Dungeons and raiding are important. They aren't the entire focus of the design. Nobody is saying that having dungeons and raids, or any kind of instance, is an issue. The argument is that a game design hyper-focused on instances loses a significant amount of what makes a game an MMO.
Retail puts the vast majority of rewards and incentives inside instances.The key to getting people out in the world is to have compelling rewards and incentives. Classic achieved that in some places, not in others. Retail does too.
I don't know how many times you are going to make me repeat it: I do no care about combat rotations. A warlock in Dragonflight does not feel like more of a warlock to me just because I have to pull off some clunky, obnoxious rotation while staring at a weakaura. Almost every spec I've played in retail in the last six years has felt like another interchangeable little bit of non-immersive nonsense, a stupid little reaction-time puzzle game that gets in the way of the game. A flow chart and a class fantasy are not the same thing to me.This means the same thing.
Combat rotations are an important part of expressing the fantasy and identity of a class and spec. They actually count a hell of a lot more than the out of combat elements you obsess over.
Have you played Dark Souls? I love Dark Souls combat. When I have a fast weapon, I FEEL like I have a fast weapon. When I have a big heavy clunky weapon, I FEEL like I have a big heavy clunky weapon. If every weapon also had a bunch of button combos to pull off and procs to respond to, those immersive distinctions would go away. Instead, it would all be turned into a homogenized mini-game. Would that combat be more fun and enjoyable for some people? Absolutely, but it would remove the elements I actually care about.
No, that's stock-standard RPG design for YOU and games that YOU like. I don't like that. I don't want to fast travel everywhere all the time. It makes the world feel small and allows developers to get away with poor world design.Probably because people don't find travel particularly engaging? Like I said, I played since 2005. I remember people regularly refusing to group up if there wasn't a Warlock to summon. People have always been lazy and averse to travelling. I'm of the mindset that once you've seen an area once or twice establishing a shortcut is not only fine but ideal. This is stock-standard RPG design.
In any case people find mage portals and summoning very useful in retail.
A great example is the ingenious layout of the world in Dark Souls 1, something From has not replicated since that game. Why? They don't have to, because fast travel negates the need to create a coherent world full of visual cues and pragmatic, realistic shortcuts. Even within Dark Souls 1, once you get fast travel the world and feel design falls off a cliff, because the need to design things in a coherent way is negated by the fast travel.
That's what retail wow rotations feel like to me, pouring sand and pebbles into my food for a challenge.If their preference included pouring sand and pebbles into their food because they like the challenge or whatever, I would probably call them weird and wrong, yes.
It does for me, just like Soul Shards make warlock more engaging to me.No engagement was ever added to the Hunter class by having to stockpile ammo.
I happen to know that the purpose of weapon skills was to make it so that by max level there would be some distinction between members of the same class, which would enhance the feeling of your character being unique. Since leveling a weapon skill was a pain in the ass, you were expected to stick to the ones you already had, and someone willing to go through the trouble of leveling all weapons would stand out as an rare exception.Because they never implemented that. It shows they were less interested in the immersion and more implemented in the time/gold sink aspect.
It's like how weapon skills weren't reasonable and they went out of their way to ensure the system was as unreasonable as possible, even sacrificing immersion to do so e.g. not being able to level skills against dummies/low level targets, skills of similar weapons not being transferrable to a degree, etc.
If Retail implemented something like these it would be lambasted for being a transparent attempt to keep players hooked via grind. That was their purpose in classic WoW too, it's just people come up with romanticised excuses to dodge around this point because they can't come to terms with the fact that it was a commercialised product just like Retail.
Did this design work out well? Of course not, but we can see here that you are incapable of even conceiving of the nuance in something like this. You think it all just must be some bizarre, elaborate attempt to be bad on purpose, rather than what it is: A very cool idea that didn't work out as well as intended.
Where in the words "Massively Multiplayer Role Playing Game" do you find the words "permanent death penalty"? This is as stupid as saying that since all MMOs at one point had been fantasy, then a sci fi game can't be an MMO. It's just dumb on its face, and your conviction that it is very clever is kinda sad.So why did WoW not implement them? There were plenty of people that insisted WoW did not count as a real MMO for not having them, just as you're insisting that retail WoW does not count as an MMO for not having things like ammo.
This is not exactly difficult to understand so you're playing dumb here is noted.
