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The Changing Face of World of Warcraft

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?

328 comments

  1. iIt has done so already. by SYSS+Mouse · · Score: 5, Informative

    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)

    1. Re:iIt has done so already. by GodInHell · · Score: 4, Insightful

      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

    2. Re:iIt has done so already. by elrous0 · · Score: 4, Informative

      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.

      --
      SJW: Someone who has run out of real oppression, and has to fake it.
    3. Re:iIt has done so already. by everphilski · · Score: 1, Interesting

      We have guilds in EverQuest that are alive and strong, and clocking in at over 8 years old... And there are often guilds that outlive games, jumping from one game to the next.

    4. Re:iIt has done so already. by Seakip18 · · Score: 1

      So i guess something are not always certain! Guess the IRS won't buy that though...

      --
      import system.cool.Sig;
    5. Re:iIt has done so already. by fitten · · Score: 1

      Yup... my old EQ guild is still going strong and we founded it within a couple weeks of being able to in the game. It's also spawned guilds in most of the other MMOs out there as well (WoW, LotR, EQ2, Eve, etc.)

    6. Re:iIt has done so already. by servognome · · Score: 0

      That 5% are the ones least likely to get wanderlust and try other games. The casual player will have less invested so will more likely replace WoW with other forms of entertainment.

      --
      D6 63 0D 70 89 81 BB 8E 7B 7C 5F 5D 54 EA AB 73
    7. Re:iIt has done so already. by Thyamine · · Score: 4, Insightful

      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.

      --
      I will shred my adversaries. Pull their eyes out just enough to turn them towards their mewing, mutilated faces. Illyria
    8. Re:iIt has done so already. by MBGMorden · · Score: 3, Informative

      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. Just raid with a guild that doesn't raid on those nights. Seriously, I know where your'e coming from. There's no way I want to spend my Friday or Saturday nights playing a video game either. That's why I got into a guild that raids only on Tuesdays :). (Well, sometimes they'll pull together a spur of the moment Kara on other nights, but I don't attend those).
      --
      "People who think they know everything are very annoying to those of us who do."-Mark Twain
    9. Re:iIt has done so already. by Drakonik · · Score: 1

      Yes, but how many members have been in for eight straight years? I imagine that a fair number, if not most, are fresher.

    10. Re:iIt has done so already. by Manatra · · Score: 1

      Death and Taxes disbanding had little to do with Blizzard's patching. It was mostly self inflicted through internal drama largely involving a clique of members, through the way they treated others, driving away a lot of good players in the guild. -A former member of D&T

    11. Re:iIt has done so already. by lgw · · Score: 1

      My guild was formed in 1992 (no joke), but the guild's interest in any particular game burns out eventually - as you say jumping from one game to the next.

      --
      Socialism: a lie told by totalitarians and believed by fools.
    12. Re:iIt has done so already. by mrbooze · · Score: 4, Informative

      Blizzard has over 10 million subscribers world-wide, their population has been increasing steadily since release.

      There is no evidence that Blizzard is suffering from an exodus of casual players. The opposite appears to be true.

    13. Re:iIt has done so already. by Anonymous Coward · · Score: 2, Funny

      Crom! What barbarism could cause them to quit on today of all days? If Sir Arthur Conan Doyle were alive maybe he could figure out this mystery!

    14. Re:iIt has done so already. by rb4havoc · · Score: 1

      Actually, they disbanded four days ago, and accessibility to casuals wasn't a reason.

      http://www.dtguilds.com/index.php

      --
      "There are 10 types of people in this world--Those that understand binary, and those that do not..."
    15. Re:iIt has done so already. by dtml-try+MyNick · · Score: 3, Insightful

      The end of the line instances aren't just there to accommodate the 5% of players that actually can have a shot in there.
      It's also implemented to still have a carrot ready for the raiders that have a lower pace.

      Everything in WoW is build around the philosophy that no matter what you do, how hard you try, how much time you invest. There is always some reward or instance just out of reach for you.
      They will give you the idea that if you just try a tad harder you might reach it. That is, until a new patch with more/newer/harder content is released.
      With many guilds now in BT and MH there was a need for a even harder instance so that players would continue coughing up money so they might get there someday.

      The bottom line of playing WoW is that you're always chasing a carrot on a stick (no pun intended) and when you think you've finnaly got the damn carrot Blizzard makes sure you don't.

      --
      Life starts at the end of your comfort zone.
    16. Re:iIt has done so already. by PitaBred · · Score: 1

      I think your age of conan reference was a little too subtle ;)

    17. Re:iIt has done so already. by morcego · · Score: 1

      From what I've heard from some people, Death and Taxes was disbanding as an Alliance guild, but they were all going to roll Horde chars.

      So yeah, it may be the end of the Death and Taxes we all know, but those players are not leaving.

      --
      morcego
    18. Re:iIt has done so already. by Anonymous Coward · · Score: 0

      Umm.. obviously you haven't paid attention to the WotLK info...

      EVERY raid instance is going to have a 10 man and 25 man setting (like a normal/heroic instance).

      Seems to me, they ARE catering to the casual and endgame raider at the same time.

    19. Re:iIt has done so already. by tdelaney · · Score: 1

      You may well be happier in Guild Wars - don't have to worry about any of these complications. It's a much more casual game (from all accounts - I haven't played WoW, but I've got friends who do). Plus GW is a one-off cost (per campaign/expansion).

      Of course, I'm in a small guild of just friends and family, and "guild activities" aren't a big thing - if we're online at the same time, we'll work together.

    20. Re:iIt has done so already. by WingedEarth · · Score: 1

      Maybe that's why Blizzard is working on a World of Diablo, or so the rumors go.

    21. Re:iIt has done so already. by DerekLyons · · Score: 1

      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

      So play a game that lets you play solo. Or in small groups. Or that has missions that don't take hours. Etc... Etc...
       
      Don't sit down at a backgammon board and whine because you can't find Park Place.
    22. Re:iIt has done so already. by heptapod · · Score: 1

      Arthur Conan Doyle had absolutely nothing to do with the Conan saga.

    23. Re:iIt has done so already. by NMerriam · · Score: 1

      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.


      I agree, I left WoW a year or so ago after we beat Kara, because I was looking at having to "attune" to more shit and I realized the whole process was retarded. We actually spent a month or so going back and playing some old lvl 60 dungeons that were easy to get into, because it was much more fun to simply play a variety of well-designed dungeons than it was to work for the "best" dungeons with the "best" equipment.

      I understand the treadmill idea, that it's an easy way to create pseudo-content and slow down players from doing everything the game has to offer and quitting because they're "done" with the game. But WoW has gotten enough content at this point that maybe slowing people down isn't so necessary -- there really IS enough genuine, human-designed, interesting content to keep us entertained without artificial limitations.

      I sure didn't have any interest in going back to WoW until I heard about this, now I'm starting to think it might be genuinely fun again, that I can just design a new character and play and be able to actually access all that content I paid for without being penalized. I'd rather they encouraged people to create more characters and play the existing content in a new way, rather than slowing down characters as a way to ration out the content.
      --
      Recursive: Adj. See Recursive.
    24. Re:iIt has done so already. by vikstar · · Score: 1

      New quests outside of killing 10 more of those things or gather 20 more flowers. Exactly why I stopped playing. The first few zones you think "ok, they're giving us dumb/simple quests to learn the mechanics of this behemoth of a game." Then you realise that every single zone is exactly the same, it is always kill x of those, gather n of those. So after "rising" through the levels and zones all you really are doing is essentially changing your desktop wallpaper, but everything else stays the same.
      --
      The question of whether a computer can think is no more interesting than the question of whether a submarine can swim.
    25. Re:iIt has done so already. by PitaBred · · Score: 1

      No, but he was the author of Sherlock, who was quite adept at figuring out conundrums. Such as why the guild disbanded. Apparently it was a very obtuse reference.

