Originally posted by SwampRob I agree that the solution is not an easy or obvious one, especially when you consider that for solo play the content has to doable by various classes.
I think that is the biggest blockade to more open and challenging solo content in games.
Solo content is harder to design, because it has to take the lowest common denominator into account. It limits the mechanics that can be used, because it only takes 1 class to lack the proper ability to deal with the mechanic to present an impassable roadblock. This is the direct opposite of group content design.
Somehow, developers need to either get away from the notion that all classes can complete every quest, design a system to cater specifically to the class that is on attempting the task or something else.
None of which sound easy.
I still very much disagree with your theory of being forced to group at endgame. As I said earlier, group rewards are almost always superior to solo content from level 1 in mmos. Group based rewards are required to handle the much more difficult content of group based activities.
I understand that some people do not like to group in mmos (a very strange concept when you consider what an mmo is), but I don't think people should be rewarded for opting to not participate in the more difficult content of a game. That is very much like asking for pvp rewards without ever having to fight another player controlled avatar.
Soloable content, beyond the millions of simple quests, would be more difficult to design. But not impossible, even considering various classes. The instance could simply make small, dynamic adjustments based on the class of the player entering. For example, if it was a healing class, the mobs could be made to attack a bit slower. For a dps meleer, the mobs might have slightly higher hp. For a caster, the mobs might have a lower resistance to magic. All of these things could be done to find a balance for every class for every instance, if the devs are willing to make the effort.
Reasons for soloing in an MMO are many: persistant world, active auction houses, a feeling of the world being 'alive' in a way no single player game can. Many more such reasons can be found in numerous posts in this site.
As for endgame content, the grouper would say "Well, if you're not going to partake, that is your choice". The soloer would say "You are not giving me a choice". For a soloer, the choices are to experience the content in a playstyle that is not enjoyable, or do not experience it at all.
Also, I respectfully still disagree with your contention that group content must equate to more challenging. As I've said, I feel that is an old and outdated staple of MMOs that can and should change. I'm perfectly content with having some or even many MMOs based around grouping, like Final Fantasy, but I strongly feel that some MMOs can have a heavy solo focus, or at least an equal solo focus at endgame.
Originally posted by SwampRob Soloable content, beyond the millions of simple quests, would be more difficult to design. But not impossible, even considering various classes. The instance could simply make small, dynamic adjustments based on the class of the player entering. For example, if it was a healing class, the mobs could be made to attack a bit slower. For a dps meleer, the mobs might have slightly higher hp. For a caster, the mobs might have a lower resistance to magic. All of these things could be done to find a balance for every class for every instance, if the devs are willing to make the effort.
Reasons for soloing in an MMO are many: persistant world, active auction houses, a feeling of the world being 'alive' in a way no single player game can. Many more such reasons can be found in numerous posts in this site. As for endgame content, the grouper would say "Well, if you're not going to partake, that is your choice". The soloer would say "You are not giving me a choice". For a soloer, the choices are to experience the content in a playstyle that is not enjoyable, or do not experience it at all. Also, I respectfully still disagree with your contention that group content must equate to more challenging. As I've said, I feel that is an old and outdated staple of MMOs that can and should change. I'm perfectly content with having some or even many MMOs based around grouping, like Final Fantasy, but I strongly feel that some MMOs can have a heavy solo focus, or at least an equal solo focus at endgame.
Well said. I think the solo changes could/should go a step further than just tinkering with the dps ratio between classes. Assuming tank/dps/healer, the mechanics could add or subtract mobs, abilities, attacks, buffs/debuffs, etc. Even the behavior of the attackers could change.
This would require a pretty massive overhaul to current combat systems, but overall would be an easier change than making multiple branches for every given quest. Though it would still require revisiting and revamping most quest in an already existing mmo.
One thing I want to clear up is that I don't think group content must be more challenging, but rather that it is by nature more challenging. Current mechanics make if more difficult and also the human factor makes it more difficult and that will be the biggest problem in making solo content any near as difficult as group content.
