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The Changing Face of World of Warcraft

Posted by ScuttleMonkey on Tuesday May 20, @12:43PM
from the lowest-common-denominator dept.
Back in March Blizzard released patch 2.4 and significantly altered a good portion of the overall gameplay and provided a much more casual experience. Since then Blizzard has continued to make the game more approachable through new dungeons and removing attunements and other restrictions throughout the game. While this may open up a lot of new content to the masses and help the game's overall appeal, does this continuing trend promise to alienate the high-end players who thrive on new challenges? Should Blizzard care?
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  • by SYSS Mouse (694626) on Tuesday May 20, @12:45PM (#23477746) Homepage
    one of the oldest guild Death and Taxes disbanded today, citing such change as one of the reason. (http://www.worldofwar.net/n/413578/death-and-taxes-disband)
    • by GodInHell (258915) on Tuesday May 20, @12:56PM (#23477956) Homepage
      Yay!

      I hate the idea of funding the development of content that only 5% of the player base is intended to enjoy.

      Sorry, but I want them to spend their development $$s making content I can get into with my wife and a few friends.

      cc

      -GiH
      • I'm a bit split on this, but mostly agree with you. I've been in guilds, but I don't have the time to sit for hours for a raid on a friday or saturday night. So I never get a chance to really play that side of the game. It's hard enough to get 5 people to run an instance, let alone split the loot that you get, let alone 30 or more people, with complex raid counting systems to determine who has what % chance to try and receive the loot (including stats from how many raids you've help in before).

        Give me new areas that I can explore on my own or with a friend or two. New quests outside of killing 10 more of those things or gather 20 more flowers.
            • Re:Killing Raiding (Score:5, Insightful)

              by murdocj (543661) on Tuesday May 20, @11:14PM (#23487210)

              Removal of attunments and Badge rewards that are equal to or better than Tier-6 level gear, theres 2 *huge* changes that undermine all the effort the hardcore raiders have put in over the past year.

              WoW isn't a job where you are "putting in effort", it's a game. I'm not hardcore about playing, but I have had fun raiding. That's the point. If I'm raiding and enjoying myself and learning the fights and feeling some accomplishment, what difference does it make if someone else gets loot in a different way? I still have the accomplishment. I've run a couple of marathons... the fact that many thousands of other people have run faster than me doesn't invalidate what I did.

              Relax and enjoy the game. At the end of the day, unless you are a serious pvp'er, it doesn't matter what gear someone else has, it's whether you had fun playing.

    • by elrous0 (869638) * on Tuesday May 20, @12:57PM (#23477970)
      I suspect the real reason was just member burn-out and disinterest, not any recent changes. No MMO lasts forever, and most guilds are even more short-lived.
  • hmm (Score:5, Insightful)

    by nomadic (141991) <nomadicworld.gmail@com> on Tuesday May 20, @12:46PM (#23477772) Homepage
    does this continuing trend promise to alienate the high-end players who thrive on new challenges?

    The high-end players got to be high-end players through thousands of hours of grinding. They don't thrive on new challenges, they thrive on the same old ones.
      • Re:hmm (Score:5, Funny)

        by nomadic (141991) <nomadicworld.gmail@com> on Tuesday May 20, @02:40PM (#23479934) Homepage
        People like you are the reason Scholo and Strat were allowed to be 10 manable for so long.

        I've never had an insult leveled at me that I understood so little as this one. It's like you're talking some moon-man gibberish language.

        BUt you probably never spent the time.

        Since I've never really played WoW your guess is right.
      • Re:hmm (Score:5, Insightful)

        by Chris Burke (6130) on Tuesday May 20, @03:59PM (#23481222) Homepage
        Encounters when they first come out are HARD.

        Oh yeah, no doubt. But you eventually beat the encounter, didn't you?

        Then you did it again the next week.

        And the next week.

        And again.

        And again.

        And no you're not even close to getting all the gear out of the raid yet (why won't [insert item here] drop?!), so you do it again.

        And then again.

        And I've only typed out a month and a half of "agains", and I'm not even close to how many times most raiders have repeated the same content, am I?