    26. Re:iIt has done so already. by Anonymous Coward · · Score: 0

      Yay! now the stupeds get to play

    27. Re:iIt has done so already. by cavebison · · Score: 1

      You're talking about Blizzard here, right? :)

    28. Re:iIt has done so already. by snookums · · Score: 1

      The casual player will have less invested... Actually, I think the casual player has MORE invested.

      The "casual player" is generally one who doesn't have a lot of free time to play the game, rather than someone who has a lot of free time and chooses to spend only a little of it playing WoW.

      If you can only play a few hours a week, it's going to take months to get a character on a new game into the "end game" level and gear. If you're "hardcore" you can probably be at the cutting edge of a new game within a couple of weeks.
      --
      Be careful. People in masks cannot be trusted.
    29. Re:iIt has done so already. by Skuld-Chan · · Score: 1

      Literally...

      Seriously though - WoW isn't about winning the game - if you start playing with that in mind - forget about it.

      For me its largely a social experience. I play with my friends at work (and elsewhere) if they quit playing I probably would too.

    30. Re:iIt has done so already. by Geek+of+Tech · · Score: 1

      You must be completely unlike the WoWers I know from college. For you its largely a social experience. For them its largely an antisocial experience.

      --
      Stop the Slashdot effect! Don't read the articles!
    31. Re:iIt has done so already. by aeschenkarnos · · Score: 1
      Loot distribution is pretty straightforward, if everyone trusts each other and all have the success of the guild in mind. (Yeah, hell of an assumption, I know.) For my guild, when running new content, it's generally obvious who should have any given item: always outfit the person in whose hands it will provide the greatest functional upgrade to the guild's performance. High DPS item? Those characters who dish out the second- and third-highest DPS on the charts are in the running for it. Great paladin tanking item? Second-best pally-tank probably gets it. Tanking item, clearly better for a druid? Feral druid gets it.

      If it's *so* good an item that it makes a significant difference to the top performer in the category, then they will normally get it. Or at least, first right of refusal on it; we have a culture of doing that, because we all know that all of us get geared up for the guild's benefit first and foremost, because that helps us all get better gear sooner. Once we have an instance on farm status, it quickly becomes Alt Christmas; gearing alts through Kara helps us push TK, because it gives us greater flexibility, for example.

      We're casuals, I guess, but we're mostly long-term gamers aged 25-40; we don't really give a damn about bling, we're more interested in "winning the game" in a sense, although that often manifests in odd ways, like kiting outdoor bosses around the world, or 3-manning Onyxia, etc, since we don't have the numbers to field a 40-man every weekend, and a lot of our members are *very* casual-oriented. (They get gear upgrades too; just less often. :)

    32. Re:iIt has done so already. by dintech · · Score: 1

      I think we better call in The Hardly Boys.

    33. Re:iIt has done so already. by fractoid · · Score: 1

      You fail it. They didn't disband at all, they're just pranking the forums and gullibles spread it. :P

      --
      Rampant carbon sequestration destroyed the Dinosaurs' tropical paradise. I'm here to help repair the damage.
    34. Re:iIt has done so already. by wildstoo · · Score: 1
      From that very article you linked:

      It's always sad to see things come to an end, but who knows, maybe we'll see something better rise from the ashes - word is, a lot of them are re-rolling Horde on the Blackrock server.
      These players aren't even quitting the game, they're just making new characters and starting again!

      Players and guilds come and go. One raiding guild splits and another takes its place. Seems like a lot of QQ over nothing.
    35. Re:iIt has done so already. by Anonymous Coward · · Score: 0

      wow... ...I don't think I can express or even fathom how much this information doesn't matter to me.

    36. Re:iIt has done so already. by Anonymous Coward · · Score: 0

      You didn't even read Xi's post. He specifically said that they *could* have blamed the game becoming "casual friendly" but that he would NOT blame it on that, because that wasn't the problem. The problem was the people in the guild sucking and thinking they were entitled to be the best, instead of actually having the dedication to be the best, which is what defined the guild, and thus without that definition, they had no reason to continue.

    37. Re:iIt has done so already. by ssbnmustang · · Score: 1

      We were discussing this topic last night in Guild Chat. It seems to me that it should have to be either or but could be both and. Why couldn't Bliz set an "Easy" Flag when you create a character and let the game decide how the play progresses. I like the new way when I level a new character up because I have experienced the game at that level several times over 2 + years of play. I also like getting into raids and instances with my guildies and tromping really hard Bosses. I do think that Bliz should add more high-level solo content where players can get the same level of gear that is currently available only through raids.

    38. Re:iIt has done so already. by Overly+Critical+Guy · · Score: 1

      Blizzard's last posting of their subscriber numbers showed that 50% were from Asia. How many of those are botters, net cafes, and gold farmers? WoW is not as big as it's made out to be in the States.

      As for the story summary, I don't see how patch 2.4 "significantly altered a good portion of the overall gameplay and provided a much more casual experience." The game is still the same old grind. PvE is a mindless, repetitive grind of the same dungeons over and over to get gear to grind the next dungeon in the progression. PvP is a mindless, repetitive grind of the Arena to get another gear piece to continue grinding.

      The classes are horribly imbalanced. If you're melee, you'll be at the top of the food chain. If you're the least-played class in the game--shaman--you're screwed.

      --
      "Sufferin' succotash."
    39. Re:iIt has done so already. by brkello · · Score: 1

      That doesn't counter any of his points. The death of one old guild in WoW means nothing to the future of the game.

      --
      Support a great indie game: http://www.abaddon360.com
    40. Re:iIt has done so already. by everphilski · · Score: 1

      I go back about 6 years, so does most of the core constituency. Sure, a lot of the edge players change, but the core of the guild is about the same as it ever was.

    41. Re:iIt has done so already. by flibuste · · Score: 1

      Judging by your last assertion, you obviously haven't played WoW that much. Hence Troll you will be modded as.

    42. Re:iIt has done so already. by fractoid · · Score: 1

      Erm - if you're a shaman, just stay away from arenas until you get 400+ resilience. Shaman are pretty much the only class where all three main specs are highly sought after in PvE, and two specs are accepted in arena play.

      In PvE - Elemental pumps out mage-class DPS while giving strong crit/+dmg buffs. Enhance gives INSANE melee buffs (try +30% white damage to all melee from Windfury + Unleashed Rage) while still doing competitive personal DPS. Resto is the strongest aoe-raid-healer spec. All of the above give the usual shaman goodies (Bloodlust, Reincarnation, spot heals in a pinch).

      In PvP, all specs are fine for battlegrounds. In arenas, shamans are bad at 2v2 because a large part of their strength is group buffs, although appropriately geared enhance builds are getting sorta OK. 5v5 is where a shaman can really shine, bloodlust = 30% more damage for the whole group, and they can do face-wrecking ranged DPS as elemental.

      --
      Rampant carbon sequestration destroyed the Dinosaurs' tropical paradise. I'm here to help repair the damage.
    43. Re:iIt has done so already. by MAbans · · Score: 1

      No it wasn't. "I'd love to be able to sit here and tell you this was a result of the casualization of the game, of feeding us easy encounters for mediocre rewards, while at the same time undercutting these meager accomplishments and upgrades with welfare epics obtainable by anyone who has a large quantity of time, regardless of their skill or lack thereof." - DNT Ultimately it came down they had shitty players.. Nothing to do with content.. Though I agree should make raiding more approachable, there should still should be a continued gap between hard core raiders and casual which is the approach they are taking with 10 and 25 man raids of the same instances. Also they disbanded the 16th of may.

