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Next World Of Warcraft Raid Dungeon

GrandGranini writes "The New York Times has an interview with World Of Warcraft Lead Game Designer Jeff Kaplan (Tigole), in which he talks about the next raid dungeon after Ahn'Quiraj, the necropolis Naxxramas." From the article: "Naxxramas is going to be the most difficult thing in the game until the expansion pack comes out. It will be the pinnacle, and it's absolutely massive. You'll see this big necropolis floating above Eastern Plaguelands. It's a 40-man raid zone, and it's bigger than the Undercity [one of the main cities in the game]. Things could change, but we're up to something like 18 bosses in there, and they are really cool, too. But it's going to be hard. Really hard. We're hoping to release it in the spring." If you told me two years ago that I'd be reading about an upcoming instance in the sport section of the NYT, I'd have called you a damn dirty liar. May you live in interesting times, indeed.

20 of 281 comments (clear)

  1. NO MORE HUGE RAIDS! by arakon · · Score: 4, Funny

    PLEASE!! MAKE more content that people without ten thousand reliable friends and 8 hours of their life to waste can play. damn blizzard.

    --
    "If I were bound by all laws everywhere I'm sure I would have committed a capital crime somewhere."
    1. Re:NO MORE HUGE RAIDS! by ImaNihilist · · Score: 5, Insightful

      It is.

      WoW really is a very short game. You can reach end game extremely quickly, and for the most part, the game has no dynamic end-game content.

      You get to Level 60 and then you have to join a massive guild to make it worth your while. The only thing left to do now is get "uber" gear. To do this, you have to do instances like Molten Core over, and over, and over again. You can't just do it once, because there are a lot of people in the guild and a lot of people in the instance on the particular raid.

      Once you reach Level 60 you join a massive guild and then have to play for at least 1-2 hours at a time, 3 days a week, on a fricken schedule just to advance your gear. It's not even a game anymore, it's work. Every night, 7pm log on and get ready to raid. For ever raid you participate in you get "points" within your own guild, and if you do it enough you get a chance to spend those points on the gear that drops in the instance. This is how most guilds work.

      Basically, when you get to this level, it's not a game anymore. It's a job. You get paid per hour in points, and then you may spend those points to advance your characters stats. Don't show up to a bunch of raids? You might get fired. Don't do your job well? You might get fired.

      Once you reach Level 60 in WoW it is ONLY for the hardcore.

    2. Re:NO MORE HUGE RAIDS! by Sentry21 · · Score: 5, Insightful

      This is one of the main reasons I stopped playing WoW. I'm a very solitary player, and while I don't mind joining up with two or three people for company, having to schedule end-game content just seems impractical to me. I want to see a massive sprawling, complex dungeon designed for three people, with traps and puzzles and such meant for three people to solve.

      Make it challenging, make it complex, make it interesting, but don't make it all colossally huge. I started playing WoW because it was 'the MMORPG for the rest of us', for the people who don't have eight hours a day to devote to dungeons and instances and plotting. I would like to see more 'lone wolf' content for people who can't join a guild and/or commit to certain times to be online and play.

      Maybe that's just me though.

    3. Re:NO MORE HUGE RAIDS! by Wildclaw · · Score: 4, Insightful

      One more bad thing about raids is that they force players to specialize and makes the game more boring and actually easier than an equally hard 5-man instance. Hardcore players that doesn't want non-uber-guild players to have access to good items usually claim that raids should have better items because it is more difficult. The truth is that the most difficult thing about raids is organization. And in my opinion, organization shouldn't affect rewards, atleast not much.

      When it comes down to gameplay raids is basically a healer/tank/damage dealer/crowd control game. Each person specializes on one thing and basically has to use only those skills for the whole raid. Also, due to there being 40 people, the death of any one person has less impact on the overall performance of the raid.

      In a 5-man instance each player will have to use most of their skills because there aren't enough people to specialize. A single death will reduce the group size by 20 percent and things like mindless healer rotation is impossible.

      Of course it is possible to make raids challenging in other ways, but it is also possible to make 5-man instances more challenging and without forcing people to join uber-guild to have fun.