        My raiding experience is limited, ZG in the old world, Kara and Gruul in the new one, but in both cases it's months and months and months of beating the same bosses over and over to get the gear because you have to contend with the RNG and 10-25 people needing gear. Sure in the first month you're getting to new bosses you haven't beat before, but the everything you do up to the new boss is repetition of previous attempts, and from thereafter it's doing the same thing over and over and over to try to get everyone in the raid geared up.

        OP was spot on. WoW end game is about doing the same content over and over. They occasionally add something new, which is great, but especially for the "bleeding edge guilds" that you clearly consider yourself part of, that doesn't last for long and you know it.
      • Re:hmm (Score:5, Funny)

        by thesandtiger (819476) on Tuesday May 20, @05:06PM (#23482456) Journal
        Jesus, it's like I can hear your 5 chins slapping back and forth in outrage as your Cheeto-stained fingers pound at your keyboard.
  • by EvolutionsPeak (913411) on Tuesday May 20, @12:47PM (#23477784)
    They released the Sunwell at the same time, a 25-man highest end raiding dungeon. I'd hardly call that something for any but the most hardcore pve players.
      • by archen (447353) on Tuesday May 20, @03:55PM (#23481132)
        MeanderingMind has it mostly right. D&T was a high end raiding guild, but had gotten to the point where they were having issues filling slots. So of course recruitment for such a guild is easy... to acquire leeches.

        In the end this is the fate of nearly all raiding guilds. The focus is on pushing content, and getting loot. There is basically no loyalty, and the second the grass looks greener on the other side people jump ship. When everything is going good, it looks fine on the outside but basically rots from within. It's sort of strange that people think of MMORPGs as being unique in this way. Crime organizations often go the same way - ala drug cartels, the mob, etc. Didn't anyone learn anything from scarface? :p
  • Good changes (Score:5, Insightful)

    by rune.w (720113) on Tuesday May 20, @12:50PM (#23477838)
    The latest patch has been great for me. I'm more of a casual player and now I'm able to level up with just a couple hours of gameplay. Before it would take me a good couple days to increase just one level, which got increasingly frustrating and became the main reason why I canceled my subscription last year. I'm also a big fan of soloing and now I'm able to do that in more areas of the game (I usually do the party quests and dungeons during the weekends when all my friends are able to connect at the same time).

    Overall I think it was a good move for players like me. I don't know what the "old-timers" would think about it, though...
    • Re:Good changes (Score:5, Interesting)

      by Scoth (879800) on Tuesday May 20, @01:09PM (#23478228)
      I'm in a somewhat interesting position of being able to see both sides. My wife-to-be is a fairly hardcore raider with a couple or three 70s (her group has taken down Vashj a few times, and making progress on Kael'thas in BT) while I'm a much more casual player. I've mostly enjoyed the changes because I can experience more content on different character types without nearly as much grinding away on each one. On the other hand, she's gotten a little frustrated because people are getting to 70 and wanting spots in raids well before being sufficiently geared or skilled with their characters. She's now having to deal with people who stormed to 70 in quest reward greens who want into SSC or BT with blue and green gear.
    • Re:Good changes (Score:5, Insightful)

      by vertinox (846076) on Tuesday May 20, @01:58PM (#23479170)
      Before it would take me a good couple days to increase just one level, which got increasingly frustrating and became the main reason why I canceled my subscription last year.

      Personally I find grinding the least favorite part of MMO's. Leveling in itself is fun for the first few times but after playing MMO's and plenty of other single player games that are based almost solely around leveling (hell even pokemon is based on leveling your pets), the process has gotten old for most people and the need to come up with some other gameplay is needed.

      One thing most people are rumbling about in WAR (Warhammer Online) is that there will be horizontal progression rather than vertical progression with a hard cap at 40 for levels and the end game is the Realm versus Realm (like DAoC).

      Most people agree that increasing level caps will alienate casual players who will be at a disadvantage to hardcore players because it is PvP in a sense and even if they separate higher levels from lower, increasing the Cap simply for the sake of keeping the players playing the game will only cause the player base to be separated even further.