So I am not really stating a belief of what should be, but rather an opinion of what the situation is. I would be tickled if there was solo content as difficult as group content. I enjoy solo content sometimes, but it has become rather mind numbingly boring in its current form.
Originally posted by SwampRob Soloable content, beyond the millions of simple quests, would be more difficult to design. But not impossible, even considering various classes. The instance could simply make small, dynamic adjustments based on the class of the player entering. For example, if it was a healing class, the mobs could be made to attack a bit slower. For a dps meleer, the mobs might have slightly higher hp. For a caster, the mobs might have a lower resistance to magic. All of these things could be done to find a balance for every class for every instance, if the devs are willing to make the effort.
Reasons for soloing in an MMO are many: persistant world, active auction houses, a feeling of the world being 'alive' in a way no single player game can. Many more such reasons can be found in numerous posts in this site. As for endgame content, the grouper would say "Well, if you're not going to partake, that is your choice". The soloer would say "You are not giving me a choice". For a soloer, the choices are to experience the content in a playstyle that is not enjoyable, or do not experience it at all. Also, I respectfully still disagree with your contention that group content must equate to more challenging. As I've said, I feel that is an old and outdated staple of MMOs that can and should change. I'm perfectly content with having some or even many MMOs based around grouping, like Final Fantasy, but I strongly feel that some MMOs can have a heavy solo focus, or at least an equal solo focus at endgame.
Well said. I think the solo changes could/should go a step further than just tinkering with the dps ratio between classes. Assuming tank/dps/healer, the mechanics could add or subtract mobs, abilities, attacks, buffs/debuffs, etc. Even the behavior of the attackers could change.
This would require a pretty massive overhaul to current combat systems, but overall would be an easier change than making multiple branches for every given quest. Though it would still require revisiting and revamping most quest in an already existing mmo.
One thing I want to clear up is that I don't think group content must be more challenging, but rather that it is by nature more challenging. Current mechanics make if more difficult and also the human factor makes it more difficult and that will be the biggest problem in making solo content any near as difficult as group content.
So I am not really stating a belief of what should be, but rather an opinion of what the situation is. I would be tickled if there was solo content as difficult as group content. I enjoy solo content sometimes, but it has become rather mind numbingly boring in its current form.
I have played many many single-player games in which the content was incredibly difficult. Beyond that of anything I've ever experienced in an MMO solo or group.
I would say that group content has a handicap of being more difficult from the start, but its not more difficult by nature. It all matters in the design and effort put into the content. And lets face the facts, the game encourages as many players as possible to enjoy the game. That means designing content that will impact the largest number of players possible. Creating content for small groups has a greater impact than solo content. And to be honest, I wouldn't want to play a solo instance.
I am at a loss here. I do not think WoW has gotten worse since they introduced the Dungeon Finder I think it has gotten better. People are using it. Plus it is having a wierd effect, people are actually wishing to join guilds. Yes...I have seen it on chat and I have even helped place people in guilds that are allied with the guild I am in. Last week one of the guilds added 5 new people. Why? Because people that never ran raids before have finally gotten a taste of them and now wish to find guilds that do raids and have dedicated players that know how to do them. Some of you seem to think that the Dungeon Finder was a bad thing...I am seeing a different effect and it is a good one.
I am 50-50 on DF.
On the one hand, it can be a really good tool and I have met some really cool folks with whom I have had great fun playing the game. I've even met poor souls who have been terrified they'd be kicked from the group over not being well-equipped or never having run the dungeon before...
Which brings me to what I loathe about the tool: players who have all the best gear and have run a place so many times they could run it in their sleep kicking people who may have just hit cap and need the dungeon for gear or what not. Even worse are the ones who get a 3 or 4 man from their guild together and pug the last one or two through DF, then when the decent gear drops, kick the folks they pugged through DF so that the pugged folks don't get a chance at the gear - which happens to be the sole reason they ran the place, because it had an item they needed to improve their gear.