    44. Re:iIt has done so already. by Benaiah · · Score: 1

      I think you missed the point. He doesnt want to spend 4 or 5 hours ANY night raiding. He doesnt want to play in a raiding guild that counts DKP (ie all of them)

      Clearing new content is what the hardcore players do. They spend 5 hours every night wipe after wipe, then us casuals read all their strats and do it first night. I think the new accruement, pvp (and pve badges) is a good idea, because it rewards consistency making you play longer.

      COD4 is so good, because it got me playing it 10x longer than I would have normally played an FPS because I wanted to unlock all the guns and get lvl 55. By the time I was 55 I realised that I was pretty damn good and the game was fun. Unlocking the golden guns will keep me busy until COD5 comes out.

    45. Re:iIt has done so already. by PastaLover · · Score: 2, Insightful

      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.

      While I understand what you're saying I must say I wouldn't be playing WoW if not for the five and ten man content. It can be a lot of fun just trying to beat one of those encounters and getting a group of people working together and getting it right. So that content is absolutely vital to some players in the game. Others have more fun doing the ordinary quests. (but you can't do that for more than a year or two, at least I can't)

      The press and lots of players often seem to portray this as the "casual gamer" vs. the "hardcore raider", two stereotypes with mystical powers it seems. In reality there's an entire continuum of players. There are those that never seem to get any of their characters above lvl 50 (although little of those nowadays), those that get up to the level cap and just stick with the quests and some grinding, those that do the instances but never get into heroics etc, those that do the heroics and the occasional pug to kara, those that raid now and then, maybe once or twice a week, those that raid all week and those that never sleep. Oh and then there's chinese gold farmers, of course.

      I think blizzard really understands this about their players and they have been actively trying to keep the game fun for all those different play styles. That was mostly the lesson they tried to bring to the expansion (TBC) from the original WoW since all too often that did devolve in casual vs raider. (anyone remember the borefest that was MC?)

    46. Re:iIt has done so already. by Overly+Critical+Guy · · Score: 1

      My statement that melee is the top of the food chain means I haven't played WoW much? Do YOU even play the game? Arena representation stats prove that warriors have been #1 all three seasons, and rogues are now #2 in season three. Melee dominance is the big outcry at the moment in the PvP community. S3 gear is loaded with armor penetration which just fucks cloth-wearers even more to the point they have 0 armor.

      Shamans, hunters, and to a lesser extent mages are screwed based on the stats. Elemental shamans had a place in 5v5, which Kalgan already said he doesn't like because of the burst damage they provide. He's infamous for playing a warrior himself...go figure.

      --
      "Sufferin' succotash."
  2. hmm by nomadic · · Score: 5, Insightful

    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.

    1. Re:hmm by Sangui · · Score: 0, Flamebait

      Mod -1 flamebait
      Have you ever done a bleeding edge encounter? No? Then your opinion is completely invalidated. If you played WoW, then I bet, even if you were handed top of the line gear when Naxx came out, you wouldn't have even downed Anub'Arak, which pretty much ALL of the bleeding edge guilds downed their first time, seeing as the Gargoyles in the hallway were sort of harder cuz of the time limit in killing them. Encounters when they first come out are HARD. They're hard and imbalanced. RIght now at level 70, with a guild of 40, you probably couldn't do 4H. Why? Cuz the encounter is fucking hard. When WoW came out, most of the encounters were tank and spank, but after BWL they figured out how to actually do things. Stop being jealous, and l2p.
      People like you are the reason Scholo and Strat were allowed to be 10 manable for so long. There's a reason that WoW has instance locks of a week. So you can do a boss or two a night. You have to find a guild that raids when you have time, and one that you can agree with. BUt you probably never spent the time.

    2. Re:hmm by Anonymous Coward · · Score: 0

      Obviously you've never heard of reputation or honor grinding. Kill, repeat...

    3. Re:hmm by nomadic · · Score: 5, Funny

      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.

    4. Re:hmm by tim_of_war · · Score: 2, Insightful

      Why is the parent modded flamebait? It's spot on accurate, and the grandparent is modded +5 insightful, yet he pretty clearly has no idea what he's talking about, but rather seems to be projecting tired stereotypes of MMOs rather than drawing on any actual experiences. Just to reiterate, while it may take thousands of hours of grinding to reach 70 and acquire the gear necessary to attempt end game encounters, what most/all high-end players thrive on is clearing new content. The sentiment that they "thrive on the same old [encounters]" is simply false.

    5. Re:hmm by Duffy13 · · Score: 1

      Problem is they removed straight up grinding for the most part with the first expansion. There is still rep, but if you actually just play the game normally you will find yourself maxing them out pretty easily. Those few traditional rep grinds still in existence are generally for extra trivial content, like a different mount. You are not forced to do any of the rep grinds to proceed in the game anymore.

      That is of course unless you refuse to quest/run instances, in which case you are asking for it and making the process needlessly hard on yourself.

      --
      "Now you know, and knowing is half the battle!"
    6. Re:hmm by Shiptar · · Score: 3, Insightful

      Perspective I think. Spending 3 years playing four nights a week 6-11 in a computer game, equates to doing the same thing over and over again. Most won't understand the difference between doing MC four nights years ago a week or doing BT or whatever four nights a week now. I recognize the difference, but if you don't play you won't. The person who doesn't recognize the difference is no less of a person than the one who does. Are you a piece of shit because I drive a Jag and you drive a Hyundai? I would never think so. The flamebaiter seems to.

    7. Re:hmm by Chris+Burke · · Score: 4, Insightful

      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.

      --

      The enemies of Democracy are
    8. Re:hmm by MBGMorden · · Score: 1

      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. They didn't take away the grind, they just made it more guaranteed.

      You want a cool weapon? Level up a profession, then grind for mats to craft it.

      Or, grind up a certain faction rep and buy a cool item.

      Or, run the same heroic dungeons over and over (and over, and mutha f***king over) to get those stupid badges that you can use to buy loot.

      Or farm dailies for insane amounts of cash and just buy one of the countless BoE epics out there.

      Make no mistake, WoW is just as grindy, if not moreso, than ever. What they changed is any surprise factor. You don't go into an instance, kill a boss, hope that your prized item drops, and then hope again that you win the role. Certainly that can be disappointing, but it can be fun too (in the original game I raided mostly ZG and wanted the Fang of Venoxis on my mage very badly. Even though I NEVER got it, having seen it drop 3 times and loosing all 3 rolls, I still had fun trying for it).

      What's worse, is that now many people won't do the traditional content (ie, instances and raids) unless it's the daily heroic or Kara for quick badge farming. They're too busy on the treadmill grinding out rep/dailies/etc.

      While I was never really a high-end player (I've killed up through Gruul in TBC - that's about it), I truly think that the latest changes have just changed WoW into a snoozefest. I have no desire to do the same quests or dungeons over and over every day with no end in sight.
      --
      "People who think they know everything are very annoying to those of us who do."-Mark Twain
    9. Re:hmm by lgw · · Score: 1

      The "challenge" of clearing new encounters *is* basically the same repetitive content, from an outsider's point of view. But the comment was modded flamebait just because of how pathetic it is to brag about one's leet gaming skills - might as well explain that you once made three touchdowns in one game on your High School football team, while you're at it.

      --
      Socialism: a lie told by totalitarians and believed by fools.
    10. Re:hmm by SandwhichMaster · · Score: 3, Interesting

      That's the reason I stopped playing. The only "challenges" I really found were, finding a group, having the patience to eternally grind, the will to ignore my ass falling asleep, etc.

      Take it as a flame if you want, but the game felt mindless to me. My mage pretty much used the same 3 or 4 spells over and over and over. I signed up for a world of adventure, not something more boring than my cubicle.

    11. Re:hmm by Anonymous Coward · · Score: 0

      Mod -1 Needs To Get Off Fat Ass, Grow Up, And Get A Life

    12. Re:hmm by thesandtiger · · Score: 4, Funny

      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.