  2. Elite Quests and Dungeons by Phaid · · Score: 4, Insightful

    This sort of thing is why I pretty much quit and make a new alt whenever I hit about 40. I just cannot stand the gigantic instance dungeons.

    And really, to me they pretty much destroy the enjoyment of the game. Elite quests and instance dungeons seem like a cop out on the part of the designers -- they just make the same monsters three times as hard to kill, for no reason that makes sense in the context of the game world. It's so amazingly frustrating when you work your way through a nice story arc, with lots of challenging but not impossible quests, and then at the end of it you end up facing a dungeon which is completely impossible for the usual group of 3 that I play in. So you're stuck either never finishing anything, or having to LFG and hope you don't wind up with a bunch of retards.

    But then I guess I'm cluelessly stuck on that whole "RPG" aspect of it, which is clearly not where the money is.

    1. Re:Elite Quests and Dungeons by DarkBlackFox · · Score: 4, Insightful

      My experience has been almost the opposite. I leveled up to 60 at a relatively brisk pace, absorbing the game as I went along in the solo quests. I have 2 brothers who have been playing for quite a while now (and were the main reason I picked up the game, after thinking it was a waste of time for so long). I found the solo quests got boring an monotonous after a while. There's only so many times you can do the "Go speak with X" or "Go gather 10 of item X" or "Go kill 25 of X" before it starts to get repetative, just involving more damage, or more kills, or lower drop rates for items.

      With the instances/raids though, there's a dynamic that has to be present to be successful. I'll agree if publicly Looking For Group, you may end up with a group that makes the experience miserable, but at the same time you have a good chance of meeting new friends to quest with later. With both my brothers already established players on our server, I was accepted into their guild, and the end-game instances are a blast with them.

      The thing that makes the raids and dungeons interesting is it's not the same old kill/gather quests, but rather a dynamic group effort requiring different skills and talents to be successful. Take Molten Core- There's a number of boss fights there, each with different strategies to take them down, from Lucifron to Ragneros. Beyond that, head into Blackwing Lair, and face even more difficult fights. As far as elite quests being a cop-out, I'd say it's the opposite. More thought and planning goes into creating an elite/boss fight than typical trash mobs. With the higher end bosses, you need a clever combination of talent, from healing, to banishing, to sheeping/sapping, to all out DPS'ing. All in all, it's refreshing to see a group come together to use each classes unique skills as one solid unit, to take down otherwise impossible enemies.

      For people who don't want to join guilds or cooperate with 39 other people, there's still Blackrock Spire, Scholomance, Stratholme, Dire Maul, and a few others that can be done 5 or 10 man. Group together with some people, and if you have fun with them, add them to your friends list, and ask if they'd like to quest together in the future. Amass a few friends, and you have the beginnings of a guild of your own.

      I can't sway anyone's opinion on end-game Warcraft, and it's not my intention to try. Everyone has a personal preference, and my personal experience has been thus far positive. As with any game, YMMV.

  3. WoW is getting out of hand by AdamThirteenth · · Score: 5, Funny

    This is ridiculous, when I go to a movie theatre and hear someone talking about guild drama, when I talk to friends I haven't seen in years and they have a rank 8 undead mage on Archimond, and indeed, when WoW appears in the Times.... WoW has gotten out of hand.

  4. Re:What is a "raid zone"? by jchenx · · Score: 5, Informative

    Hmm, I thought TFA explained the concepts pretty well, but I'll explain it again.

    A typical "raid zone" (in the context of the article) signifies a dungeon that requires a massive number of people (usually 40) teamed up to beat it. There are several such dungeons in the game. Alternatively, there are other dungeons that can be beaten with a small group of 5, or even smaller.

    The Eastern Plaguelands is just a location in the game. The Undercity is home to one of the WoW races, the Forsaken Undead. The wiki links have a lot more information about WoW locations in general, as well as game lore regarding them.