It's a brilliant tool with a high potential for abuse and the abuse factor is what I do not like about it and why I rarely use it unless, like one poster said, the bulk of the group is comprised of my guildmates, whom I know I can trust, and we just need to pug a couple more. Because frankly, if one of my guildmates ever pulled a stunt like trying to abuse the DF tool, every officer in the guild, including myself, wouldn't be able to find the /gkick button fast enough.
"You are obviously confusing a mature rating with actual maturity." -Asherman
Maybe MMO is not your genre, go play Modern Warfare...or something you can be all twitchy...and rank up all night. This is seriously getting tired. -Ranyr
I would have to get my account back that was hacked and than banned for gold spamming, damn farmers. But since WoW refuses to believe that my account indeed was hacked and won't give it back they can go to hell.
Our spirit was here long before you
Long before us
And long will it be after your pride brings you to your end
Well, it's page 11 and nobody will see this but I'm bored, so...
I would go back to WoW if...
They implemented some color of dragonkin as a playable race. I know that's super shallow but dragons are awesome, so whatever.
It was possible to level up additional classes without having to make an alt. My entire identity in these games is tied to my main character, and being stuck as 1 class all the time gets really old.
If they would implement something player controlled that actually makes a real difference. Wintergrasp is a big step in the right direction but it's far from perfect and still a drop in the bucket.
More varied (and challenging) 5-man content. I'll be the first to agree that BRD was a huge pain in the ass by the 500th run even though you and everyone else knew the place like the back of your hand, but I'd like to see a couple of large 5-mans. Maybe with week-long resets. I think with the new dungeon finder system and the way everyone progresses more-or-less in lockstep now some sort of scaling to keep them at least remotely challenging more than a week after release would be nice as well.
Full separation of mechanics in Arena and everywhere else.
More solo stuff. Dailies are OK but nothing I saw in WoTLK compared to the Netherwing or Skyguard or Shattered Sun Offensive dailies. Argent tournament was OK but it was a completely unashamed grind for the goodies, didn't really feel any sense of progression nor was it challenging at all.
I'm done 'till Cataclysm - I resubbed, saw the sights, drank the Kool-Aid. Wrath of the Lich King just isn't for me. I *loved* TBC - solo content was fairly challenging at lv. 70, there were lots of tough but rewarding questlines (especially in Blades Edge and when you went around killing all of Gruul's kids and the whole Netherwing chain that took weeks to do, etc) - TBC was fun, WoTLK feels like a treadmill.
I think the main thing I'm disappointed with is the lack of good solo/5-man content. Heroics in TBC were challenging even with good gear and there was lots of good, challenging solo content as well. These things are completely lacking in WoTLK - sure you can do hard mode raids but I just don't have that kind of time - I tried but my grades are real-world commitments outweigh anything in WoW or any other MMO.
WoW is still a great game, and for all it pisses me off sometimes I'm sure I'll jump back on the bandwagon when the time comes and level to 85 with everyone else. I've been playing off and on since launch; Blizzard has completely changed the endgame with every expansion, don't see why this time would be any different, perhaps it will be more to my liking.
Of course, I pissed off the only decent raid guild on my server (we ain't called Shu'Failo for nothing!) when I unsubbed this time so if/when I come back again I'll need to transfer. Or maybe start all over on a new server (an actual new server, not a new-to-me server), purple hasn't meant anything since classic, though it'd be tough to leave my achievements (and fancy red drake mount) behind. But we'll see.
1. Reintroduced the original alterac valley 2. Made me able to play reckbomb paladin again 3. Reduced the level limit back to lvl 60 4. Made crafted items some of the best items in the game 5. removed death knight class 6. removed paladin from horde and shaman from ally 7. Reintroduced the rank 14 system
Don't buy the expansions. For the most part, Problem solved.
camp11111, dungeon finder tool was the last draw for me. I've noticed that almost every time someone mentions removal of dungeon finder tool on any forum, there's heated discussion between people who want it removed and who don't. There's gamers with different kind of preferences, you know. I may be part of the minority, but it doesn't mean my opinion isn't equal with yours. It's not like I'm demanding the game to change for me. I'm just saying that this thing would need to change if I were to come back, which is of course hypothetical statement as I'm not coming back.
