I think Bellular argument makes more sense than yours. “Fun repeatable content” is too vague to really mean anything. Do you mean like rift key stones? Mythic pluses are already like that? PvP? Fun to who? I don’t think cosmetic stuff is the answer either. The answer is fresh content.
This is my view as well. Why play a game if the game isn't fun? If a game is fun for its own sake, I don't care about 'rewards'. The actual 'reward' is the gameplay itself. I'll give you an example. Overwatch. I have no interest in the skins, sprays, etc. But I just keep playing it. Because the game is fun.
WoW, even if I want some cosmetics, I can't play because it's not fun to do so. Classes are completely shit right now. Azerite armor is garbage.
The GAME needs to be priority 1. If that's solid, then people will play for its own sake.
"The game sucks because you're not enjoying it" well I mean... That's how it works.
I don't know about the rest of the world, but I have more or less the same free time I had in Legion; with BfA I feel that a large part of said time is wasted. The last time I felt this way was WoD. No good signs.
This is pretty much it for me. I can play through bad content like islands and even spam it if my class is fun to play. Ret/holy is so boring it’s actually insane. Even compared to legion they’re boring which is just last expansion. These two were better in WoD as well. I’m sure there’s people out there that love 3 seconds of downtime and a really slow rotation but jesus it’s so boring.
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Not really true. Some raids were bad but most were good. I personally liked Antorus and NH from legion. Antorus had some boring bosses but was overall fun especially the last two. BRF is regarded as one of the best raids in the game by plenty. It was long, it had really good bosses like furnace/BH/etc.
Both had bad raids though. HFC wasn’t that good, ToS is probably one of the worst raids to date due to the overuse of the same mechanic and amount of nerfs each boss had to get.
Class design the rickety bridge upon which it all lays, but the rest of it are the arthritic elephants with irritable bowel syndrome trying to cross it.
Even if the classes were fun, the depth of the game is gone.
I only earn gold through quests.
The economy is a wreck in part because professions are a wreck.
The only things worth purchasing are materials for consumables or consumables themselves.
All rewards are now RNG-based or so grindy that the emotional reward for obtaining it no longer feels equitable to the work put in (because the game is boring on its own now because of the gameplay design.).
The only glue holding it together at this point is that the polish, artistically, is leagues above other games.
At this point, a Korean MMO with some competent English-dubbing and no terrible micro-ts could replace this.
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This is practically every game now though.
Look at GW2. Look at something like Warframe.
Game developers are used to developing systems and relying on players to share and document the "how to" part.
I think he's mostly right, we need better rewards. But a gear's skin is only half of the reward. We also need powers that promote progression.
Artifacts were great because they had awesome skins AND powers. Powering them up translated directly to player power. Their effects could be seen AND felt. Tier sets have the same effect: unique class look AND special set bonuses.
Azerite Armor lacks both these things. Just a bunch of bland slightly stronger pieces with powers we've already collected. No more class weapons, no more class armor.
it is the problem.. the biggest problem with current wow
and people were shitting around 2 years ago because two years ago class design was also dogshit and the game was dogshit
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it didnt because the game was new.. also there is more to class design than its pve rotation, sir
class design was also progressively getting better with time till wrath, since wrath till MoP it remained stable and after MoP it went down hard
Well, you're living it, so that saves you the effort.
But WoW's already being replaced by a Japanese MMO with decent English dubbing and no terrible micro-ts.
Squeenix probably thinks the number increase is from the Shadowbringers announcement. I always wondered how in-tune they are with how their American rival is doing.
You have to look at both Bellular and Preach with the understanding of who they are. Preach is a hardcore nolife raider and that's all he cares about - Bellular is a super casual with no drive towards challenging gameplay.
As long as you understand that most WoW players fall solidly in the middle, both have valuable points.
hes kind of right though? i was way more motivated to play in legion when i wanted to unlock artifact skins and collect the tier sets. now everyone in raid looks the same so no point, and weapon drops are cancerous. warfronts and pvp are the same all the gear is identical.
