ionveau said:
Ya.... so they have a loot color system whats the point everyone has epics anyway
They force you to grind heroics all day to get raid gear..i would rather be raiding DUDE!!!
I feel like every expansion is an excuse to make me fork over 50$ to keep doing what i was doing before except instead of doing it for level 80 i do it for 85 gear how new and fun
Whats that no more outdoor bosses? that made the game deep too bad
Whats that no more outdoor PvP thanks to flying mounts too bad
Remember when you could do raids then go PvP nop now you only PvP or PvE unless you play 9 hours a day everyday witch is what you should be doing seeing as you can get weapons though PvE only
i quit wrath half way though after noticing the set path and boring items they had every item was just a buff of the old
and the set path they had first you do heroics for your gear then grind the badges then get your hit rating up, just saying boring game play all you do is add up numbers
Honestly, most of the above complaints can be leveled at other MMOs as well, especially those that came out before WoW. Progression (whether through skills or gear) is a part of every RPG, and WoW probably has one of the least time-intensive progression grinds of any MMO.
World PvP is still very much alive even with flying mounts. The only thing flying mounts ruined was ganking, which most would argue is a good thing.
I agree with you about the outdoor bosses though.
traukanshaku said:
Nowhere did I mention the phrase "dumbing down" and I did not say that WoW ruined anything except itself.
Fair enough. That sentence was more directed at the other guy, but I'll keep that in mind.
traukanshaku said:
The game was made much more accessible to people new to the game itself and especially to the genre. Many of the measures taken to do that were not bad game design choices, nor were they bad choices from a business standpoint. The second is where my problem comes in. In the provess of making the game accessible to new players, Blizzard trampled all over the veteran players. In effect, the game because so accessible and so friendly to soloing that the large influx of new players was hitting max level without ever actually learning how to function in the game. You may call a solo-unfriendly mentality a "bad" design choice, but the entire reason to play an MMO over a single-player game is interaction between players, and if the game itself isn't effectively teaching its players how to play it by putting them in learning situations, the game has failed. The experience has failed. This may be the nihilist in me talking, but players should be punished mercilessly for sucking at a game, so that they either get better, or give up and go somewhere else. I shouldn't have to suffer through taking half a dozen new warlocks on trial runs before I find one who even has the brain capacity necessary to understand the concept of not standing in a fucking fire.
Actually, not much has changed in that regard since vanilla. Most people back then didn't know how to play their class either until they started raiding. The difference was that guilds would actually take the time to help teach people the skills they needed for bigger fights. Now people won't even take your applications unless you already have xx gearscore and know all the fights already. What's the point of a guild then?
traukanshaku said:
But, making money became the main goal, and punishment for not being able to play the game would drive people to quit, because there are a lot more bad-to-mediocre players than there are veteran raiders and PvPers. Please don't think I'm saying Blizzard shouldn't have wanted to make money - they're a business, it's their job. But not at the expense of the soul of the game.
Could you name some specific changes that were at the "expense of the soul of the game", cause from where I'm standing WoW was always advertised as being much more accessible than other MMOs out at the time.