May I remind all the Souls fans here that ask for more difficult or punishing gameplay that the Maw exists?
That zone basically had the same form of punishment as a Souls game (before 9.1). And see how popular that zone is...
Also one should not ask the question if the open world should be harder, but why.
Just ignore NineSpine, I did. He'll just throw logical fallacy after logical fallacy at you, claim he's not making an argument just asking a question, accuse you of being fallacious, then refuse to cite the evidence of his posts expecting you to find it to prove yourself wrong.
The most difficult thing to do is accept that there is nothing wrong with things you don't like and accept that people can like things you don't.
All I can say is that back in Wrath and Cata I could queue up for heroics, save up badges/points, and get deterministic raid ilvl gear for several slots, with no RNG BS. I could also craft deterministic boe raid ilvl gear for certain slots without having to raid if I didn't want to (even if I had to buy raid drop mats to do so). I miss that. I miss being able to queue for content, get in, have a good time, get out, and have something to show for it. I miss having an alternative route to somewhat close to normal raid ilvl player power that wasn't necessarily fast, or optimal, but still put me in the relative ballpark of normal mode raiders (of the time).
Nowadays, there's a larger gap between the tippy top and anyone who doesn't engage in the non-queueable "big three" (mythic+, rated pvp, and raids). Zerith Mortis is the first sign I've seen that the devs might start thinking about players like me who would prefer not to engage in the "big three". The fact that I can (eventually) get normal raid ilvl gear (for most slots), and even tier (albeit at 246 if I want better than LFR level), makes 9.2 at least somewhat palatable to me. It's not perfect by any means, but I hope it's an indication of what's to come in 10.0.
The only issue I have with 9.2 right now is that Blizzard is still gatekeeping weapons and trinkets. They don't allow us to use the ilvl increasing reagents when crafting weapons. Armor? Sure. Weapons? Nope. If you don't do the big three you're stuck with a 226 weapon from the anima vendor, a 229 boe ZM world drop, 236 drops from rares (which are at the mercy of the RNG), and while I have never seen one personally, I am told there can be 246 weapons from world quests and the desert rares in ZM. At the very least I wish the new "make this item ilvl 233" crafting reagent could be used for weapon crafts. Not only because I would use it for alts, but also because it's kinda not fair that only armor can be improved like that.
User feedback which generally doesn't end well. It's how a lot of games go awry when developers abandon their own vision for a game to placate the whims of their customers. You can't have missed how many people over the years think they're better designers than Blizzard or want to vote on every feature as to whether it goes in or not. Letting your customers design the game is usually the end.
It sometimes happens with long-running games where the same people have run it for a long while. At some point inspiration runs out and new content becomes a game of moving deck chairs around. Sound familiar?
EDIT: One more thing. If it sounds like I'm implying that successful game developers should ignore a lot of customer feedback I clearly am. I do think that one of the significant issues with the current game is that collectively they've let their customers guide them into decisions where they abandoned their original design altogether. Cataclysm and their reaction to the first six months of people leaving is probably the clearest example of that. Sometimes it's required as a business thing. But once it starts, it usually spreads until the cart is driving the horse. There's an argument to be made that WoW is deep in the throes of this despite the constant bickering that they don't listen. They do and often results don't show up until the next expansion a year or so down the line.
Another example I think is that Blizzard used to pride itself on iterating on systems until they had them right. Now they simply abandon them because people hate the initial roll-outs. Throw-away systems, throw-away content, expansions that, in fact, act more like standalone sequels than a coherent whole.
Last edited by MoanaLisa; 2022-04-12 at 05:58 AM.
"...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."
__---=== PM me WHERE if I'm unnecessarily "notifying" you ===---__
Am I the only one who thinks that the main issue is not the content’s difficulty but being actually able to TRY OUT that content without wasting hours looking for a group?
WoW’s main flaw is that it’s a MMORPG where grouping for activities is harder than do the activities themselves.
I didn't say there should be no "hard" content, I said the difficulty needs to be balanced with fun. Games that are "hard" just for the sake of being "hard" do not have staying power.
As for the Steam charts, that shows what people buy, does it show if the people who buy continue to play? I have 94 games in my Steam library, only 9 of those have more than 20 hours played.
And then there's the failure mode where they stick to their vision and march the game off a cliff. A developer has to be both true to their vision, and understand how their customers as a group will react to the vision.