Thing is though you don't have to use it. You can still play the game the way you want. You're not forced to use the dungeon tool at all. If you don't like WoW, that's cool. It's just a game. But I just can't figure out why just about everyone hates it.
camp11111, dungeon finder tool was the last draw for me. I've noticed that almost every time someone mentions removal of dungeon finder tool on any forum, there's heated discussion between people who want it removed and who don't. There's gamers with different kind of preferences, you know. I may be part of the minority, but it doesn't mean my opinion isn't equal with yours. It's not like I'm demanding the game to change for me. I'm just saying that this thing would need to change if I were to come back, which is of course hypothetical statement as I'm not coming back.
Thing is though you don't have to use it. You can still play the game the way you want. You're not forced to use the dungeon tool at all. If you don't like WoW, that's cool. It's just a game. But I just can't figure out why just about everyone hates it.
The LFG tool is now already being implemented for the BG's too ... in preparation for the upcoming Battleground competitions with your guilds.
So it is old news to talk about the "dungeon finder tool".
WOW 2010's train on new mechanics is running faster than ever.
I think I'll play the BG's for 12 hours a day when CATA launches ... just like the good old days of PvP titles.
Those who stand still at the station: no problem ... Bye !
Want a real mmorpg? Play WOW with experience turned off mode and be Pve_Pvp King at any level without a rat race.
1. They added new classes. Yes, plural as in at least two. Not recycle what's already there. Not adding a new race. A Comletely New Class that I'll want to run from 1-85.
2. Drop the dungeon finder and instant bg queues. What's the point of joining a guild now? I don't need them can just queue up run whatever and leave. Heck if I was an immoral player, I could ninja everything that drops since who cares I'll never see them again.
3. Revert the pvp back to the old honor system. You know, when people actually cared about winning. Where you needed a certain rep to get the PvP Epic Sword of Pwnage. Where doing stupid crap like mass murdering lowbies and their starter zone npcs had negative consequences.
i'd go back if i had no memory of playing WoW cause then it would seem new to me. lol
That wouldn't work for everyone, cause some of us quit after the first day because its EXACTLY like EverQuest, except 10 times simpler, and almost no social elements (the only redeeming quality of EverQuest)
I had a traumatic brain injury, and all of the other MMOs closed up shop.
Every MMORPG is AWESOME, until it's released! I don't want a game so much as I want a WORLD! -- o·pin·ion noun 1. a belief or judgment that rests on grounds insufficient to produce complete certainty. 2. a personal view, attitude, or appraisal.
I found a great guild with great characters, not merely players, where community means more than just a rush to 80 so we can equip purple pixels and show off in our choppers. And guess what, I did!
I found a great guild with great characters, not merely players, where community means more than just a rush to 80 so we can equip purple pixels and show off in our choppers. And guess what, I did!
That's the problem with games like WoW being focused and written for the solo player and having everything real easy. It's freaking hard to find anyone to play with.
..........if they got rid of that immature cliqueish esport mechanics.
WoW's end game is designed for the minds of teenagers.. Wanna join my club? OH, you aren't good enough to hang with us! etc etc.. Everything that WoW end game has become encourages more behavior problems that run rampid in the community (adults and teens alike).. I would rather play solitare, or a console game, then to deal with the WoW community anymore.. However, I'm not shocked after watching much of the Blizcon on youtube.. The devs came across as immature adults trying to hold on to their youth by being every teens best friend..
I think there are four things that would lure me back to WoW:
1. Robust quest system. For me the best part of the game was leveling and questing; I am 100% not in to the end-game content, though I appreciate others are. By robust quest system, I mean one in which there are meaningful dialgue paths, moral choices, and different outcomes other than "turn in 10 bear spleens or murloc eyes" over and over again. WotLK tried to introduce some diverse quests, and compared to the quests we were used to they were, technically, but they fail when compared to other games on the market.