      The idea of horizontal progression is that once you reach level 40, new content will be added for a second tier of leveling which means any expansions that add new spells, gear, and content will be equal to that already added by on a second scale completely separate from the levels gained from 1 through 40. They will be balanced so that these new features don't actually make the old ones obsolete. They WAR devs haven't really gone into exactly how this will work especially since they haven't released the very first part of the game, but the idea of horizontal progression at a certain point actually makes more sense to me, because you don't have to grind to experience new content but to use some other scale (I think there is something called realm pride etc) to which the end game can be progressed without simply raising the level cap.

      The idea is interesting to me because I could care less about leveling another character ever again and would rather focus on another way of advancing a character through a game. I think Ultima Online had it right, but no one seems to want to copy them ;)
  • It seems to me that they make more money off Casual players since they require less server time and their subscription ends up bringing in the same dollars as hardcore users that are online 24/7.
  • Morons (Score:5, Insightful)

    by geekboy642 (799087) on Tuesday May 20, @01:06PM (#23478168) Homepage
    Full disclosure: I play Warcraft in a raiding guild.

    Anybody who cites the removal of attunement from a high-level raid instance as a reason to give up raiding is a complete and total idiot. The fact that you can set foot into a raid does not in any way mean you can beat it. The only thing attunement gives is a way for raiding guilds to weed out the complete and total idiots. Honestly.

    For those of you that don't grasp this, here's how it was before the patch:
    Level to 70. Replace gear with low-level dungeon loot, and complete a quest while you're doing that. Raid one thing and get better loot. Raid the next thing and get better loot. Raid the next thing and get better loot. Hooray, you beat the game, go outside.

    And here's how it is after the patch:
    Level to 70. Replace gear with low-level dungeon loot. Raid one thing and get better loot. Raid the next thing and get better loot. Raid the next thing and get better loot. Hooray, you beat the game, go outside.

    Guess what. It doesn't matter if there's no attunement. Everybody still had to spend the identical amount of time and effort getting better loot to even survive stepping in the front door of Illidan's house.
  • by mseeger (40923) on Tuesday May 20, @01:08PM (#23478190) Homepage
    Hi,

    If you want to see new content, you cannot do so as a casual player. I was far beyond a casual player (2 RAIDs a week, several hours of farming) and still noticed, that i was falling behind on the content scale.

    New instances were added faster i could complete them. Going through SSC and TK literally took months. The RAID had several crisis meetings, weaker players were encouraged to seek their fortune somewhere else. In the end, we made progress and were inside the black temple, but the fun was left behind. In April i quit after playing my Rogue for more then 2.500 hours.

    Quitting hurts... as intended. But there was no choice. You can either do the easy instances again and again or try new content. There you need two things: equip and error-free playing. I loved the game, but it was becoming a second job. No need for that :-(.

    The desertion rate is currently high. In the month after i quit, the RAID lost 4 more players with 3+ years under their epic belt. There are still new players coming in (still got 330$ for my Rogue), but WoW is loosing a lot of experienced players currently.

    All the things done for casual players considered, the R&D of Bliizzard is still focussed on the power gamer (Nihilum&Co). 90% of all instanced content (SSC and higher) will only be seen by a small minoritry of all players (~15%).

    Please don't missunderstand me: The game was fun till the last minute. But to continue and make progress it would have required more time of me, that i was prepared to give. The content for the casual player (daily quests, small isntances, etc) didn't appeal to me.

    CU, martin

    • I'm a nitpicking bastard for saying this, but I think you're confusing a World of Warcraft "raid" with RAID, the acronym that means "redundant array of inexpensive disks" to the IT industry and computer users. While it's possible for a person to save screenshots of their WoW raid to their RAID volume, saying you can't wait to join your guild's RAID makes it seem like you're just shouting the word "raid" for some strange reason. :)
  • ...and I blame the dailies, mostly. The actual content they provided wasn't fun. At all. If not for the competition issues, you had to content with serious burn-out problems from doing the same EXACT thing over and over again, day after day. The problem with skipping this grind lies in the massive gold inflation caused by them. Your gold pieces were getting smaller by the day.

    Of course, you didn't have to grind away on dailies. You could always grind badges instead. Or grind PvP by getting your weekly beatings in the arena.

