No it couldn't. FF11 had it and no one liked it at all. It will never come back, and it doesn't make the game "harder", it makes it more annoying. So many of you think little gimmicks meant to slow you down equals difficulty, when they don't. It just severs as an annoyance that drives people away from a game.
OK, fair enough. I too agree that if I want to clone a horde-side level 90 priest on the same server using my Alliance priest I should be able to do that. I'm a little less enthusiastic about pre-made level 90's for classes that a player doesn't have at end game but will admit that leveling doesn't really teach you much about that either so maybe.
I think I agree with you that new players would probably benefit from their first journey through Azeroth being slowed down some although I don't believe there's any benefit to speak of in making the questing mobs significantly harder during the first two or three dozen levels for those new players. I'd be fine with doing away with guild perks altogether. I don't think that experiment has worked out well. Or at least the unintended side effects were bad enough that it should all be rethought.
I'm very aware that I'm a little bit all over the map on this. I made a post earlier on (probably here) that leveling difficulty (not speed as such) was now pretty much specifically set up for new players. I think that's still true although I wish it didn't have to be that way. Perhaps someday they'll make an option so that you can choose to do 'heroic' (a word that gets tossed around too much but useful as shorthand) versions of the quests just by setting a flag. I might also be fine with rewarding levels based on completing some number of quests and quest chains instead of XP although that gets very messy when you add in dungeons and the like.
So it's messy. But the elements to make it better all exist and the process could be improved by adding some things to separate out new player leveling from veteran player leveling.
Thanks for the post. It made me think. Always a nice thing here.
Last edited by MoanaLisa; 2013-07-03 at 06:34 PM.
"...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."
"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?"
id say make a boss something like a multiple 5man heroic dungeons so you can have people split 12/13 and each group needs to accomplish a certain task that will be different every week and will never repeat - only problem will be guild ranking and casuals whining but we didnt raid X week so we didnt get to see Y part of the fight.
Actually it just reveals you can't even understand simple english, as it doesn't mean that at all. What it means is that someone claimed that "WoW is hard because you have not killed the last heroic boss", and I called him on the fact that it's false and stupid to claim that the game is hard because there is a single point in it that is hard.
It was made even more clear as the post I endorsed spelled out that the difficulty should be progressive.
The rest is just you trying very hard to put words in the mouth of others because it's easier fighting a strawman than a real argument. You should be ashamed of you, to be honest.
YES !
No.I'd leave LFD though.
Last edited by Akka; 2013-07-03 at 06:41 PM.
If these, as you put it, 'little gimmicks' slow you down because you actually have to stop and think on what you can do before you rush headlong into a group of mobs with no strategy other than 'whee AoE-fest' with no regard if you can die or not, then these 'little gimmicks' make the game harder.
If they do nothing other than slow down the game for no other reason, then yes, they're there just to provide more annoyances.
Also, of course gimmicks like those are not coming back. Anyone with more than two working brain cells can see that. Games are becoming more accessible to the average and casual players, and curbing their leveling experience is the very last thing an MMO wants. If anything, they want ot speed it up even more.
AC still does this. Eve online has a variation of it.
What does time have to do with it. If good game systems work, then they work, period. If this wasn't the case, then leveling itself wouldn't be used in RPG's, and no one would be playing CoD, because all that ground has been covered from the original Doom game onwards (if not before that).
Meanwhile, there's zero risk involved with dying in this game, which makes it absolutely meaningless. If you actively play at ALL, repair bills aren't even a blip on the radar, not ever. Unimpactful game mechanics don't help a player form any sense of immersion.
Losing chunks of xp isn't the only solution to such a thing, but what's involved now is laughable.
As for the hard vs difficult vs tedious arguments that are going on in this thread, here's 3 questions.
Is leveling mining harder than leveling tailoring?
Is levling fishing harder than leveling enchanting?
Which is more inherently rewarding when you finally max it out?
I still like the idea homeboy back on the first or second page had about removing all the addons.
I can understand all the cosmetic only ones for bars or raidframes and bags and stuff, like if you want your UI to be different, but stuff like Deadly Boss Mods...come on that's practically cheat mode.
