Yes
No
"stop puting you idiotic liberal words into my mouth"
-ynnady
Should WoW adopt a tougher stance on Toxicity in-game? Yes.
Should it be done via automated systems, like Blizzard seems to have a tendency to do? No.
It's still not addressing why toxicity exists. As I said, you'd get rid of the symptoms, but not address the problem. Yes, you'd get results from banwaves, but I'm pretty sure you don't give a rats ass about the toxicity banwave back in '07 today, do you?
The issue needs to be corrected at a systematic level. A root of the problem is having so many systems built around competitiveness. End game dungeons based on speed timers. Raids that punish everyone for one person's mistake. Mythic Raids that are the touted as the most fulfilling content, yet has no room for people who do not have the patience or skill to accomplish who still will do it regardless; leading to frustration for everyone involved.
You don't really see these systems in those other games you mention. They're usually much more relaxed environments, with end-game content that isn't as stressful or competitive. That's a major key difference in why those games can maintain a much lower tolerance for toxicity, because the games are overall less stressful when it comes to progression.
And sad to say, but Blizzard has little reason to address the matter, because it's both a waste of resources to address, and the fact that those same toxic players are paying customers. There's no incentive for them to fix a problem which only sinks their MAUs.
I don't want to come across as defending toxicity because I absolutely am not. The reality is if toxicity was so easy to fix because other games did it, then surely it'd already be fixed. The reason why it's not fix is because it's not easy. The reason it's not fixed is because WoW is not 'other games'. WoW is built as it is to purposefully attract competitive players, and is maintained a reputation as a competitive MMO. That's its strength. And it's also its weakness.
Last edited by Triceron; 2022-01-14 at 08:18 PM.
"stop puting you idiotic liberal words into my mouth"
-ynnady
Well then we're still at the point of not having any practical solutions that apply to WoW. We're just pointing at other games that have solutions for their unique problems, which aren't directly applicable back to WoW because they don't account for the fact that these problems are understandably rooted in the game design.
And it's sort of that triangle of Competitive Progression, Popularity and No Toxicity where you can pick any combination of the two but you can't have all three.
yes, meaning they shall be tougher towards themselves; blizzard is the one being toxic
I fundamentallly agree with you in those two things:
The games are different.
The systems that blizzard develops do not help.
That being said, they are similar. And they solved the problem. Of course there are fundamental things that make the situation in WoW different. That being said, I do not think that the problem is just the system that WoW has in place, because the nature of the game is inherently cooperative (differently from LoL) and while they are different from the games (FFXIV and GW2) they are not different enough to have such a HUGE difference in community toxicity. I would argue is that the difference is the proper enforcement of the rules. A lot of the systems are actually similar (down to a determination stacks and more).
And even if you, 100% believe that they cannot be compared, which is absurd IMHO, you cannot possibly believe that the current state of the community is the best possible outcome. There must be a way to make it better. TBH I would love to hear some of your suggestions for its betterment, I think I will end up agreeing with a lot of them.
- - - Updated - - -
Yep, this is my main issue with Blizzard. They have been fostering this situation for a while now, automated systems simply cannot substitute CMs/GMs. They are supposed to be tools that help them, not tools that replace them. This is absurd.
I don't want solutions. I want to be mad. - PoorlyDrawnlines
What even IS toxic?
Is it not paying attention to chat during a dungeon run so you miss people telling you not to stand in the fire, or that the healer needs a mana break?
Is it the idiot mage constantly pulling mob groups? Or is it the healer who lets him die on purpose when he won't listen to requests to stop?
Is it the player who's too lazy to even look at the encounter journal and getting the group killed because he doesn't know the mechanics of the fight?
Is it the player who's half-afk during a dungeon or raid expecting to get carried? Or is it the LFG group who kicks the poor little single mom who had to leave every two minutes because her kid kept screaming?
Is it the person who's consistently late to guild runs, shows up without potions or food, and annoys everyone on Discord? Or is it the raid leader who kicks him from the group?
So are we just to just remove the strengths of Warcraft because of this? I agree there are issues that need to be solved, but to remove the content that a lot of players enjoy like Mythic +, Mythic Raiding, and competitive PVP shouldn't be the answer.
I play Warcraft because its provide these features, and I deeply enjoy them. Challenging Raiding has been something I've been doing since TBC. Mythic + while initially not something I had any interest in, quickly became one of my favorite activities. If these were removed, I'd likely stop playing.
There can be solutions to these problems without removing what a lot of players find fun from them.
Curoar, Arms Warrior of 15 years.
1. Aggressively ban people for toxicity
2. Provide practice queues for content for people that want to learn things
3. Create progression paths outside of difficult content
4. Fix M+ so that it isn't a system where other people can screw up your keys
That's pretty much my four step plan.
- - - Updated - - -
Whatever drove you to post that. That's what is toxic. You are the problem.
