View Poll Results: why did you quit wow

Voters
86. You may not vote on this poll
  • Nothing to do anymore

    34 39.53%
  • raids are getting boring now

    18 20.93%
  • done bgs a million times

    3 3.49%
  • girlfriend/boyfriend

    2 2.33%
  • swtor

    20 23.26%
  • not leveling my 20th alt LOL

    1 1.16%
  • no good game to play atm but wow

    8 9.30%
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  1. #41
    Legendary! gherkin's Avatar
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    Quote Originally Posted by JeynePhalanx View Post
    Not seeing the "I didn't quit and am not about to" option anywhere..
    Then you are not the target audience of this thread, just like I am not the target audience for Mists of Panderia.

    Get off your entitlement horse. Not everything on the internet is supposed to cater to every option.

    R.I.P. YARG

  2. #42
    Immortal roahn the warlock's Avatar
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    Quote Originally Posted by Serapplebum View Post
    Just a thought here. Does handing the casuals everything in the game on a silver platter really help Blizzard hold onto their subscriptions in the long run? I'm not sold on it being one way or the other, but couldn't this actually drive them out of the game faster? They may feel like they've accomplished all their in worth accomplishing in the game and move on. "I've already seen and killed all of the bosses in LFR, why should I really try to see the same stuff in Normal with a guild when it was so hard for me to do in the past?"

    I mean, the game is hemorrhaging players. Could it turn at that LFR will actually worsen that rather than slow it?
    It must be, I know that the ceo's of blizzard are more intelligent than i am, otherwise I would be making millions of dollars a year. from a business perspective it's working wonders, however.

    normal players, you know the blokes who can do all of normal, and perhaps a few of hard, are going to die out. And I don't know how big of a playerbase that is, but I think it's a ton.
    normal at the moment is too easy, and no body want's to get stuck on say spine for 6 months. this wasn't a problem in wrath because the game actually had 4 levels of difficulty, not the three we see today. as it stands I got 8/8 in a pug. yes, a pug. but for me, I can't go and do hardmodes because I don't have the time, for a lot of people normal modes are just that, for the average player. I have a very long post that I think really sums up everything people find wrong with the current state of wow, how it can be fixed to benifit everyone, but it's on my home computer.
    It was never Hardcore Vs Casual. It was Socialites Vs. Solo players
    Quote Originally Posted by ringpriest View Post
    World of Warcraft started life as a Computer Roleplaying Game, where part of the fun of the game experience was pretending to be your character. Stuff like applying poisons and eating food enhanced the verisimilitude of the experience of playing a fantasy character in another world. Now that game has changed to become a tactical arcade lobby game.

  3. #43
    Pandaren Monk Banzhe's Avatar
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    Quote Originally Posted by Thornar View Post
    I've yet to quit, but the game is getting fairly repetitive.

    If MoP is a major flop, I'll quit. I've been playing since Vanilla though, so the game is 7 years old to me. Bound to happen.
    Pretty much this, trying one last resort which is to start a guild composed mainly of friends to see if that'll keep it fun til MoP hits.., but even then MoP will have to turn the game upside down with impressing features, gameplay n' endgame.

  4. #44
    Immortal roahn the warlock's Avatar
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    Quote Originally Posted by gherkin View Post
    <Because Pandas> now recruting disillusioned wow players in SWTOR.
    Vornskr Republic PVE.


    Basically, Blizzard told me "Thanks for the friendship, but you're no longer our target audience so we're letting you go" and I left.

    And Roahn the Warlock is right about me. I do not have the time to be hardcore but I have the skill. Thus I am a "normal" and I have quit.
    I do want to ask you a honest question. how is star wars endgame so far, and please give a honest answer, not a marketing answer. is it like t8, 10, and 11?

    ---------- Post added 2012-01-27 at 11:34 AM ----------

    @ serapplebum

    There has been a running back and forth, on whether normal modes count as finishing content or not. With things like 8/8 hm yet? In response
    The typical patch lasts 6 months, which is 24 weeks. Most guilds, if they were hardcore would have raided every single one of those weeks so they are super geared for the next patch. In today's wow normal modes have gotten simpler, meaning it can be cleared in a few weeks at the most, say a month's time for a decent guild (Ds is a bit under-tuned imo so let's use BWD and BOT as examples) say it takes 10 weeks to clear both, that leaves 14 weeks for hardmodes.

    Now let us consider the fact that I used BWD and BOT as examples. DS imo has far too few bosses, which I believe is either the real root of the problem for the issue here, Blizzard is forced to set the learning curve at an unnaturally high setting, or an unnaturally low setting, with eight bosses there is no middle ground. However, with more bosses the learning curve can be longer and set at a nice pace. This leaves finishing normal modes satisfying because it allows for a longer curve out of all of the bosses For instance most BWD bosses were simple, and the genius of two raids was one could be easier than the other, giving several hidden tiers of difficulty, ICC and Ulduar also had this sort of natural difficulty setting to them. The problem with there being too few bosses is that they have become monotone in their difficulty, instead of there being a curve. After having raided both FL and DS it seems blizzard has tried both kinds of a curve, FL was, in my opinion raised too quickly leaving guilds stuck on certain bosses for some time, whereas DS was set at a low curve, leaving raiders feeling unsatisfied.(I can only assume blizzard assumed these players would go into hardmodes). If say FL and DS were released at the same time, and lets say Fl comes after Ds the curve would be much nicer. For instance in Ulduar, the entrance bosses were rather easy, you could find pugs doing up to Cat lady. All bosses up until general were then more challenging and could be accomplished by your average guild and general and Yogg were reserved for the best raiders. The same could be said for any raid. In ICC the achieves were even split up in this fashion, the entrance to the citadel was rather easy and puggable. The inner circle bosses were a bit harder, but could be accomplished in a casual guild. The outer circle bosses were very challenging, with sindragosa and the lich king being very hard for guilds.