      --
      Since I can't tell them apart, I treat all ACs as the same person.
    13. Re:hmm by MeanderingMind · · Score: 1

      It's been my experience that raiding is what you make of it. If you're there to mechanically destroy bosses and await your lottery winnings then it is deeply repetitive and boring. If you're there to push yourself to your in-game limits and have a blast with friends, it's grand time every week.

      The loot is the dessert of raiding, and too often people skip the main course looking to satisfy their sweet tooth. I've done it before and it's not a fun time. But if you can listen to Yoda and keep your mind on where you are and what you're doing, you'll enjoy the journey as much as the destination.

      --
      Thunderclone: ONE MAN ENTERS! TWO MEN LEAVE! ONE MAN ENTERS! TWO MEN LEAVE!
    14. Re:hmm by Slime-dogg · · Score: 1

      I think that this is largely dependent upon the raid instance design. Some of the most fun raids were blasting through BWL and learning the "new" content that was Naxxramas.

      The 25-mans are rather poorly designed, unfortunately. You could possibly chalk it up to lore, you could chalk it up to stupid amounts of trash, or any number of other things. After downing Vashj, we had a number of members state very clearly: "I'm never going back into that hellhole again."

      It took awhile to get the tier 5 bosses, and we have a number of people who are *still* reluctant to go back to SSC or TK, almost an entire year later. These are the same people who just loved repeatedly farming the hell out of BWL. The raid instances just aren't that fun anymore... and don't even get me started on the itemization.

      --
      You need to restart your computer. Hold down the Power button for several seconds or press the Restart button.
    15. Re:hmm by HardCase · · Score: 3, Insightful

      I'm in a high end guild with a high end character. I don't care about the changes that Bliz made, it really doesn't matter to me. The greater part of the game for me is the social part of it, interacting with people who have come to be my friends over time. We've got members from all over the world and it's really a kick to just have fun.

      Yeah, the gaming is obviously a draw, but, at least for me, and for most of the folks I play with, it's not the biggest part.

    16. Re:hmm by Gilmoure · · Score: 1

      Gotta' hold your hand back for a pass while telling the story.

      --
      I drank what? -- Socrates
    17. Re:hmm by daVinci1980 · · Score: 2, Funny

      "How do you kill that which has no life?"

      --
      I currently have no clever signature witicism to add here.
    18. Re:hmm by Anonymous Coward · · Score: 0

      Elitist faggots like you are ruining the game. Soon nobody will be playing it at all and your "accomplishments" will have been completely forgotten.

    19. Re:hmm by geekoid · · Score: 3, Interesting

      "Have you ever done a bleeding edge encounter? No? "
      Strawman

      "Then your opinion is completely invalidated. "
      I suggest yopu loom up the word 'Opinion'

      ". If you played WoW, then I bet, even if you were handed top of the line gear when Naxx came out, you wouldn't have even downed Anub'Arak"
      Irrelevant to the point.

      "Encounters when they first come out are HARD."
      And this ties into some sort of point?

      "They're hard and imbalanced."
      Imbalanced isn't exactly a glowing statment. It is a poor reason for something to be 'Hard'

      "Stop being jealous, and l2p. "
      Who is Jealous? The poster doesn't even indicate an jealousy.
      Stop putting your frustration out on others. l2a( Learn to Argue).

      The poster is correct, high-end players do the same thing over and over again. Thinking otherwise means you've never done it, or have deluded yourself into thinking it has value to you.

      Yes I play, yes I ahve done high end raids, no not very often and I do it behind the curve. My value in the game isn't doing the same thing over and over again.

      I suggest you don't actually know what hard is.
      Nothing in th game is 'hard' Difficult at times, but not hard. Getting a group that plays well together is hard.

      --
      The Kruger Dunning explains most post on /. http://en.wikipedia.org/wiki/Dunning%E2%80%93Kruger_effect
    20. Re:hmm by Anonymous Coward · · Score: 0

      This is not a difference comparable the difference between driving a Jag and a Hyundai, if I understand the rest of your comment correctly.

      In warcraft, "clearing new content" does not mean reaching the next boss and killing it one, two or even three times. The overwhelming majority of players that clear any given high end boss is likely to do it many times after they have done it once, even if only for guild obligations, but probably because they would do it anyway, whether or not they felt obliged to help kill that boss again so that others can get drops.

      Contrast that to someone playing a single player game where they try to get to each successive boss. They probably do not try to kill that boss nearly as many times as a boss in warcraft. This is true whether the game is more expensive or sophisticated than WoW, as it likely is not.

    21. Re:hmm by Chris+Burke · · Score: 1

      It's been my experience that raiding is what you make of it. If you're there to mechanically destroy bosses and await your lottery winnings then it is deeply repetitive and boring. If you're there to push yourself to your in-game limits and have a blast with friends, it's grand time every week.

      Yeah, I wouldn't have done it for months on end if I wasn't having fun. But while some parts are boring (most trash, Attumen, etc), others are an absolute blast. No matter how many times i do it, I love killing Shade of Aran. Gruul is hella-fun too.

      It'd be pretty sad if I was so bored during these raids that I considered it a punishment, and was actually bitter that other people got to skip the punishment. That sounds more like a sign of an addictive personality (won't stop doing something, even though it brings no pleasure).

      --

      The enemies of Democracy are
    22. Re:hmm by Cl1mh4224rd · · Score: 2, Interesting

      The greater part of the game for me is the social part of it, interacting with people who have come to be my friends over time. We've got members from all over the world and it's really a kick to just have fun.

      Yeah, the gaming is obviously a draw, but, at least for me, and for most of the folks I play with, it's not the biggest part. Ahh...

      Glorified chat room.
      IRC with a 3D interface.
      Blah, blah...

      I never understood that. Why do people claim the biggest part of their continued stay in a virtual fantasy world is the "social aspect"? Why continue paying for a game you aren't even really playing anymore?

      Do these friends you've made just not exist outside of the game? Or is it that these "friendships" are so tenuous that the game is the only thing that keeps you together?
      --
      People will pass up steak once a week, for crap every day.
    23. Re:hmm by Skuld-Chan · · Score: 1

      I love WoW - it brings out the best examples of nerd rage I've ever seen online.

    24. Re:hmm by DMUTPeregrine · · Score: 1

      Getting a group that plays well together is hard.
      I've said before that the real fun of WoW PVE is leading raids. Playing in the average raid guild is boring, just press your 5 buttons over and over again, night after night. Leading the raid, co-ordinating a class, or such is much harder and more fun. One of my old guild masters had a great idea: choose funny music for each boss. Razergore's chase got Yakkety Sax (the Benny Hill theme.) Ragnaros got Power Rangers. Etc, etc. Sure, we wanted loot, but we kept coming back to see what the music would be for the next boss. Raiding is to repetitive to keep the players entertained, a good raid leader will think of things to keep the guild together. This is hard, raiding is easy.

      --
      Not a sentence!
    25. Re:hmm by andi75 · · Score: 1

      Yes, yes, and no (in whatever order).

      The new badge loot from 2.4 totally removed the necessity to 'gear' people up. Badges just accumulate, e.g. after a relaxing 5-man daily heroic, or because some raid members decide to clear Karazhan just for the fun of blasting through the place at a rate that was completly unthinkable a year ago.

      So, since it's no longer necessary to farm a boss 100 times so the whole raid finally gets all their T0 pieces, after a while you can just skip your current instance (e.g. when you've killed each boss a couple of times) and move on to the next challenge (which will drop better loot anyway). 25-man raids are more so then ever about 'knowing the right thing to do'.

      Raiding is still time-consuming (it usually takes a couple of attempts to learn a new boss), but it's definitely not boring (unless the people in the raid are late, going /afk, forget stuff (consumables, resistance gear etc.) in the bank, or just randomly disconnect all night).

