Complete myth. One that Blizzard enjoys because it justifies their development philosophy. But if you’ve played MMOs outside of WoW both before it and after it, there are quite a few examples of games that continually add features and don’t “collapse.” Why not? Because, generally speaking, they isolate those features and future proof them, no future iterations required. They also tend not to spend the bulk of their resources designing systems that they deliberately throw out and reinvent every two years.
Case in point POTD and HoH in FF14. Basically what Torghast tried to be. Still relevant, still played, designed in such a way as they don't really need to do much with them now except bug fixes. Even end game dungeons and raids remain relevant because they get rolled into the scaling LFD system at the end of an expansion. Meaning that I could, right now, queue up for the end game from an expansion 3 expansions ago, and be scaled in such a way that it's still a challenge and still fun and players regularly do this, like the queue is comparable to any other content. (Or I can check the box for going in at max level if I felt like it)
Pretty much everything added to that game generally remains doable and relevant without needing to be constantly updated. At most, the occasional new reward and bug fixes.
Hey guys I've found a LEAKED image of the Dragon Isles. Each section represents one of the dragonflights (Black dragons are underground).
I also have it on good authority that Azeroth is a First Ones construct who is lying under the sea and her face is directly below the island.
At the end of the expansion she'll wake up and stand up, which you can see here:
This is very true and in my guild a lot of people share your opinion on the garrison mission table. This is the one where optimizing your followers worked best.
They've tried implementing something similar in Shadowlands and without the random victory-loose system. I would still rather have a system where you can reach the 200% win like the garrison had but you have to invest some time and resources to optimize properly your team.
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what's wrong with playing with a guild ?
It's quite sad that even Runes of Magic, an old carbon copy of WoW, has housing.
I'm definitely excited to see where we go (zone wise) for 10.0. Whether that means multiple zones like Cataclysm, or a singular continent/island of zones. One of my favorite aspects of each new WoW expansion.
it depends what kind of activities and what you're missing on not doing it with other people.
What would it be for raids then? Doing the raid in normal mode doesn't gove you a very high item level gear as Zereth Mortis can award you items of similar level. How do they handle it in other games?
The guilds that aren't dead are very volatile, they stay one tier but abandon or shake up after a few months. It's still hard to find a guild that actively commits, even with the right tools. Some are longtime groups of friends, the rest are throwaways and pyramid schemes.
You'll find better use of time pugging than looking for a guild, and everyone knows what pugs are like... At least with bots you can encourage newbies to take the plunge, learn mechanics, and build confidence to fill needed roles. It helps counter the negative mindset instilled by other players in pugs.
FF14 experimented with trusts (npc party members) in an 8-man trial (think onyxia without the trash) for the first time in Endwalker and it went pretty well. But the story trials only drop things like mini pets and triple triad cards, not actual loot.
Prior to that, the trust was only in the story dungeons. And the dungeons all drop loot but nothing endgame. A lot of people like to farm for pets and the like with the trust system. But endgame doesn't use the trust system at all.
The important thing with this is basically... farming cosmetics plus getting to see the story without randos screwing with you. That was the whole point of the trust system. In WoW, it would be nice to go through the raids (and it wouldn't be easy since AI can be ... interesting), but without having to deal with other playerss.
For example, replace LFR with a trust NPC system where you can have NPCs replace the raid members. Anything that lets you see the story of the raid (and expansion) without having to worry about the logistics of raiding.
on what language realm are you playing to be facing these situations? In french realms, most guilds are the same for multiple expansions. Some die some get created, but most last for a couple of expac at least.
You've got different guilds looking for different profiles of players. Some are hardcore, some looking to raid casually but at high level, some casually and without much pressure, etc.
I don't want to assume too much, maybe things are different on your realms but you make it sound like you haven't really given any guild a fair try and just got lazy afterwards