I don't understand why guilds feel this great sense of accomplishment after downing a boss they've already sat and watched videos on for months before the patch even came out and then have DBM to hold their hand through the entire fight and tell them what to do, along with their rotation addons that tell them what to cast when.
Come on, you have to admit that's pretty cheap.
Give mobs vengeance!
Just think about how that would work... you get stacked DPS players and a weak tank and healer then you have to CC!
...Made it through 9 years of wow...
City of Heroes did it but they don't exist anymore.
FFXI took 10% exp away if you died which means you could level after 5 hours of chain killing 1 crab in a 5 man group, die and loose the level and have to spend 25 mins getting the level back. Dying due to another players mistake would usually cause a lot of drama, and a mistake could be anything from a stupid mistake to lag causing a Ninja Tank to miss a blink spell by half a second.
Much like most of these 'ideals' they won't fix the game and will only cause more problems and subscription losses.
FFXI was a hard MMO, but do 12 to 8.5 million players play it? Hell no, because western players hear grind and go running for the hills screaming and rolling their eyes up in their skulls. They want difficult for other people but not for them.
Last edited by DeadmanWalking; 2013-07-03 at 08:13 PM.
I agree on this. Maybe Blizzard should start by removing that Quest board thing in the capitals, so players need to venture their own way. Then make questhubs in each zone, but don't connect them. Let the players find those hubs again. Some might be relevant and need to stay, but some can be removed as well. The danger can be done when guards of towns and settlements and such are stronger and have a larger aggrorange. I think zones need more patrolling guards as well, even in contested zones. More NPC interaction where the player can suffer from or benefit from.
My suggestion is adding a mount stamina system where mounts can get exhausted after little while of flying.A few other little points:
As much as I love flying mounts, they really break immersion and make the world seem small. I like how MoP handled them though.
What if you replace the current spell system with a talent tree aka spell tree system. Then get a spellpoint every 2 or 5 levels or something where you choose spells that matches your play style. This way you create a much creater amount of class builds then the limited 2-4 we know now. That would be challenging and gives the choose 100% back to the player.Automatically learning spells as you level up doesn't make sense to me. This ties in to the leveling experience, going to your trainer and learning those shiny new spells was such a special feeling. This goes for talents as well, I don't have anything to look forward to when I level up anymore. I think Blizzard is looking into this though. It would be really cool if they implemented both a talent tree, AND the "skill every 15 levels" talent system. They could make it work.
I agree.I think raids are in a good place. Dungeons should be harder, as many would agree. Somewhere in between 4.1 difficulty and wotlk difficulty would be nice. I thought 3.3 hit the sweet spot with the 3 new dungeons, 4.3 was a good difficulty as well, even if a bit too easy. I love Heroic Scenarios, but I feel like that's the difficulty normal Scenarios should have been.
I would like to see that some daily quests became normal repeatable quests again. For example: the first time you need to kill 8 mogu, the second time 12 mogu (15% reward decrease), the third time 20 mogu (30% reward decrease), the fourth time and up 50 mogu (50% reward decrease). The more you do the quest the smaller the reward gets.Max level questing/daily questing is good in terms of difficulty, but extremely tedious. The quests in the Cata zones were fun to do and not too easy, but too linear. Again, finding a balance between the two would be a good spot imo.
Remove LFR and dont implement Flex and combine normal mode and HC mode into a progressing difficulty so that as u progress the bosses get harder. Have the second boss be harder than the first boss, and so on, and by the time u hit last boss, its gonna be HC difficulty. And add more bosses to the raid, so that parts of the raid can be on farm while trying to take down the later bosses.
And make HC dungeons harder and Normal mode dungeons more relevant at max lvl. And have the dungeons have lockouts, so u dont have to maniacally farm them all day long.
You must have missed the memo making it so that if you ever prefer something from a previous iteration of anything, it's only because of "nostalgia" or "rose-tinted glass" ! The rule is that it's impossible that from something newer to be worse. Keep with the times man !
(obviously, that was sarcasm, but as we are on the Net, I feel compelled to point it, you never know)
I would make every instance from any level harder..
take away flying mounts..
that will start