    --
    -- jchenx
  5. A little less MM MMORPG? by BrickM · · Score: 4, Insightful

    Playing around in the world of Warcraft is absolutely amazing, due to the depth of story and rich world they've created. But I could never imagine buying and playing the game regularly unless they design a path or two you can take through the game to make it to the "end" without having to join up with a huge guild that schedules raids and grinds for gear.

    Basically, I love multiplayer agmes and WoW is very good, but I can't stand playing a game on a schedule or organizing this massive efforts. Make some "end game" content that doesn't require a huge guild to complete, please. Some of us like company in the worlds we play in, but hate obligation.

  6. Leeroy Jenkins! by Just+Some+Guy · · Score: 4, Funny

    That's all I've got to say about that.

    --
    Dewey, what part of this looks like authorities should be involved?
  7. Expansion pack will fix a lot of high end problems by Mullinator · · Score: 4, Insightful

    Since the Expansion pack will be raising the level cap to 70 a lot of the current raid zones will suddenly become instances that players will be capable of doing with far less people. I think that is why Blizzard keeps on releasing these high end raid dungeons since they know once the level cap is raised that people won't need to be so hardcore to do them.

  8. how wow works by DeadboltX · · Score: 5, Insightful

    In WoW the dungeons are "instanced" which means that when you group up with people and go into the dungeon only your party is in there, it creates a new dungeon for each party that goes into it. Regular dungeons are 5-man, meaning if you are of appropriate level it will take a group of 5 people to go through with a decent ammount of time. These 5-man dungeons are usually capped at a max of 5 people also, so you can't roll through with 20 people and get it done in 2 minutes. 40-man dungeons are the "end game" content. They are possible to do with less than 40 but it is ill-advised if you value your time. They differ slightly from regular instance dungeons in that you are "locked" into the instance once you kill a boss. From then on until the instance resets (once a week) you will join the same instance every time you go in. This allows groups of people to complete a dungeon over the course of a week which is often necisary. The first 40-man raid dungeons were Molten Core and Onyxia's Lair. Molten Core (9 bosses + 1 super end boss) is doable with far less than 40 now if your group has been doing it and has awesome gear. Onyxia is a 1 boss dungeon which is also doable with less than 40. (Average completion time is 8 hours for MC, 1 hour for Onyxia) They then released Blackwing's Lair which is a lot harder than either of the other 2, most servers have only managed to progress to the first few bosses by the time they released AQ (I forgot how to spell it..) There really is no average completion time for BWL because only a few guilds complete it. AQ was just released about a month ago, even harder than BWL, I'm not sure how many if any bosses people have killed. But to sum it up, you need an organized guild of either 40 extremely i-will-lose-my-job-over-a-game dedicated people or a guild of 80 pretty dedicated people to assure that you will be able to do one of these dungeons on a schedualed night. High end raiding guilds will usually have planned raids 3-5 nights a week going to the various dungeons which makes the end game content seem more like a second job than a video game. The harder they make these dungeons the longer it takes guilds to progress through them, the more raid time is REQUIED the less fun the game becomes.

  9. One of the problems with WoW by Siberwulf · · Score: 4, Insightful

    Being a game designer, and writing my own MMO, I've been doing a lot of thinking about WoW (avid player for 6 months).

    It doesn't find the happy medium. It is like a pyramid, with the middle missing. There is no spot for mediocracy. You have leetsauce gear, or you are a noob.

    Every game has its roots. DAoC was a PvP game. EQ was a PvE game. WoW can't make up its mind, so its kinda half-assing it on both attempts.

    I think its great for the extra publicity, as it helps us indies get a better grasp on what Joe Public wants and how he reacts to various scenarios.

  10. Too much "stupid" loot already ruins the game. by Shivetya · · Score: 5, Insightful

    Seriously. Rare should mean only a few can exist in the entire world. In MMORPG parlance rare means you just have to farm the same damn mob over and over for it to drop. Nothing is Rare/Epic in WOW. It just takes longer to get. Hell most 60s are equipped in rares/epics.

    Worse, its an ever escalating arms race. They keep out doing the last quest and now you have scads of level 60s running around with items that normal level 60 content can't threaten and worse, in PvP anyone not equipped on the same level is just shit out of luck.