    26. Re:hmm by howman · · Score: 1

      Oh the invaluableness of that retort is the reason you are endowed with such a member number. LMAO.

      --
      flinging poop since 1969
    27. Re:hmm by Bourbon+Man · · Score: 1

      There are times that I wish certain comments could be modded above +5 Funny. This is one of them.

    28. Re:hmm by Overly+Critical+Guy · · Score: 1

      It is totally mindless. The game is more of a grind than it has ever been. Want to PvE? Grind dungeons over and over for pieces of gear to grind the next dungeon with. Want to PvP? Grind battlegrounds over and over for honor points (four battlegrounds in four years...freaking ridiculous, Blizzard), then grind Arena points over and over for pieces of Arena gear.

      It is completely not fun, and if you're a casual player (e.g., A NORMAL PERSON WITH A LIFE), you are shut out of most of the content because you don't want to grind or don't have the time to.

      --
      "Sufferin' succotash."
    29. Re:hmm by brkello · · Score: 1

      Nice reply. I read what he wrote and I can't imagine anyone who didn't play WoW would understand half of what he was trying to say.

      But I do understand what he means. Basically, your +5 insightful post really isn't insightful at all. It is just an insult because you -insert whatever reason you hate WoW here-. While any MMO has a grinding element to it, the end game instances are challenging. It requires skill and coordination since each boss is unique and requires different techniques to defeat.

      I had a taste of end game raiding but a friend of mine was more serious. I asked him why he enjoyed playing so much and it was because of the challenges that the end game instances provided. So while I understand your comment, I don't think it is accurate. On top of that, you never played it so you have no idea what you are talking about. It just seems you made a comment out of spite.

      --
      Support a great indie game: http://www.abaddon360.com
    30. Re:hmm by KarmannGhia · · Score: 1

      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. If you could actually hear all those chins flapping you'd also be able to see all the empty cartons of take out food festering in the background, and would realize that certain specimens discovered how to eat Cheetos with chopsticks. While it was probably an effort to avoid those pesky comparisons to orangutans, they only addressed being orange and forgot that the apes sometimes use tools.

      The only agenda I have is to be treated like a human being. Oh, the humanities. This is a /. article about WoW, you may wish to revisit that agenda.
    31. Re:hmm by DdJ · · Score: 1

      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.
      I play WoW sometimes, and I also deal with ordinary humans who have lives someetimes, so I can translate for you:

      People like you are the reason that the developers sometimes permitted gameplay to be less unpleasant than smashing your dick with a hammer.
    32. Re:hmm by nomadic · · Score: 1

      But I do understand what he means. Basically, your +5 insightful post really isn't insightful at all. It is just an insult because you -insert whatever reason you hate WoW here-. While any MMO has a grinding element to it, the end game instances are challenging. It requires skill and coordination since each boss is unique and requires different techniques to defeat.

      Right, and there's nothing wrong with that. However, my comment was aimed at the "high end players" the article refers to. I know enough about WoW to know that to get to that level you have to kill those same bosses over and over and over again. I have watched friends lose big chunks of their lives to doing the same thing again and again.

    33. Re:hmm by flibuste · · Score: 1
      >> I never understood that. Why do people claim the biggest part of their continued stay in a virtual fantasy world is the "social aspect"? Why continue paying for a game you aren't even really playing anymore?

      Hum....maybe *just* because WoW is a little more pretty and easy to use than an IRC command-line interface. Also, probably because there's still gaming involved when you want it.

      I fail to see where you're making an actual point.
    34. Re:hmm by fractoid · · Score: 1

      Once a week for 3-4 weeks is "over and over again"? Sure, generally once the initial effort has been made to learn a boss fight, it's quick and easy to kill said boss. Not only that, it's actually fun for a lot of people.

      Ever played Mario? Of course you have. Did you ever complain about the fact that you have to finish the first level over and over if you want to get to the higher levels? Virtually all games contain this same element.

      It's not the "high end players" that kill the same bosses over and over and over again for months and months, not now that there's so much content available. It's the mid-level players who aren't good enough to beat the higher end dungeons that get stuck and then just farm the same dungeon over and over.

      --
      Rampant carbon sequestration destroyed the Dinosaurs' tropical paradise. I'm here to help repair the damage.
    35. Re:hmm by fractoid · · Score: 1

      This whole thing reminds me of when we first got an internet connection, and I'd spend hours online chatting with friends and researching stuff. My parents could never understand what was so fascinating about "the computer". Eventually I managed to explain it with "it's like a window, with stuff on the other side, and it's not the window that's interesting but the stuff I can see through it". Now there're multiple layers of window that you look through (Computer screen, internet connection, application, internet, shared virtual world, objectives within that world) and explaining to people what, exactly, you're doing and why is getting harder and harder.

      --
      Rampant carbon sequestration destroyed the Dinosaurs' tropical paradise. I'm here to help repair the damage.
    36. Re:hmm by fractoid · · Score: 1

      Yes, but strangely, it's widely considered OK to play highschool football but looked down on to play an online game... the only explanations that I've heard have been along the lines of either "football requires physical exertion so it's 'real'" or more commonly "football's a REAL game" (ie. a game that I play and so understand and enjoy).

      --
      Rampant carbon sequestration destroyed the Dinosaurs' tropical paradise. I'm here to help repair the damage.
    37. Re:hmm by fractoid · · Score: 1

      Or, run the same heroic dungeons over and over (and over, and mutha f***king over) to get those stupid badges that you can use to buy loot. If you don't enjoy the game (running heroics, raiding, whatever) they why the fuck do you care about gear? What's the point of farming badges to get gear to do something you hate?

      If you're not having fun STOP PLAYING. WoW is not and never was designed around loot whores, that's why they find it so boring and generally cause a lot of guild drama then /ragequit.
      --
      Rampant carbon sequestration destroyed the Dinosaurs' tropical paradise. I'm here to help repair the damage.
    38. Re:hmm by HardCase · · Score: 1

      Ahh...

      Glorified chat room.
      IRC with a 3D interface.
      Blah, blah...

      I never understood that. Why do people claim the biggest part of their continued stay in a virtual fantasy world is the "social aspect"? Why continue paying for a game you aren't even really playing anymore?

      Do these friends you've made just not exist outside of the game? Or is it that these "friendships" are so tenuous that the game is the only thing that keeps you together?


      Oh, don't mistake what I wrote - I play the game because it's fun. And that fun is enhanced by the social aspect.

      To answer your questions, some of the friends that I made exist outside of the game, some of them, for obvious reasons, are in the game, or, more accurately, on the Internet, because we interact in the game, on some message boards and via Ventrilo.

      I would not say that they are particularly tenuous. I still keep in contact with people who don't play Warcraft anymore and I count them as friends. And I've been fortunate enough to be able to visit some of the people that I've met from the game - when I have to travel to San Jose, I let everybody know and we all get together.

      So, to cut this long post short, we are all friends who, like most people who are friends, were drawn together by a shared interest. And, as it turns out, most of us have other shared interests, too.

      However (just to add a little more length to this post), I'm not between 15 and 35 years old, so maybe I don't fall into the typical WoW demographic.

    39. Re:hmm by Anonymous Coward · · Score: 0

      "I suggest you don't actually know what hard is."

      Trying to read your post is hard.

  3. How does this alienate the high-end? by EvolutionsPeak · · Score: 5, Insightful

    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.

    1. Re:How does this alienate the high-end? by Llamahand · · Score: 3, Interesting

      Ironically, the issue with Death and Taxes disbanding was the huge lag in time between the major updates. From what I've heard, a large number of their higher-ups were disillusioned by the fact that they were having so much trouble beating Sunwell. "But... But... We're uber! Forget it. I quit!" kind of mentality.

