I don't want players to think that they're getting heroic scenarios instead of dungeons, though. They're kind of different teams working on them, scenarios are much easier for us to make, so it was more of extra content we could give players rather than trying to do a bait and switch of "Yeah, I know you like dungeons, but we're gonna give you this scenario instead."
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Dungeons come with the expectation of new architecture, and some new art, and mechanics like that. I don't think players would be satisfied if we just took, say, the Tomb of Forgotten Kings and said "Hey, this is our dungeon now," even though it has the basics of a dungeon, you know, it has a tomb you're going down into and monsters and things like that. But I still don't think it feels like a dungeon the way Gate of the Setting Sun feels like a dungeon. (
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Do you guys plan to fix up Silvermoon soon? The Sunwell has been restore since 2 expansions ago.
What new content would you be willing to give up so that artists could focus on Silvermoon? (
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It should be done for consistency. How about you make a patch focused on Lor'Themar, Velen/Anduin and revamp both BC zones ^_^
I'm not sure many players get excited about consistency. In a world of infinite artists, I'd totally agree. (
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...that we need to choose what content for the limited artists to focus on? There is not enough resources? Wow!
Your math doesn't exactly work there, but regardless, the issue is not being able to find enough good artists quickly enough. (
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Your a multimillion dollar company, Hire a new artist. Do not say we are picky about who we hire. (Multimillion)
I don't think hiring anyone who walked through the door would give you the quality of art your are looking for. (
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A patch used to include dungeons and raids, not a patch is just balance and dailies.
Dragon Soul came with few new boss models and virtually no new architecture because of the 3 dungeons included in that patch. (
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This makes me believe that dungeons take a lot more effort than many peeps realize. oO Loved the Eternity one.
The architecture (the physical dungeon) takes a very long time. The encounters take time too, but usually less. You can mitigate that by doing outdoor dungeons, but it's easy to overdo those. (
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Why can't the scenario team work on dungeons instead? Can't stand scenarios as healer; even in guild as disc.
Good dungeons require a lot of art. (
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Why does it take so much more time to design a dungeon than a scenario?
Art is the big one, but the boss mechanics are also more complex and we have to make sure the loot and lock outs work correctly. (
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Prioritization is just a part of this or any business. It's not a questions of being cheap. It's a question of bang for the buck. (
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