2. New 1-60 content. I am soooooooo tired of leveling in the same regions through level 58 or so. They seem to be trying to add in new low level zones with Cataclysm, but I still suspect it will be too little, too late. Frankly they needed this back in TBC. Even though I (as a casual player) appreciate the quicker leveling adjustments, this is really ultimately just a fix for the dearth of content. The day I can level 8 characters in a row from 1-80 and each character has a questing/exploring experience wholly unrelated to the others....well, then they'll have me hook, line and sinker...! Unfortunately, this would probably require a doubling or triplingof the explorable regions in the game in terms of size and content, so probably not going to happen.
3. New classes. Heroic classes....prestige style classes you can multiclass in to, maybe....new general classes....anything but the same boring classes! When you've played the game for five years, the base classes start to lose their lustre.
4. More RP-friendly toolsets built in to the game. I started playing on an RP server a few months ago to see if it reinvigorated my interest, and to some extent it did; the RP on Wyrmrest Accord can get pretty interesting, but it also opened up a whole new set of issues, such as how there's no way to set your own Bio in-game without a mod (I hate mods!), there are no "RP flavor" options to spruce up characters, or rules that can be used to implement specific in-game features that would be RP-friendly (EQII, for example, lets you set your character status to RP, anonymous, and so forth, for example; DDO gives you a section for a bio). This could be a gripe coming from a long time paper-and-pencil game veteran, but I still think they'd be minor but useful additions. Also, maybe some method that's official which can help curb god-modders, the disgusting bane of RP servers that ruins the experience for all. Like a button that electrocutes them, maybe....
Of secondary importance, in the Pipe Dream category of things I'd love to see and which would get me back:
A Quest Maker. Make your own quests and instances, and let your buddies and random strangers enter them! There's got to be a way to implement such a feature....someday....
Meaningful Skill-Based PvP: Something in which all characters are functionally equivalent (i.e. like Guild Wars) and the level of skill depends on how you manage your skill bars rather than how much gear you have and what level you are.
Much more interactive and decision-based quest pathing, where your character and his decisions actually matter. No MMO has figured this out yet, and probably won't for a long time.
...if Blizzard make the 5 man dungeon strategic again and not "Tank and Spank" all the way.
Make CC necessary in a 5 man runs again, otherwise i stick with AoC better graphics and tougher instances. Easy=boring.
QFT
To think, come Cataclysm WoW is getting even easier. You would think that at some point Blizzard would start hearing their player's complaints in some form. Plus I agree with an above poster's comment about not changing the talent trees so often. Dual-Spec was for those people that just couldn't decide on one and starting whining that the costs to respec were too high. That was the freakin' point!
Comments
I think that is the biggest blockade to more open and challenging solo content in games.
Solo content is harder to design, because it has to take the lowest common denominator into account. It limits the mechanics that can be used, because it only takes 1 class to lack the proper ability to deal with the mechanic to present an impassable roadblock. This is the direct opposite of group content design.
Somehow, developers need to either get away from the notion that all classes can complete every quest, design a system to cater specifically to the class that is on attempting the task or something else.
None of which sound easy.
I still very much disagree with your theory of being forced to group at endgame. As I said earlier, group rewards are almost always superior to solo content from level 1 in mmos. Group based rewards are required to handle the much more difficult content of group based activities.
I understand that some people do not like to group in mmos (a very strange concept when you consider what an mmo is), but I don't think people should be rewarded for opting to not participate in the more difficult content of a game. That is very much like asking for pvp rewards without ever having to fight another player controlled avatar.
Soloable content, beyond the millions of simple quests, would be more difficult to design. But not impossible, even considering various classes. The instance could simply make small, dynamic adjustments based on the class of the player entering. For example, if it was a healing class, the mobs could be made to attack a bit slower. For a dps meleer, the mobs might have slightly higher hp. For a caster, the mobs might have a lower resistance to magic. All of these things could be done to find a balance for every class for every instance, if the devs are willing to make the effort.
Reasons for soloing in an MMO are many: persistant world, active auction houses, a feeling of the world being 'alive' in a way no single player game can. Many more such reasons can be found in numerous posts in this site.