The executive who decides if the devs continue to be employed doesn't have to stick to the devs' visions, though.
"There is a pervasive myth that making content hard will induce players to rise to the occasion. We find the opposite. " -- Ghostcrawler
"The bit about hardcore players not always caring about the long term interests of the game is spot on." -- Ghostcrawler
"Do you want a game with no casuals so about 500 players?"
They're making both that game where it takes the most dedicated players a month to clear the hardest difficulty. AND one that more casual players can enjoy.
Those are not mutually exclusive things. Although, it does seem that the casual side, given the drop off in popularity of WoW in the media on and on this very website, is the side that's suffering, while you, as an advocate for 'hard', are the one playing victim? It really feels like those chasing Mythic+ and Mythic raids are generally the ones who are happy, while everyone else is stuck collecting 12 wingnuts for 27 rep.
Blizzard/Activision doesn't develop to a specific vision or anything other than "what will be profitable at the lowest cost".
They are the Applebee's of the gaming world.
Every now and then one of their menu items hit and you're like "damn, nice!", and sometimes they run specials where they will actually cook a steak the "real" way, but mostly it's just frozen/freeze-dried items thrown on a quick flattop (or worse, in a microwave) and served to the public because it's quick, it's cheap, and it does the trick for those who go there and don't mind eating nuked food that has barely a hint of flavor.
Blizz often gets credit for the internet boom of the 00's, introducing the mainstream gaming world to the "new" MMO scene (a scene that's been around for a while as a niche), but that was like catching lightning in a bottle and it won't ever happen again.
They know that, so they will continue to serve their slightly-better-than microwave dinners, somewhat cold but not quite cold enough beer, and people will continue to be patrons, allowing Blizzard/Activision to rake in easy cash.
Mario golf and mario crush wows difficulty curve arguably up to and including normal raids not just leveling. You can actually die in those games without contrived restrictions.
FF7... I've only played the orginal not the remake I understand that it is currently only on the first chapter? It's a grayish area in my mind for that reason. I don't think mmos should be cut the same slack a visual novel is or we are judging wow by its story and good lord...
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It actively only shows current users it's the inverse of how many bought vs retained.
Not sure if you're arguing, those are points I made in the second paragraph that you didn't quote.
Whatever they're doing for casual players isn't appealing to casual players. It's hard to argue though that they're not trying. It does seem weird people are arguing WoW isn't hard enough though, given the developers have always catered to and provided for players who wanted that; the continuing problem they have is that they forget to put in steps between 'easy' and 'hard'. It's not a binary argument, and a binary solution won't ever be forthcoming.Although, it does seem that the casual side, given the drop off in popularity of WoW in the media on and on this very website, is the side that's suffering
Last edited by Jessicka; 2022-04-13 at 08:36 AM.
People keep trotting out "Elden ring" as this sort of "See? Difficult games can sell too!"-argument, but i ask of you: How many of the people who bought it played it for more than an hour? More than four hours?
Contrary to "Elden ring", WoW doesn't make all the money off selling the game itself (Sure, they make a lot, but that is mostly a brief burst on release), but by selling playtime (In other words, subscriptions), and people who hit a wall and decide "Forget this, i'm going to play something else!" stop buying playtime.
Sure, WoW should have difficult content, the plod to world first this season shows that Blizz covered that quite well, but there should also be progression for players who see progression wipefests and go "No, thanks" to that, hugely difficult raids might be the developers' "Vision", but as in every business, if your vision doesn't keep interest of a lot of people, you're not going to be in business for long.
The pretense that the developers are artists and should have their "vision" respected is laughable.
I don't think that there is a single developer who does not want his/her game to played by everyone. Being a WoW developer might be a very difficult job to do, but i am completely sure that it is a dream job for many many many people.
This is the issue. WoW either needs to be "the accessible mmo" it originally was or it needs to commit to being the "hard" mmo it thinks it wants to be. Attempting to cater to everyone only dilutes whatever "developer vision" there is.
Finding groups wouldn't be quite so difficult if the playerbase wasn't being spread over four difficulty levels and the resulting class warfare that creates.
"There is a pervasive myth that making content hard will induce players to rise to the occasion. We find the opposite. " -- Ghostcrawler
"The bit about hardcore players not always caring about the long term interests of the game is spot on." -- Ghostcrawler
"Do you want a game with no casuals so about 500 players?"