    Monty Hall.

    When a MMORPG finally understand what rare means then perhaps we can get away from this incessant farming the create. Then Blizzard gets up on their high horse claim gold farmers are bad yet they continue to create the very environment which fosters them!

    (sorry for the ramble)

    --
    * Winners compare their achievements to their goals, losers compare theirs to that of others.
    1. Re:Too much "stupid" loot already ruins the game. by dscowboy · · Score: 5, Insightful

      Let me explain what you mean. You're complaining about a system where 'rewards' (loot, xp, money, etc) materialize out of thin air. When you killed that merloc and looted its corpse, the money you got from it didn't come from anywhere, the merloc didn't 'earn' it. The merloc didn't spend 10 years eating saltwater fish to grow the [Thick Merloc Scale] you tore off it. It never gathered the raw materials for a [Cracked Short Bow]. In five minutes another identical merloc is going to appear with some more crap on it, all out of thin air. You think that's stupid. Of course it's stupid. The alternative is to have a system where players and non-player characters have to compete for persistent, LIMITED materials/resources/loot/energy. A system where not everyone can be winners, and hard work doesn't always pay off.

      But we get plenty of that in real life, which is why we play games. Games where EVERYONE can be a winner, and the least amount of effort (clicking buttons, sitting in chairs, barely thinking) can ALWAYS produce 'rewards'.

      You can't have it both ways, either a realistic system where rewards are limited and people lose as often as they win, or a fantasy system where rewards appear out of thin air.

  11. High end raids causing plug on new characters? by Grip3n · · Score: 4, Insightful

    The issue that I see with this is the fact that starting a new character nearly becomes impossible, and nearly all the end-game content for reaching 60 is limited to 40 people during a guild's raid schedule. I, at one point, had two level 60's and enjoyed the game, but I realized it actually was taking over my life.

    Initially I would only space time in for WoW, but eventually I found myself moving around my own timetable *for* WoW. Once you're in the hardcore guids, there is no end to the raiding (at night...during the day there is absolutely nothing to do at level 60 beyond PvP, and the PvP items suck compared to anything from BWL). The game became an obsession, perfectly viable business opportunities and opportunities to make a significant inroad into my career were forsakeen for...well...taking down Golemagg for the 55th time.

    Now, this new raid instance merely continues the chain. Once again, there's nothing outside of raiding to do once you're 60. PvP items are becoming increasingly inferior to the epics won out of BWL or even AQ40.

    Now the issue with new characters is suddenly, lets say you make a new one. You get him to 60, great. Decked out in blue items if you're good and spent your time leveling the last levels in Dire Maul. With this new Nex thing, you're incredibly behind. There are the epics from Molten Core you would want to get, which then you'll need to get the items from Blackwing Lair, then hit up AQ40 for all the latest Legendary or god knows what, then you'd be on your way to Nex. This process would take nearly 2 years to complete, and there's no way in hell you're going to AQ40 or this new zone without being decked out in Epics. There's even very little use for you in BWL if you're in Blues...especially against Vael when everyone just needs to be putting out huge numbers.

    Thus, it becomes alts are...well...more of a burden than an enjoyable part of the game. You're stuck on one character and you damn well better enjoy it. You're hooped if not.

    If i was at Blizzard, I would be looking for more ways to extend the story at level 60 beyond "Get a group of 40 people and kick ass". ZG was slowly making it that way...but perhaps even take it further. Most people who are casual could perhaps get 5 people together. Make a dungeon where you go and kill something that will yeild an epic item with a 200% drop rate (in other words, two epics...not 3 or 4 like from the 40 man raid bosses). Make the dungeon take around 2 hours to complete for the group of 5, and give it a reset timer akin to ZG's, or perhaps even the weekly timer. The casual players will love it because they can only ever go so often, and the hardcores probably won't want to invest all that time...unless they're more interested in just killing time.