As for endgame content, the grouper would say "Well, if you're not going to partake, that is your choice". The soloer would say "You are not giving me a choice". For a soloer, the choices are to experience the content in a playstyle that is not enjoyable, or do not experience it at all.
Also, I respectfully still disagree with your contention that group content must equate to more challenging. As I've said, I feel that is an old and outdated staple of MMOs that can and should change. I'm perfectly content with having some or even many MMOs based around grouping, like Final Fantasy, but I strongly feel that some MMOs can have a heavy solo focus, or at least an equal solo focus at endgame.
Well said. I think the solo changes could/should go a step further than just tinkering with the dps ratio between classes. Assuming tank/dps/healer, the mechanics could add or subtract mobs, abilities, attacks, buffs/debuffs, etc. Even the behavior of the attackers could change.
This would require a pretty massive overhaul to current combat systems, but overall would be an easier change than making multiple branches for every given quest. Though it would still require revisiting and revamping most quest in an already existing mmo.
One thing I want to clear up is that I don't think group content must be more challenging, but rather that it is by nature more challenging. Current mechanics make if more difficult and also the human factor makes it more difficult and that will be the biggest problem in making solo content any near as difficult as group content.
So I am not really stating a belief of what should be, but rather an opinion of what the situation is. I would be tickled if there was solo content as difficult as group content. I enjoy solo content sometimes, but it has become rather mind numbingly boring in its current form.
Well said. I think the solo changes could/should go a step further than just tinkering with the dps ratio between classes. Assuming tank/dps/healer, the mechanics could add or subtract mobs, abilities, attacks, buffs/debuffs, etc. Even the behavior of the attackers could change.
This would require a pretty massive overhaul to current combat systems, but overall would be an easier change than making multiple branches for every given quest. Though it would still require revisiting and revamping most quest in an already existing mmo.
One thing I want to clear up is that I don't think group content must be more challenging, but rather that it is by nature more challenging. Current mechanics make if more difficult and also the human factor makes it more difficult and that will be the biggest problem in making solo content any near as difficult as group content.
So I am not really stating a belief of what should be, but rather an opinion of what the situation is. I would be tickled if there was solo content as difficult as group content. I enjoy solo content sometimes, but it has become rather mind numbingly boring in its current form.
I have played many many single-player games in which the content was incredibly difficult. Beyond that of anything I've ever experienced in an MMO solo or group.
I would say that group content has a handicap of being more difficult from the start, but its not more difficult by nature. It all matters in the design and effort put into the content. And lets face the facts, the game encourages as many players as possible to enjoy the game. That means designing content that will impact the largest number of players possible. Creating content for small groups has a greater impact than solo content. And to be honest, I wouldn't want to play a solo instance.
I am 50-50 on DF.
On the one hand, it can be a really good tool and I have met some really cool folks with whom I have had great fun playing the game. I've even met poor souls who have been terrified they'd be kicked from the group over not being well-equipped or never having run the dungeon before...
Which brings me to what I loathe about the tool: players who have all the best gear and have run a place so many times they could run it in their sleep kicking people who may have just hit cap and need the dungeon for gear or what not. Even worse are the ones who get a 3 or 4 man from their guild together and pug the last one or two through DF, then when the decent gear drops, kick the folks they pugged through DF so that the pugged folks don't get a chance at the gear - which happens to be the sole reason they ran the place, because it had an item they needed to improve their gear.
It's a brilliant tool with a high potential for abuse and the abuse factor is what I do not like about it and why I rarely use it unless, like one poster said, the bulk of the group is comprised of my guildmates, whom I know I can trust, and we just need to pug a couple more. Because frankly, if one of my guildmates ever pulled a stunt like trying to abuse the DF tool, every officer in the guild, including myself, wouldn't be able to find the /gkick button fast enough.
Firebrand Art
"You are obviously confusing a mature rating with actual maturity." -Asherman
Maybe MMO is not your genre, go play Modern Warfare...or something you can be all twitchy...and rank up all night. This is seriously getting tired. -Ranyr
I would have to get my account back that was hacked and than banned for gold spamming, damn farmers. But since WoW refuses to believe that my account indeed was hacked and won't give it back they can go to hell.