"stop puting you idiotic liberal words into my mouth"
-ynnady
As I said above; it's that triangle of Competitive Progression, Popularity and No Toxicity where you can pick any combination of the two but you can't have all three.
So there are 3 potential solutions I see, each catering to different outcomes. And discussion on which being the most practical is all going to dependent on what type of game people want WoW to cater towards. There's no simple or easy solution.
Right now, they're keeping the game Competitive and Popular. No real limits to toxicity other than what already exists with their automated system. It's a 'Soft ban' system, more honor system than anything. And frankly it's working in Blizzard's favor, maintaining MAUs at the cost of a 'toxic community'.
We can change WoW's competitive systems and have it Popular and Not Toxic. Well, this is addressed by Kirby's point; that the fun of the game is in its competitiveness, so changing the systems is counter-intuitive to the game itself. A big part of WoW's charm is its ability to be competitive, and being pretty well balanced for its systems.
We keep it Competitive and without Toxicity; the most ideal solution for players. That will also mean significant blowback to 'catering to casuals' and alienating the elitists which this game is pretty much being designed for. I doubt Blizzard will go this route, since they have taken a very 'business first' design approach of maintaining MAUs from the elitists, since the casuals seemingly come and go as they please regardless of the content.
Whatever the outcome, I don't see any being 'easy' just because other games have solved them. FF14 and GW2 are fairly 'non competitive' when it comes to progression; a very different game from WoW. Other games like League of Legends (I admit, there aren't very many popular competitive MMO's out there to compare WoW to; it practically is its own example) are popular and competitive, and also very toxic. And then there's Competitive games that have systems that are designed to avoid Toxicity, like Heroes of the Storm, which end up becoming absolutely obscure because the high-edge risk-reward systems are what make these games popular in the first place. It all goes hand in hand.
Last edited by Triceron; 2022-01-14 at 09:11 PM.
When something is inherently competitive and the activity itself demands that players who participate take it seriously to the point where they actually come prepared (consums, knows tacts etc) then why do we blame the system and not just tell people that this is not for them?
It's not like WoW is lacking of casual difficulties.
We have 4 dungeon difficulties outside of M+ and every one of them is easy enough for many types of casuals.
We have LFR and Normal raids which are basically cake-walk.
Honestly, you can't expect a major league football team to work with someone who never played the sport and be competitive at the same time.
When you do content created for competitive people, and you are not a competitive person, YOU are in the wrong place, it's not the system that sucks, case and point.
Is it 'toxic' to tell people who don't belong to not ruin it for those who actually care?
If so, then who cares, they didn't belong in the first place.
You aren't a professional athlete. Nobody cares about you. Nobody is impressed by you. You are the guy playing pickup games at the gym and making everyone miserable by taking it too seriously and acting like you are Michael Jordan. You are the problem.
If I could ever sum up toxicity well, it is when you take a video game with talking cow ladies that is rated for 12 year olds to play, and think that being moderately good at it puts you in the same class as the NFL.
"stop puting you idiotic liberal words into my mouth"
-ynnady
Which is Final Fantasy 14's community handling of things.
FF14 community isn't inwardly toxic, but it has somewhat of an alternate 'toxicity' issue where players can be so defensive of the game they will use 'this game isn't for you' as a general answer for anything related to competitive play. And frankly, that's not the type of game that WoW is built to be. WoW is inherently competitive, and that is both a strength and a weakness for it.
WoW can have an infinite number of casual difficulties, but the progression systems remain competitive nonetheless. All we're doing is shifting the focus away from the top end, and catering to the middle/lower ends. And to be honest, that's a bit of an awkward sell, since a game is usually defined by its top end (that's where you balance from) rather than the bottom. And sure, you can have a competitive game that isn't toxic at the top level right? But the most popular ones tend to breed and draw toxicity to them, and that's the difference.
So we either keep the game as is, and cater to the elite. Or we change the game completely, and cater to the casuals. I find it very difficult to accept any reality where we have all the cake and eat it, because frankly there isn't really a game out there that exists with all three checked off the list. Competition and Popularity inherrently draws toxic behaviour.
Last edited by Triceron; 2022-01-14 at 09:45 PM.
WoW is not a competitive game for the vast majority of players. However, it is a game that convinces a significant number of players to delude themselves into thinking they are being competitive when they aren't. That is what makes the design uniquely bad. If you aren't doing world firsts or rated pvp, it is not a competitive game, period.
"stop puting you idiotic liberal words into my mouth"
-ynnady
No, move on with the woke bs, literally the one last thing that will ever actually kill wow
Processor:Intel I5 8600 @ 3.5Ghz
Ram:G.SKILL Ripjaws Series 16GB (2 x 8GB) ddr4
GPU: EVGA SC 1070
some other stuff i can't remember eh