For any subscription model business there's something called market saturation. Market saturation is the theoretical cap to the number of people who will ever subscribe to a service. (Side note: This is analogous to a similar theory being thrown around today about "peak car." Some theorize 2017/2018 represents the last year we will see growth in the car industry sector as ride sharing services flourish and the necessity to have a car begins to wane.) WoW reached market saturation in 2010 as evidenced by nearly 8 quarters of subscriber levels remaining near-constant. The slow and steady drop off didn't begin until Cata. And even then, one of the key factors that is never discussed whenever the topic of subscriber levels comes up is the concept of churn. That is the number of new players added compared to the number of old players leaving. Stagnation in a subscriber model doesn't necessarily mean that nobody was quitting WoW. It just means the number of new players gained roughly offset the number of old players quitting.
Moreover, since Blizzard has so many different avenues of revenue generation these days it's far less important for them to disclose subscriber numbers to investors. Investors were the only reason they ever shared that information in the first place and a cursory look at ActiBlizz's stock performance (minus the recent D:I backlash) has been overwhelmingly positive. People on the internet love to look at the numbers and make half-assed arguments like, "See, look, there's the patch that released the LFG and subscribers went down 500k. So obviously the LFG is the reason people stopped subbing." These arguments don't hold up to even a brief second of critical thinking since the most important factor of churn is unknown to us: The reasons players are leaving. It could be literally anything. Yet, in the absence of substance, players love to insert their own random theories about {x} feature or {y} raid tier.
Further, it's become clear that with Blizzard's larger repertoire of revenue drivers they're happier with lower overall WoW subscribers as long as cash shop items (read in the QRs as "value added services") are being used. Seriously, just look at the reports. It's a key point in every one of them for the last two or more years. Thus, WoW's subscriber levels likely jump a bit with an expansion launch then trail off significantly until the next expansion. When you see things like Classic being developed to add intrinsic value to a WoW subscription it begins to make even more sense.
Of course, this is just speculation from one random internet troll but I'd like to think most of the presently available data supports what I'm saying.
Last edited by arr0gance; 2018-12-03 at 06:48 PM.
Maybe not from Bellular's video, but my take regarding rewards is along his lines.
What I mean precisely isn't rewards in the form of items, titles, and mounts. I mean rewards in terms of experiences generated. Many of those rewards existed in Vanilla because a community experience was central to it. Everyone who had experienced Vanilla and BC, even Wrath to an extent knows that this community experience started eroding through small changes and implementations of new systems.
Having recently played on a Vanilla private server, in some ways I reaffirmed that I didn't have nostalgia goggles securely strapped to my head so I can say this for sure. Completing, and helping others complete key & attunement chains felt great again. The anticipation of world pvp breaking out and sustaining for a couple of hours in a zone and discovering which players/guilds to avoid if possible adds to the excitement. Doing all of these things simultaneously is even better, and is quite a different experience than WQ/Warmode on.
In part, because certain experiences like this made the game exciting and rewarding, I believe it puts somewhat of a shadow on the tangible game rewards as we know them.
Last edited by evogsr; 2018-12-03 at 06:22 PM.
Noob Blocker share link - https://drive.google.com/file/d/1fgD...ew?usp=sharing
I am not the original author of this addon.
Nope it won't fix a game with major fundamental problems. Major problems like having many super boring grinds. Major problems like not really even being able to enjoy your class to at least have some immersion so the game doesn't feel like a lot of super boring grinds. Chasing cosmetics wouldn't fix anything for me at least. I'm almost at the point where i can say i remember when the game was fun but now it's just a bad game.
Last edited by Barnabas; 2018-12-03 at 06:19 PM.
SWG had an amazing profession system.
The materials themselves had 'types' and you needed certain 'types' to create an item.
The various material spawns matched a type, but they also had attributes that affected the stats of the end product.
You could make a blaster that was shit using cheap material, or you could make the same blaster with better stats using rarer, higher quality materials.
Gameplay is important, but you have to have certain things to qualify as part of a genre.
At this point, there isn't much that separates WoW from Diablo. It's becoming or has become a dungeon looter.
MMOs were meant to emulate a fantasy world and inject yourself into it in a variety of roles that weren't just adventuring or killing things.