No, it doesn't. The world content is incredibly bland, homogenized, interchangeable, overly gamified nonsense. Looking at my map and seeing clusters of icons to go complete, which are going to reset and randomly turn on/off tomorrow, just so I can slowly fill up a bar to get a big shiny reward, is not interesting to me. It's checklist gaming, the lowest form of game design. It's a model taken from shitty, predatory mobile games. The idea that that is "compelling" is laughable.Retail does a pretty good job at compelling world content these days, you know. Maybe you would know a thing or two about that if you played it.
Even dragon riding could have been cool, but what did they do? Turn it into shitty, gamified nonsense.
Since I've actually, you know, been a video game designer, I don't really need a lesson on terminology from someone that clearly doesn't understand the terminology. Gamification is when you turn an element of the game into a game itself. Not all elements of games are gamified. You seem to think "gamified" and "game-like" mean the same thing. They don't, but next time maybe you can ask for clarification rather than embarrassing yourself with proud ignorance.You know you've lost the plot when you're begrudging "gamifying" inside a literal video game.
It's not "bad". It's a design choice I don't prefer. I know these distinctions are hard for you to make because to you it is extremely important to be perceived as Objectively Right (due to the insecurity your posts all practically scream). Don't project your need for validation onto me.Why is sharing some things across an account bad? It's good to encourage people to experience the game in different ways rather than discouraging it.
The reason I don't like it is because it homogenizes the experience across characters, which actually disincentivizes me from experiencing the game different ways. Playing a different character is a new way to experience the game because it is different, not because I get to take all my shit from my other character with me.
I don't care about "important lore events". Not once in my entire life have I sat down with some friends who play an MMO and we talked about the "important lore event" we witnessed. We talk about what our characters did because of choices we made. We talk about the emergent experiences. That's the story I care about, not who Malygos yelled at in a cutscene.Yeah you instead prefer turning up 5 mins late to every important lore event and being in charge of cleanup duty with generic kill/collect quests from level 1 to max. Some compelling role-playing right there.
I will remember until the day I die, and tell 1000 times, the story of how my first classic hardcore character died to a zhevra because I did something stupid. That's the story I care about. That's the type of story MMOs create and why they can be an amazing gaming space, not "lore events".
That entirely depends on the game. The idea that Undertale, a very serious work of art, would have the same objective as Madden is absurd.What exactly do you think the objective of a video game is?
At least you admit you are just a troll with no integrity.I like calling people wrong because it makes them melt down like this, tbqh.
There are plenty of improvements that can be made to classic. I'd love for Demonology, my favorite spec, to feel more pet-focused and not like a bunch of random utility buffs. Those improvements do not require replacing the gameplay with some obnoxious priority-based horsehsit that feels the same on every class. It's not why I'm playing the game. What you are describing is exactly as interesting as replacing the combat with an FPS. It's not what I'm here for. It's like showing up to a Chinese restaurant and being served pizza. I don't care if you like pizza better. It's not what I came here for.You're trying to romanticise it, but what you're opposing here is compelling gameplay that expresses fantasy and identity.
Take Beast Mastery, for example. In retail WoW, it has a gameplay loop that heavily ties in to cooperation with the pet. The basics are you use Barbed Shot to bleed the target and send the pet into a frenzy, making it attack faster and giving a cooldown reduction to Bestial Wrath which is the dual Hunter-Pet enrage. There's also Multi-Shot which signals the pet to cleave. The fantasy and identity is intrinsically tied into the gameplay, so you actually feel like a beast master with distinct strengths and traits.
Contrast this with classic WoW. If you spec into Beast Mastery, almost every single bonus is passive assive from Bestial Wrath, which this time is on a fixed cooldown and only affects the pet, and Intimidation which is highly situational. You do the exact same Auto -> Aimed -> Auto -> Multi -> Auto -> Auto loop as any Marksmanship, Survival, or hybrid-specced Hunter. Your pet is no more than a passive DoT; just one that's marginally stronger than that of the other two specs. Zero interaction beyond Bestial Wrath, which itself doesn't ineract with anything else. And, of course, because of opaque internal mechanics, the spec is borderline useless in any group content because they neglected to make the pet actually benefit from the Hunter's gear.
The gameplay and "rotation" is not a separate matter you can discount entirely. It's critical to the sense of identity you harp on about, and classic WoW just doesn't achieve it.