let's start with your first paragraph. It's not that they do someone better than others. Wording is basically not correct, you are talking about players, but in explanation you slide into design elements and directly onto specs and roles. So it's not about players, but about design of specific element, in this case it's classes and content + progress. This is how it should sound if you would like to state something like that. Yes, classes design is bad, so design of progress is even more bad, and fact that content is oriented towards someone in this hierarchy is rotten cherry on a pile of $hit.
Do you understand? The point is not who is better or worse, but dev's direct design mistakes. "Better and worse" barrier was successfully overcome by players not once already.
Automatic random search system is a completely separate design problem associated with social aspect of the game, which, of course, makes its own adjustments, but your its mention in this paragraph completely devalues it as some kind of "about restrictions". Classic version of design had in this sense even more of your so-called "restrictions" and somehow managed to be overal less toxic.
The second paragraph doesn't stand up to criticism at all, since the only barrier in current conditions is just progress, since you get content absolutely for free, and dependence on other players for you as such doesn't exist at all thanks to aforementioned system and servers' organization system... community doesn't have any educational impact on you as individual, game simply doesn't allow such, so you can absolutely painlessly be very last @$$hole in the game and be very successful in progress... which leads us to conclusion about where all this toxicity comes from. In other words, game encourages such people with its design, shields them from influence of community, grows them in greenhouse conditions (in environment in which they feel like fish in water, and you know what I'm hinting at, do you?).
The third paragraph talks about absence of analytical thinking as such. People of "closed societies" aren't distributors of toxicity, if just because you simply don't meet with them, all toxicity primarily comes from ill-bred independent loners. Is it worth explaining or can you guess on your own? If person is able to be in a group long time, to be useful and coexist with others, then outside of this group these individuals will first of all try to behave in their usual way, and this will be? which one? there is hint just above. And that's why loners in such conditions will be Alone-rs.
Everything is much simpler in terms of wording, we have already analyzed it more than once, last time for example here, some stuff here.
Last edited by Alkizon; 2021-06-14 at 09:04 AM.
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