    It would be a slow process, but a good one. Perhaps the dungeon (at a level of difficulty equivilant to MC) yeild items straight from MC itself. Of course, with only 5 people the game would need to ensure an item isn't going to be destroyed, thus is sensitive to the classes in the group. At this rate, the group of 5 people should have 8 epics (the number of armor slots) by the end of 5 months. Comparatively, if you have 40 people go into MC, MC yeilds around 30 epics a month, 8 slots each, you're looking at 3 months of getting entirely equipped.

    Thoughts?

    --
    To make a pun demonstrates the highest understanding of a language
  12. Re:It's all about your epic gear by DasAlbatross · · Score: 4, Insightful

    I can't see that? All I said was that getting the weapons is fun for some people. You were claiming that wasn't the way to have fun. I know many people who have never seen the inside of Molten Core and have ridiculous amounts of time on their main character and love WoW. Different strokes for different folks is fine with me.

  13. Well, I'm cancelling. by bluemeep · · Score: 4, Interesting
    My roommate and I are the perfect example of the raider/casual oddcouple. She's in the major uberguild of the server, is one of the primary healers and can spend anywhere from 6 to 20 hours a day raiding. I've seen her go from Onyxia to BWL to MC all in one spree. She enjoys it and coincidentally met her fiance through the same guild (one of the lead warlocks). She is also unemployed, living off of her family inheritance.

    I, on the other hand, am in a guild that is essentially a small group of friends. I've never even set foot into Molten Core, since we tend to RP more than anything else. I raid every now and then, but I get terrible migraines if I have to stare at the screen for too long. Between that and my full time job, my character has completely stagnated. I've got top of the line crafted gear, but it'll never get better unless I seriously raid. In essence, I've finished the game... There's just nowhere for it to take me now.

    Now we have the announcement that the next big thing is, amazingly, another megaraid dungeon. Whoop-de-doo.

    The expansion will probably add a decent amount of casual-friendly content (new areas to explore, 5 and 10-man dungeons that don't have to be completed in daily segments, etc.), so I'll probably be back when that's released. But for now, there isn't a single reason for me to keep shelling out $15 a month.

  14. Quiet, whiners! by LordOfYourPants · · Score: 5, Funny

    I don't know what all you casual people are whining about. There's been tons of new stuff introduced in the last 5 months for people to have fun with on their own or in a group of 5:

    1) Grind furbolgs a couple hours a day for a few months and get a trinket that summons a furbolg for 45 seconds and does 300 damage!

    2) Enjoy the Lunar Festival happening right now! Collect 50 coins from around the world and swap them in for..... fireworks.... and dresses!

    3) A brand new Yojimba Isle. Visit there and learn about a couple of raid quests you won't be able to go on! Lots of in-depth lore if "We must kill them all" is lore to you.

    4) The race to open AQ20/40! Do your part skinning 1,000s of animals or collecting 1,000s of runecloth to open up the new 20/40-man instances!

    5) The darkmoon faire! Skin 1,000s of animals and collect rare drops to get trinkets!

    6) The Thorium brotherhood introduced! Have you mined your 2100 ore yet? Didn't think so! Start now! Again, tons of in-depth lore and involved quests such as "give me 25 incendosaur scales!"

    7) Go from Hated to Exalted with the Brood of Nozdormu. Again, tons of fun, lots of laughs!

    In Blizzard's defense, Cenarion Hold had a couple interesting quests to it and the fishing tournament was a cool idea. Other than that, not much happening lore-wise or 1-5 casual player-wise.

    I'm also in the same boat. Enjoyed some of the quests with interesting stories to them earlier on -- tracking down a kingdom's missing king, investigating a burnt out inn, etc. Haven't found much of that recently. Just a lot of raiding to upgrade peoples characters by 0.01%.

    I've stepped away from the game a bit hoping that Blizzard puts more interesting things lore-wise into the game with the expansion. The Caverns of Time have decent potential for this, but who knows, maybe they'll just make the places you go to within the caverns lots of 20-40-man raid places with thin stories to them.

  15. Re:True Casuals by cyber-vandal · · Score: 5, Insightful

    Just four hours a day? That basically means doing nothing else with your free time if you have a job.