    2. Re:How does this alienate the high-end? by MeanderingMind · · Score: 2, Interesting

      My understanding was that it wasn't the higher ups but more recent members who'd joined to fill spots left empty by raiders bored of continually farming Illidan. When faced with actual progression, many of the untested players proved to be undisciplined in dealing with the adversity.

      --
      Thunderclone: ONE MAN ENTERS! TWO MEN LEAVE! ONE MAN ENTERS! TWO MEN LEAVE!
    3. Re:How does this alienate the high-end? by archen · · Score: 5, Insightful

      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

    4. Re:How does this alienate the high-end? by Anonymous Coward · · Score: 0

      Meh, probably just an arena snob talking. /ignore

  4. If this is anything like my face... by AioKits · · Score: 1, Funny

    ...it's gotten a lil chubbier... *sigh* Time for some exercise!

    --
    "Quote me as saying I was mis-quoted." -Groucho Marx
    1. Re:If this is anything like my face... by AioKits · · Score: 1

      Not sure how this can be taken as flamebait, woof, some seriously sensitive people here.

      --
      "Quote me as saying I was mis-quoted." -Groucho Marx
  5. Good changes by rune.w · · Score: 5, Insightful

    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...

    1. Re:Good changes by Scoth · · Score: 5, Interesting

      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.

    2. Re:Good changes by geekoid · · Score: 2, Funny

      "My wife-to-be is a fairly hardcore raider ..."

      You might want to flee~

      --
      The Kruger Dunning explains most post on /. http://en.wikipedia.org/wiki/Dunning%E2%80%93Kruger_effect
    3. Re:Good changes by vertinox · · Score: 4, Insightful

      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 ;)

      --
      "I am the king of the Romans, and am superior to rules of grammar!"
      -Sigismund, Holy Roman Emperor (1368-1437)
    4. Re:Good changes by pezpunk · · Score: 2, Interesting

      yep these changes have been a major boon for me and my guild. we have been around since the game launched, but always approached it pretty casually and minimally-organized.

      however, what with the recent changes, we have been able to go into dungeons and down bosses we never thought we'd ever get to see. we're downing bosses in Tempest Keep, Serpentshrine Cavern, Black Temple, and Mount Hyjal, and we're plowing through Zul'Aman picking up three of the timed chests on the way. it sure beats farming karazhan over and over and over!

      anyway, we're having tons of fun seeing all this year-old content for the first time, and countless guilds across countless realms are probably having the same positive experience.

      sure the hardcore will grumble, but so what. it makes absolutely perfect sense for Blizzard to allow the majority of its players in to see teh cotnent they spent the majority of their resources developing! doubly so now that the current expansion is reaching the end of its life cycle.

      Wrath of the Lich King will be here soon, and tehn the hardcore will once again be on top by a wide margin.

      And i am sure that towards the end of THAT expansion's life cycle, Blizzard will again make the highest-end stuff more attainable for the majority of the players, but not after the hardcore have had their fun in form of 6 months worth of lourding their accomplishments over us casuals.

      --
      i could live a little longer in this prison
    5. Re:Good changes by pezpunk · · Score: 1

      *not UNTIL after the hardcore have blah blah blah

      --
      i could live a little longer in this prison
    6. Re:Good changes by bidule · · Score: 1

      I have (70 70 65 61 49 34 33 + more), and while I like the sparklies around quest items and the ?! on the mini-map, I think they really dumbed it down too far.

      There used to be elite mobs that required skill to kill, groups that required to kill adds and run away before dealing with the main mob. None of these were hard, they were puzzles you had to solve and for which you had to prepare. Now it's mindless kills, no finesse at all.

      So now you have level 70 who don't understand aggro control, wall-pulls, minimum fear range and many other ways to get the most off their toons. I wish you couldn't get higher than 65 without real skill, I wish the end game was going up a few level doing hard instances. I don't mind playing with average player, I just want to know if I have to play it safe or if I can push hard.

      --
      ID: the nose did not occur naturally, how would we wear glasses otherwise? (apologies to Voltaire)
    7. Re:Good changes by LameAssTheMity · · Score: 1

      Just a note, Kael'thas is in TK, not BT.

      I don't play WoW anymore, but I felt like pointing that out.

      I quit shortly after 2.4, the new dailies made the last stretch of my farming for my epic flyer pretty easy. After I got it, I only used gold for repairing my arena gear and for the occasional Kara/ZA raid.
      Its not that the game alienated me in any way after 2.4, overall I think the patch was a good one. It just so happens that the game is entirely too addictive for someone like me.

    8. Re:Good changes by Anonymous Coward · · Score: 0

      i tottaly agree , im looking forward to WAR, - and on a seperate note yes ultima online in the "old" days had a very nice solution to the leveling race you usually encounter i modern mmorpgs .. tho this doesnt stop me from going 2k with my warr in wow :)

    9. Re:Good changes by Scoth · · Score: 1

      So he is. Shows how much I've been paying attention :) I have some Kara gear, but haven't even touched ZA beyond getting the 20 slot bag. Maybe someday...

    10. Re:Good changes by LameAssTheMity · · Score: 1

      I was never really a raider, my first Kara trip was also the same day I quit for the first time...

      When I started playing again, I discovered that all the s1 gear (for honor at that point) was better than the loot from Kara, which I promptly got and started playing the arena.

      the PvP gear let me stay above (DPS-wise) most of the PvE geared raiders I was with. It amused me greatly.

      Troll warriors ftw! :D

    11. Re:Good changes by Anonymous Coward · · Score: 0

      ... or at least stop stalking the poor woman. ;)

    12. Re:Good changes by snuf23 · · Score: 1

      It is pretty easy to get to 70 now if you do a lot of instances. The XP rewards from instance runs are huge. I hit 70 and had only quested through Hellfire, Zangarmarch and Nagrand. That's less than half the quest content in Outlands.
      The big issue is as a healer I constantly get requests for Heroic runs when I'm not geared for it. The act of gearing up post 70 seems to take as long as the leveling. Hitting 70 this late in the game means you are likely to well over geared by 95% of the level 70s around you.
      I've just learned to turn down runs I know I am obviously not geared for and am slowly working on the transition from 70 blues to epics.
      And forget SSC or BT, just run Kara with 70 quest reward blues and greens. It quickly illustrates how important gear is.

      --
      Sometimes my arms bend back.
    13. Re:Good changes by brkello · · Score: 1

      It really makes no difference. They are just changing in what area the grind will be. So you aren't doing levels anymore...you are grinding realm pride. Maybe it will be more enjoyable to you to grind in that manner...but since it isn't even implemented, it is hard to praise such a thing. Eve removed the leveling grind to a real-time based system. But you have to grind for money in such a way that is more tedious than WoW. Just depends what you like, but I would hold off singing the praises of something that doesn't exist yet.

      --
      Support a great indie game: http://www.abaddon360.com
    14. Re:Good changes by MeanderingMind · · Score: 1

      70, 70, 70, 70, 67, 59 + more here. Glad to see I'm not the only altaholic.

      I agree that it is saddening to see the elites go, but it was necessary. Unless you were lucky with your server choice, it was becoming increasingly impossible to get groups going for elite quests or instances. It was more time efficient to pay a level 70 to do the hard work for you, or skip the quests. Otherwise you could spend days or weeks unsuccessfully looking for a group.

      However, that's not why people fail to know their class by level 70. People have been that way since before the Burning Crusade. The lack of knowledge is a combination of an unwillingness to learn with an unwillingness to teach.

      Some players simply wouldn't learn how to DPS/heal/tank properly if Blizzard opened an education center on the subject with free enrollment. On the other hand, most players can't be bothered to try and give other players a helpful suggestion. They assume immediately that the player is bad and will always be bad, rather than trying at least once to see if they are receptive to criticism and suggestion.