Our spirit was here long before you
Long before us
And long will it be after your pride brings you to your end
Well, it's page 11 and nobody will see this but I'm bored, so...
I would go back to WoW if...
I'm done 'till Cataclysm - I resubbed, saw the sights, drank the Kool-Aid. Wrath of the Lich King just isn't for me. I *loved* TBC - solo content was fairly challenging at lv. 70, there were lots of tough but rewarding questlines (especially in Blades Edge and when you went around killing all of Gruul's kids and the whole Netherwing chain that took weeks to do, etc) - TBC was fun, WoTLK feels like a treadmill.
I think the main thing I'm disappointed with is the lack of good solo/5-man content. Heroics in TBC were challenging even with good gear and there was lots of good, challenging solo content as well. These things are completely lacking in WoTLK - sure you can do hard mode raids but I just don't have that kind of time - I tried but my grades are real-world commitments outweigh anything in WoW or any other MMO.
WoW is still a great game, and for all it pisses me off sometimes I'm sure I'll jump back on the bandwagon when the time comes and level to 85 with everyone else. I've been playing off and on since launch; Blizzard has completely changed the endgame with every expansion, don't see why this time would be any different, perhaps it will be more to my liking.
Of course, I pissed off the only decent raid guild on my server (we ain't called Shu'Failo for nothing!) when I unsubbed this time so if/when I come back again I'll need to transfer. Or maybe start all over on a new server (an actual new server, not a new-to-me server), purple hasn't meant anything since classic, though it'd be tough to leave my achievements (and fancy red drake mount) behind. But we'll see.
Don't buy the expansions. For the most part, Problem solved.
Thing is though you don't have to use it. You can still play the game the way you want. You're not forced to use the dungeon tool at all. If you don't like WoW, that's cool. It's just a game. But I just can't figure out why just about everyone hates it.
Thing is though you don't have to use it. You can still play the game the way you want. You're not forced to use the dungeon tool at all. If you don't like WoW, that's cool. It's just a game. But I just can't figure out why just about everyone hates it.
The LFG tool is now already being implemented for the BG's too ... in preparation for the upcoming Battleground competitions with your guilds.
So it is old news to talk about the "dungeon finder tool".
WOW 2010's train on new mechanics is running faster than ever.
I think I'll play the BG's for 12 hours a day when CATA launches ... just like the good old days of PvP titles.
Those who stand still at the station: no problem ... Bye !
Want a real mmorpg? Play WOW with experience turned off mode and be Pve_Pvp King at any level without a rat race.
I would go back to WoW if.....
1. They added new classes. Yes, plural as in at least two. Not recycle what's already there. Not adding a new race. A Comletely New Class that I'll want to run from 1-85.
2. Drop the dungeon finder and instant bg queues. What's the point of joining a guild now? I don't need them can just queue up run whatever and leave. Heck if I was an immoral player, I could ninja everything that drops since who cares I'll never see them again.
3. Revert the pvp back to the old honor system. You know, when people actually cared about winning. Where you needed a certain rep to get the PvP Epic Sword of Pwnage. Where doing stupid crap like mass murdering lowbies and their starter zone npcs had negative consequences.
I would go back to WoW if...
My alternate self in an alternate universe traded places with me. And then he would play WoW.
insanex
That wouldn't work for everyone, cause some of us quit after the first day because its EXACTLY like EverQuest, except 10 times simpler, and almost no social elements (the only redeeming quality of EverQuest)
if the game was closing forever in 5 min
I would go back to WoW if...
I had a traumatic brain injury, and all of the other MMOs closed up shop.
Every MMORPG is AWESOME, until it's released!
I don't want a game so much as I want a WORLD!
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o·pin·ion noun
1. a belief or judgment that rests on grounds insufficient to produce complete certainty.
2. a personal view, attitude, or appraisal.
I would go back to WoW if...