    The point was made up above, but I'll reiterate it: Play has changed to a combination of the best gear and a complete mastery of the metagame.

    And frankly, if you're lacking in either of those areas, this really sucks the fun right out of it - ESPECIALLY when mindless repetition is your only way out of the deficit you're facing.

    Oh, and when that next patch hits, you're now even further behind. Gratz!
  • by east coast (590680) on Tuesday May 20, @01:45PM (#23478900)
    Essentially the surge of WoW players is one of the reasons I think that EQ2 was dumbed down. It's one of the reasons that my interest in EQ2 didn't last long after some changes were made and ultimately the reason that Sony lost a subscriber.

    At this point I'm kind of set off by MMORPGs. Just like Hollywood, the gaming industry has a way of creating cookie cutter results. What fun is it going to be for a real gamer if they start to dumb down in order to draw in the casual player? Not that I play 60 hours a week or something but I certainly don't mind a challenge. How many more MMORPGs will be dumbed down to follow WoW's lead?

    Also, as a side note; Age of Conan came out today. I took some interest until I found out that it was 50 USD without ever stepping foot in the game and the games website seemed to have little content (not that I spent much time there). Why is it that a gaming company still thinks that we should shell out bucks to buy a game that we need to subscribe to? I'd be much happier and more likely to try it if I could download the content and play for 15 USD a month. I'm a hell of a lot more willing to pay 15 to see if I like a game instead of 50 for a game that I can't play without shelling out another 15 if my interest in it wanes for a few months.
  • We saw this with the last expansion, this is just a refinement. At end-game level before the release of first expansion, you had tons of people at level 60 but with wildly different gear levels. Maybe you were still trying to down the first MC boss or maybe you were uber and were clearing Naxx. You were not equal. Then TBC hit, we went to outland and within 3 levels we had all been equalized by green quest rewards that were better than the best we could get in the old world. It was a great big reset button and everyone got to start over. People complained about working so hard to get their Tier 3 stuff only to DE it at level 63. This time, their giving raiders, casuals and PvPers ways to get roughly equal gear in advance of the new expansion, to cushion the shock, I'd guess. It's the reset button again. We'll race to level 80 from roughly equal footing, the 25 man content will be hard, there'll be new raiding guilds and casuals will be locked out of the best gear again. Until the NEXT expansion, at which point they'll nerf things and hand out epics to equalize everyone once more. It's a reset button. Just consider it the start of Season Three. :)
    • by The boojum (70419) on Tuesday May 20, @01:38PM (#23478758)
      The problem with this is thinking of it in terms of how much time you've spent at it. Did you play the game and have fun during all those hours? If so, great, "mission accomplished." If not, maybe you should reconsider what you're doing.

      If you're playing for fun, the memories of the good times you've had shouldn't be diminished just because somebody else now gets to see that content. You still got there first, anyway.
    • This is a common argument, but as a raider I find it dishonest. Yes, casual players can now get T6 level gear. No, this isn't a slap in the face, here's why.

      1) You can't get a full set of T6 level gear from badges. Take cloth for example, there are three pieces of healing gear at the T6 iLevel. That's not even half the armor class restricted slots.

      2) It isn't easy for casual players to get badges. They don't already have T6 geared people to destroy Heroics with, or to burn through Kara in under 2.5 hours. At the highest end of the casual spectrum, they might be able to muster one upgrade for themselves a month.

      3) Experience counts. You can't ebay 25 T6 toons, wowwiki a strat, then waltz into BT and kill Illidan. Skipping progression like that is like skipping grades in school. You're either extremely smart or extremely stupid.
    • by WinPimp2K (301497) on Tuesday May 20, @04:05PM (#23481352)
      "The day they announced that fact people I knew started leaving in droves"

      Yes, and what people did you know? Perhaps just the very small percentage of folks who just discovered that their obsession with raiding actually marginalized their value as customers to Blizzard. So those folks left "in droves"? Big Whoop. WoW isn't EQ and Blizz eventually recognized that being held hostage to the demands of "serious raiders" was not a good way to serve the vast majority (90%+) of their customer base.

      Be brutally honest and you will recognize that there are probably more Chinese gold farmers in the game than "Serious raiders".