    This is where the problem with tiny raids comes in. There is no curve here, there simply is not enough content to please everyone. DS is very monotone in its bosses. They are all on the same level of difficulty, there is a curve there, but it is very shallow, and FL's curve was too high. The power behind having several bosses with several options for gear is so that players can eventually gear through the curve. It is somewhat sad when the only cape in 4.3 is a vendor cape, and the BiS necklace comes from FL. With the removal of a gear boost, leaving only one option for gear, a very obvious Bis, gear no longer matters. It is practically thrown at us (Not in the "It's easy for newbie's to get gear" sense) but in the it's a clear and set obtainment of gear by completing the raid. Gear is now less a tool for getting through the raid, and more a reward for beating it. ICC did, in my opinion, a terrific job of pushing people up the curve so they could see content with the stacking buff. Now while this received some negativity, I feel it was a much more elegant solution to allowing players to see all the content, while giving hardcore raiders the ability to turn it off for "Glory".

    We can even go as far back as TBC were the curve was both long and rose quickly, which is how some raiders prefer it. Were the first four bosses were simple, the next four were drastically harder, and the last four were insane. Much more natural than today, but the curve was still too high; WOTLK fixed this problem by giving difficulty levels along with the long natural curve. Because with four levels of difficulty the curve was set at a very nice pace. (10,25,10hm,25hm) Though this allowed for players to get Kewl Epicz yo, and snowflakes didn't like that, but that's a whole 'nother argument entirely.

    Short summary. the problem with raiding now is they are too short and thus is artifical and has no curve in difficulty, the only curve being the separation by LFR normal and heroic.
    It was never Hardcore Vs Casual. It was Socialites Vs. Solo players
    Quote Originally Posted by ringpriest View Post
    World of Warcraft started life as a Computer Roleplaying Game, where part of the fun of the game experience was pretending to be your character. Stuff like applying poisons and eating food enhanced the verisimilitude of the experience of playing a fantasy character in another world. Now that game has changed to become a tactical arcade lobby game.

  5. #45
    Deleted
    I quit during Cata but resubbed quite recently, there were quite a few reasons why I did but the main one was because all the Asshats, WoW is sadly full of them and for three days straight I was always thrown in with people who only either took the piss out of you, declared you a noob for not having raiding gear like they do, or generaly ridiculing you for not being as hardcore as they are, this imo is what is killing WoW and quite frankly Cata has been my worst experience with other players.

  6. #46
    Immortal sam86's Avatar
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    A reason I didn't see in the poll
    Selling legal gold in game in the view of boe mini pets (especially since they will add pokemon in-game) was the straw that broke the camel's back
    Horrible pvp imbalance was main reason
    The beginning of wisdom is the statement 'I do not know.' The person who cannot make that statement is one who will never learn anything. And I have prided myself on my ability to learn
    Thrall
    http://youtu.be/x3ejO7Nssj8 7:20+ "Alliance remaining super power", clearly blizz favor horde too much, that they made alliance the super power

  7. #47
    Fluffy Kitten Anakso's Avatar
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    For me it just feels like there is nothing to do any more, I have 8 85s and levelling the other 2 made me feel like tearing my eyes out, raiding was beginning to get stale and repetitive (wouldn't say its a design flaw or blizzards fault on that part anyway, just when you've been raiding for so many years...it gets stale.)

    Outside of raids there used to be so much to do, lots of really fun achies, dailies, heroic grinding that actually did something etc. But now the only decent daily hub can only be done once a month and the only actual dailies take 5minutes, I've done all the fun achies leaving only face ripping grindy ones to do and blizzard is REALLY slow at updating the achie list, and heroics feel pointless.

    Raidfinder probably stopped me from quitting for an extra month but that got old pretty fast...and most of my friends that I've known for ages on WoW no longer play, so all that added up; there was no reason for me to continue playing.

    EDIT: Considering resubbing for at least a month in MoP but I'll see how it goes.

  8. #48
    Field Marshal
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    It's just boring as sin now and MoP is an embarrassment, so I have nothing to look forward to.

  9. #49
    I am Murloc! Conscious's Avatar
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    Off the top of my head:

    - Boredom, first and foremost. However, this has never solely prompted me to quit, combined with the following however, it has.
    - Blizzard's flip flopping on design and development. Hard? YES!, wait, some people are quitting? QUICK! Back to the Wrath model!
    - Cataclysm felt rushed. Plain and simple.
    - Bots, bots, bots. Makes unrated PvP tedious and frustrating.
    - Recycled, rehashed, reused everything. It seems like budget content was the way to go this expansion.
    - What could've been a great story, was squashed and warped until it fit their budget (recurring theme) and time constraints.
    - The game caters to subscriber numbers, rather than just plain gaming.

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