      There will always be players who insist they are already masters of their class even while they bottom out on DPS meters, let the tank die to critters, or fail to hold aggro for any longer than taunt is up. But there are a number of players who simply aren't given the chance.

      --
      Thunderclone: ONE MAN ENTERS! TWO MEN LEAVE! ONE MAN ENTERS! TWO MEN LEAVE!
    15. Re:Good changes by jon3k · · Score: 1

      Kael'thas isn't in BT, he's in TK.

    16. Re:Good changes by jon3k · · Score: 1

      WoW doesn't start until 70. Leveling is learning to play your character. They slowly dole out individual abilities every couple of levels to allow you to slowly acclimate yourself. If they just dumped everything on you and said good luck you'd be completely lost.

    17. Re:Good changes by Anonymous Coward · · Score: 0

      "I think Ultima Online had it right, but no one seems to want to copy them"

      Check out Darkfall.

    18. Re:Good changes by bidule · · Score: 1

      I agree that it is saddening to see the elites go, but it was necessary. Unless you were lucky with your server choice, it was becoming increasingly impossible to get groups going for elite quests or instances. It was more time efficient to pay a level 70 to do the hard work for you, or skip the quests. Otherwise you could spend days or weeks unsuccessfully looking for a group. Alterac ogres were elites, and I soloed them with priest, rogue and mage. I had to wait a level or 2 before trying, but it was doable. As for doing Gnomer or ST, I'm sure removing half the trash would make it short enough for normal groups to try. Because if you do them with a 70, you might as well put yourself on follow and go grab a bite.

      There will always be players who insist they are already masters of their class even while they bottom out on DPS meters, let the tank die to critters, or fail to hold aggro for any longer than taunt is up. But there are a number of players who simply aren't given the chance. The main problem is players who don't have the patience for a proper pull. A good tank will pull back 40 yards or more, a bad one won't allow for rogue to get behind mobs or a priest to use fear in emergency. Bad players will intercept trash before they reach the tank, a good tank has to reign in that tendency and help insure a mistake won't result in a wipe. Bad players try to top the dps/heal meters instead of doing their jobs. Sheeping, stun-locking, stopping fleeing mobs is where good players shine, dps is just gear and spell rotation.

      --
      ID: the nose did not occur naturally, how would we wear glasses otherwise? (apologies to Voltaire)
    19. Re:Good changes by Anonymous Coward · · Score: 0

      I'm a casual player of a 70 rogue, I dinged 70 two days after 2.4 came out. As a rogue, my experience might be different, but I managed to be entirely in 65-70 blues as I dinged 70, and within 2 weeks had all lvl70 blues and a couple lvl70 epics. Within a month, through Kara and badge rewards, was geared start SSC/TK -- without stepping into Gruuls or Mags.

      I'll admit, though, that I see a large number of lvl70 players that aren't nearly as well geared.

    20. Re:Good changes by Anonymous Coward · · Score: 0

      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. I kind of like the term "reputation" better. But maybe that is just me.
    21. Re:Good changes by DMUTPeregrine · · Score: 1

      Naw, one of the paladins will just judge Justice on you, so you can't run away.

      --
      Not a sentence!
    22. Re:Good changes by ocbwilg · · Score: 1

      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 ;)

      The problem with UO's way of doing it is that it wasn't that profitable for Origin/EA. The way they make money is to keep subscribers. The way they keep subscribers is to keep them busy. So to keep hem busy they put in a treadmill and make them grind through levels, then more levels, then more levels. The first few are easy, so you feel like you're accomplishing something. Then as you advance they get more difficult. They give you just enough of a taste of success early on to get you hooked, then they drag it out enough to make it take longer to hit that next level of satisfaction, but not so long that you get frustrated and quit. Then when too many people reach the higher levels, they bump the level cap so that you stay on the treadmill. Or they put in raids that take forever to complete, drop small quantities of very rare loot, and will require large numbers of people to complete repeatedly before you get that piece of satisfaction. It's all about moving the bar just a little further out to keep you hooked.

      UO wasn't as much like that. You didn't level up, you just gained skills. It wasn't very difficult to get most skills up to 100, and once you got there that's when the you could fully explore the game. But once you got there, there was no more levelling or grinding to be done, so the only thing holding it together was the social aspect. That made it harder to keep subscribers, and was probably a big part of their demise. Eventually they realized that and added scrolls that could boost your skill caps to 105, 110. 115, or 120. But it made them very rare drops from monsters that could only be killed by large groups of people in a raid-like fashion. It was probably too little too late though, to be honest.

    23. Re:Good changes by fractoid · · Score: 1

      (+1, OhGodSoTrue) :P
      Probably not in the GGP's case but all you have to say on WoW is "yes, I'm female IRL" and chances are you'll end up with a stalker.

      --
      Rampant carbon sequestration destroyed the Dinosaurs' tropical paradise. I'm here to help repair the damage.
  6. Mega Million by hubdawg · · Score: 2, Interesting

    game companies.. need to put some real loot in the game.... gas discount cards, fun tickets to go to the movies or discounts on outdoor activities. At least that would give some players a better reason to log on than mindless hours of grinding and crafting. Sure , that would shoot them in the foot. Not really I say, then you get a player wins a gas card.. they are on the road not logged in but stll are paying 14.99 month for something they do not use. Sounds win-win for the game company.

    1. Re:Mega Million by Anonymous Coward · · Score: 0

      That may possible be the dumbest thing I have ever heard. No really.

    2. Re:Mega Million by LighterShadeOfBlack · · Score: 1, Insightful

      game companies.. need to put some real loot in the game.... gas discount cards, fun tickets to go to the movies or discounts on outdoor activities. At least that would give some players a better reason to log on than mindless hours of grinding and crafting. Sure , that would shoot them in the foot. Not really I say, then you get a player wins a gas card.. they are on the road not logged in but stll are paying 14.99 month for something they do not use. Sounds win-win for the game company. So you want WoW to give discounts on out-of-house things so that people will spend more time playing in order to get the discounts which will then cause them to go outside and spend less time playing while still paying their subscription?

      You are a marketing genius. I tip my hat to you sir.
      --
      Spelling mistakes, grammatical errors, and stupid comments are intentional.
    3. Re:Mega Million by Last_Available_Usern · · Score: 1

      People use MMO's to escape reality. Winning a gas card or movie would just be a reminder of what they're trying to get away from while they're playing. Not to mention, the game caters to a large international audience. It would be tough to provide prizes that had relevence to everyone (I doubt Mahjin in India wants a Barnes and Nobles gift card).

    4. Re:Mega Million by Anonymous Coward · · Score: 0

      Yea, let's give the farmers even more incentive.

      BTW, If you read the banner before entering the game you would find out about various contests that offer swag and money as prizes...

    5. Re:Mega Million by hubdawg · · Score: 1

      Very true.. it is an escape from reality. But also marketing sucess is measured in small percentages. If .02 percent of the userbase wins a prize that keeps them offline but still paying a subscription... it all adss up in the end.

    6. Re:Mega Million by elrous0 · · Score: 2, Insightful

      Why, so some Chinese farmers could grab them all up?

      --
      SJW: Someone who has run out of real oppression, and has to fake it.
    7. Re:Mega Million by Anonymous Coward · · Score: 0

      I'm sure that would do a lot for any online game community, to have all of the iWon.com mouth-breathers flood the world to grind for gas cards and free hot wings at TGI Fridays. Why not have the questgivers offer you Discover card applications and chances to join Free Ipod pyramid schemes, too?

      No offense but that's just not such a great idea, and would really be the death of any game.

    8. Re:Mega Million by popejeremy · · Score: 1

      What you're suggesting is that WoW becomes an online gambling institution. Online gambling in the U.S. has Byzantine legal restrictions upon it thanks to our freedom-loving Republican Party.

