Snarky: Adjective - Any language that contains quips or comments containing sarcastic or satirical witticisms intended as blunt irony. Usually delivered in a manner that is somewhat abrupt and out of context and intended to stun and amuse.
Maybe time to make flight masters a lot more powerful so they'll instantly woop your ass if you attack someone near them. It'll just move the camping away from the flight master a bit, but atleast it'll give the one just landing at the flight master some breathing room and decision making.
I don’t think a fix is needed for anything with WM. Encountering a fullblown horde raid causing us grief, without us having a reasonable opportunity to counter, really doesn’t happen enough in my personal experience, to warrant drastic changes of further splitting up the playerbase into more shards. I feel that’s an unnecessary task for Blizz to work on, considering also that I’ve usually experienced WPVP as a mass battle, rather than simple 1v1 or petite group battles.
Stoneskin, Mana Spring, Wrath of Air, Totem of Wrath...
What I've been talking about is the underlying systems and mechanics of WPVP. Increased participation might be artificially increased via incentives or rewards, but that doesn't actually change the systems or mechanics(which are the same as they've always been, barring a handful of WPVP- only abilities of questionable effect).
So, this is why things like 40vs1 encounters pop up. There's nothing stopping players from doing it, so why WOULND'T they do it? Even Ion, in his rigid way of thinking, has finally figured out and admitted that it's not ideal. And so, if it's the incentives that are increasing participation, but also causing 40-1 situations, then how do we go about getting closer to the ideal 5v5 that Ion thinks is best, but without killing participation?
WoW has a lot of underlying tools to make that happen, IMO. But it would need to be in an environment with actual WPVP objectives or resources to fight over. When you look at a small scale example, like the vanilla version of Alterac Valley, the main body of players were focused on each other with the tug-of-war. 20-30 members of the raid would be fighting 20-30 of the opposing side, while other smaller groups were free to fight over lesser objectives.
Granted, due to the open world nature of WPVP, it's not so simple. But under the hood each shard is still limiting the number of people allowed in each zone or shard, right? In that environment it's basically working the same as a battleground instance, so it seems like it should be possible to also borrow other concepts or mechanics from battlegrounds to help disperse or discourage the effectiveness of one massive raid-sized ball-of-death rolling around a zone ganking everything that moves.
This is, in part, why I keep saying that dropping a PVP mode into what's otherwise a purely PVE environment is a bad idea. It creates situations like the 40-1 problem. And those 40-1 situations will cause people to leave WPVP no matter what incentives Blizzard provides. Participation will drop once people realize there's no point to either side, with only minor spikes each week to complete a quest. That's not GOOD wpvp. And I think we're already seeing that happen; correct me if I'm wrong.
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Sorry, that doesn't parse. BfA has been out for the better part of an entire year, with very little in the way of actual changes to the available content. This can't be explained by a month or two of low-intensity dev time due to the holidays, especially when the development cycle of a game like WoW is measured in years.
As I said in the entire post you cut down, Legion had the benefit of extra time due to cutting WoD short in order to focus on Legion. BfA doesn't have that advantage, and I think we're seeing the results by way of weaker content releases, and seeing those releases less often. I don't LIKE it, mind you. I would much prefer higher quality more often, and I think most people would agree with that statement.
Your lack of ability when it comes to comprehension does not change facts. The pacing of content is slower because they spaced out the content to avoid a holiday situation they ran into last time that people didn't like.
If BfD came out before Christmas, 8.2 would be coming out already and the content pacing would be the same as Legion. Everything is delayed a few months because they stretched Uldir to get past Christmas.
Snarky: Adjective - Any language that contains quips or comments containing sarcastic or satirical witticisms intended as blunt irony. Usually delivered in a manner that is somewhat abrupt and out of context and intended to stun and amuse.
Its funny in chat on the Horde side now. At the start it was all LOLs at jumping the few Allys we would find in the open world, nows its all doom and gloom at being the hunted for a change.
Ok, I think I'm starting to see where you're coming from. But using that logic, now that the holidays are over, wouldn't that tend to suggest that Blizzard would be free to release content more often, since players aren't going to be limited?
I'm not saying this to trap you. I'm just trying to get a full grasp of your point of view. Even if players didn't like having to play over the holidays(I'm not sure I agree with that, given that gamers tend to use their free time to...you know...game), the devs wouldn't stop working for that same amount of time. Except for the holiday break itself, Blizzard would still be working on development.
Wouldn't that imply, then, that 8.1.5 should have had more than it did, and that 8.2 would be right on its heels instead of potentially being delayed until june or even july, because of the backlog of content that was still being developed while players were taking it easy?
Last edited by SirCowdog; 2019-04-18 at 09:32 PM.
Ion is oblivious to the reality of everything?
Fixed that for ya.
Ion is trying so very hard create a legacy for coming up with the next awesome thing WoW offered. I'd say he's downright desperate, as none of his ideas as a game director has done anything but cause loss of subs.
He made a much better encounters designer than a lead developer.
An ideal battle for him remains 5vs5 arena of identical characters (class and abilities). He doesn't know how to think in other categories in terms of design, so every step that he will take under your pressure in this situation will bring you closer to this *points up direction* state. He doesn't consider other conditions (design) than those that they have been trying to push on players over past (5?) years. But, well, it's untrue for this particular game, no matter how you'd dance around conditions that they created (and continues?) and, as you understand, I don't speak here purely about PvP, but generally about this game as a whole.
Last edited by Alkizon; 2019-04-22 at 05:37 AM.
__---=== PM me WHERE if I'm unnecessarily "notifying" you ===---__
What would you guys think about a bunch of 5v5 instances scattered around the map, with PVP-centric objectives inside to reward players for going in and doing them. Inaccessible to a raid in the same way you can't enter dungeons in a raid. By completing the objectives inside the instance, maybe spawns powerful NPCs in the open world that larger groups could fight and maybe kill for loot or rally around to help ward off or break up 40-1 situations?
It's not a fully formed idea, but it would at least be more interesting than just the "ROFLMAO I farm u!" joke of WPVP that's happening right now.