I found a great guild with great characters, not merely players, where community means more than just a rush to 80 so we can equip purple pixels and show off in our choppers. And guess what, I did!
Take the Magic: The Gathering 'What Color Are You?' Quiz.
That's the problem with games like WoW being focused and written for the solo player and having everything real easy. It's freaking hard to find anyone to play with.
..........if they got rid of that immature cliqueish esport mechanics.
WoW's end game is designed for the minds of teenagers.. Wanna join my club? OH, you aren't good enough to hang with us! etc etc.. Everything that WoW end game has become encourages more behavior problems that run rampid in the community (adults and teens alike).. I would rather play solitare, or a console game, then to deal with the WoW community anymore.. However, I'm not shocked after watching much of the Blizcon on youtube.. The devs came across as immature adults trying to hold on to their youth by being every teens best friend..
I think there are four things that would lure me back to WoW:
1. Robust quest system. For me the best part of the game was leveling and questing; I am 100% not in to the end-game content, though I appreciate others are. By robust quest system, I mean one in which there are meaningful dialgue paths, moral choices, and different outcomes other than "turn in 10 bear spleens or murloc eyes" over and over again. WotLK tried to introduce some diverse quests, and compared to the quests we were used to they were, technically, but they fail when compared to other games on the market.
2. New 1-60 content. I am soooooooo tired of leveling in the same regions through level 58 or so. They seem to be trying to add in new low level zones with Cataclysm, but I still suspect it will be too little, too late. Frankly they needed this back in TBC. Even though I (as a casual player) appreciate the quicker leveling adjustments, this is really ultimately just a fix for the dearth of content. The day I can level 8 characters in a row from 1-80 and each character has a questing/exploring experience wholly unrelated to the others....well, then they'll have me hook, line and sinker...! Unfortunately, this would probably require a doubling or triplingof the explorable regions in the game in terms of size and content, so probably not going to happen.
3. New classes. Heroic classes....prestige style classes you can multiclass in to, maybe....new general classes....anything but the same boring classes! When you've played the game for five years, the base classes start to lose their lustre.
4. More RP-friendly toolsets built in to the game. I started playing on an RP server a few months ago to see if it reinvigorated my interest, and to some extent it did; the RP on Wyrmrest Accord can get pretty interesting, but it also opened up a whole new set of issues, such as how there's no way to set your own Bio in-game without a mod (I hate mods!), there are no "RP flavor" options to spruce up characters, or rules that can be used to implement specific in-game features that would be RP-friendly (EQII, for example, lets you set your character status to RP, anonymous, and so forth, for example; DDO gives you a section for a bio). This could be a gripe coming from a long time paper-and-pencil game veteran, but I still think they'd be minor but useful additions. Also, maybe some method that's official which can help curb god-modders, the disgusting bane of RP servers that ruins the experience for all. Like a button that electrocutes them, maybe....
Of secondary importance, in the Pipe Dream category of things I'd love to see and which would get me back:
A Quest Maker. Make your own quests and instances, and let your buddies and random strangers enter them! There's got to be a way to implement such a feature....someday....
Meaningful Skill-Based PvP: Something in which all characters are functionally equivalent (i.e. like Guild Wars) and the level of skill depends on how you manage your skill bars rather than how much gear you have and what level you are.
Much more interactive and decision-based quest pathing, where your character and his decisions actually matter. No MMO has figured this out yet, and probably won't for a long time.
Current MMOs: Rift, GW2, Defiance
Blog: http://realmsofchirak.blogspot.com (old school tabletop gaming and more)
...if Blizzard make the 5 man dungeon strategic again and not "Tank and Spank" all the way.
Make CC necessary in a 5 man runs again, otherwise i stick with AoC better graphics and tougher instances. Easy=boring.
QFT
To think, come Cataclysm WoW is getting even easier. You would think that at some point Blizzard would start hearing their player's complaints in some form. Plus I agree with an above poster's comment about not changing the talent trees so often. Dual-Spec was for those people that just couldn't decide on one and starting whining that the costs to respec were too high. That was the freakin' point!