      Until those gambling laws are repealed, it ain't gonna happen.

    9. Re:Mega Million by brkello · · Score: 1

      This sounds like something you would want to do if you wanted to addict someone even more to the game. It is interesting, but I think a bad idea.

      --
      Support a great indie game: http://www.abaddon360.com
    10. Re:Mega Million by hubdawg · · Score: 1

      Hmm.. not so sure. If I get an email saying visit this website and get a free widget for signing up. And MMO Corp says Sign up to our game and maybe win a gas card or visa cash card. How is that so different ? Tho I totally agree with the byzantine etc....

    11. Re:Mega Million by popejeremy · · Score: 1

      Because you pay to play WoW. Companies have free sweepstakes all the time. The difference is that with a sweepstakes there's always an option to sign up to win the prize without actually buying anything. That process makes it not gambling. But if you have to pay to play WoW in order to be eligible to win the prizes, then that's gambling.

    12. Re:Mega Million by Detritus · · Score: 0, Offtopic

      Every time the question is raised around here, it's the "freedom loving" Democratic Party that has a collective heart attack. Every Baptist preacher within 100 miles can be counted on to oppose it.

      --
      Mea navis aericumbens anguillis abundat
    13. Re:Mega Million by Anonymous Coward · · Score: 0

      Both of those parties want to restrict your freedoms, each just wants to restrict different ones.

    14. Re:Mega Million by Anonymous Coward · · Score: 0

      I've been saying for some time that Blizz needs to make WoW credit cards. And for every 1k you spend on the card buying groceries or gas or whatever, you get a code with your bill each month that is good for liek 100 gold in-game. The player base will go nuts and will use that card exclusivly for everything in their lives. Cost to Blizz: nearly nothing. Benefit to players: free gold. Benefit to Blizz: huge profits from purchases made on the cards.

    15. Re:Mega Million by fractoid · · Score: 1

      Um... they do.

      --
      Rampant carbon sequestration destroyed the Dinosaurs' tropical paradise. I'm here to help repair the damage.
  7. More Money in Casual players by neoform · · Score: 4, Insightful

    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.

    --
    MABASPLOOM!
    1. Re:More Money in Casual players by Duffy13 · · Score: 2, Interesting

      I've been wondering about that myself. It always comes down to who stays subscribed the longest, and unfortunately we have no way to track such a statistic. If my friend's that play the game are any indication, they make more money on the hardcore group because they never cancel their subscription, where as the casuals will cancel a month here or there, or even a few. Of course there are more casuals then hardcore, so the difference might be made up, but I'd still be curious to the actual numbers. Not to mention there is the hardcore burn out factor to consider. Personally, I believe that making a purely casual MMORPG is asking for failure. The hardcore group, while smaller, probably makes up the largest steady portion of your revenue. Not to mention they are the ones most likely to buy your full priced expansions immediately. Again, we lack the hard numbers, but from the trend in WoWs development, I think it's safe to say that the hardcore make up enough to warrant development time along with the casuals. The nice thing about casuals tho, is you can throw them lots of little bones (development time wise) opposed to having to focus on a whole new raid instance to satisfy your hardcore group, however that instance lasts longer for them. It's an interesting trade off. Ultimately the successful game will balance the two. WoW appears to be getting better and better at this, the expansion will be the immediate decider in whether or not they have achieved this goal.

      --
      "Now you know, and knowing is half the battle!"
  8. Achievement by steelclash84 · · Score: 1

    Similar to xbox's system, an arbitrary system of achievement will keep players playing more for attaining arbitrary goals even beyond the point where they find the game boring and tedious. As the baseline of top tiered items becomes easier, the top-tiered players will simply change what they consider to be the elite. As long as Blizzard maintains the ideology of making things time consuming to attain, regardless of the difficulty of achievement, the "hardcore" players will ultimately continue to attain it and complain about it later.

    1. Re:Achievement by geminidomino · · Score: 1

      Guild Wars already beat them to that punch with almost 4 dozen "titles" that all require massive grinding. Even worse, with Nightfall and EoTN they actually have an effect on gameplay.

      R8 Ursan LFG!

  9. It only alienates the whiners by moz13 · · Score: 1

    There was zero negative impact when they removed attunements for Black Temple, Hyjal, etc. End game raiders whined that it cheapened their accomplishments (whatever that means in a videogame anyways), when it didn't change a thing. In fact, that change plus the new badge loot helped "casual" players as much as the end-game raiders, in that it became significantly easier to find quality recruits to help stem membership turnover. In the end, it's the same story you see everywhere. Change happens and those who don't like change will whine to try and keep the status quo -- even if the status quo needs changing.

  10. Sounds like whining by Evro · · Score: 1

    Making things more accessible is bad... how? Ubers feel less uber? It's in Blizzard's interest to have everyone max geared in BC gear before Lich King is released. Maybe they took it a bit too far by removing "all" attunements, e.g. the Karazhan key quest wasn't really that hard to do, so removing it seems a little silly, but in general why shouldn't people have access to all the content they've paid for?

    --
    rooooar
    1. Re:Sounds like whining by WuphonsReach · · Score: 1

      It's in Blizzard's interest to have everyone max geared in BC gear before Lich King is released.

      Mmmm, last I heard (rumors only), Blizzard stated that folks in Black Temple gear or beyond will probably be okay with gear through half the expansion. That would indicate (to me) that the gear levels will be similar to what happened at L60 when Burning Crusade came out.

      Basically, I fully expect that all of that fancy blue gear from Burning Crusades will probably be made obsolete by quest greens in the new expansion's starting zones. Purple quality gear might last you until low-70s.

      So as much as I want to get 75 or 100 badges of justice for those nice pieces of gear, I won't cry if I don't manage it before WotLK comes out.

      --
      Wolde you bothe eate your cake, and have your cake?
    2. Re:Sounds like whining by Starayo · · Score: 1

      Personally, my account runs out this weekend, and I'm not renewing because I'm sick of the game... Sigh, it's going to be a long wait for WAR.

      I didn't much mind the removal of attunements, but then my guild never did down Vashj or Kael. :P Going into mount hyjal and 1-shotting rage winterchill was pretty exciting at the time, though. And let's not forget the fun hinted at by the possibility of a BT pug! :D

      As for kara, it was a great change for people with lots of alts. No more long key quests, as long as someone had the key...

      --
      Ezekiel 23:20
  11. Morons by geekboy642 · · Score: 5, Insightful

    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.

    --
    Just another "DOJ fascist authoritarian totalitarian bootlicker" -- Zeio
    1. Re:Morons by bugnuts · · Score: 2, Informative
      What you said about beating a boss is absolutely true. Gear does make it easier, but a crappy raider is a crappy raider, and you can't expect him to be anything else no matter how much gear you throw at him.

      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. Crappy example.

      It's now Raid one thing and get better loot. TURN IN BADGES to received from raiding or heroics or daily quests for loot as good as that found in the next two raiding zones.

      Removing the attunements makes perfect sense. It's called mudflation which was coined to demonstrate that the demand for gear gets higher and higher. There is no purpose for the powergamer to go after crappy gear in an old raid ... they want bigger numbers on anything with a number and more glowies on things without. Keeping obsolete attunements to force a linear progression when your gear already outgears that found in the dungeons makes no sense... thus they went away.

      Imagine if it was required to be exalted with Hydraxian Waterlords (old Molten Core) in order to go to Sunwell plateau. That's why the attunements were removed... they stopped performing the purpose of keeping undergeared groups for exploiting low-hanging fruit of dungeons they have no business even looking at. Those groups are now geared up through badge loot.

    2. Re:Morons by Anonymous Coward · · Score: 0

      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. No, they didn't. That's the annoyance to long-time raiders like myself. Option 1: Muddle through the "high end" content as soon as it opens. Option 2: Wait a few months, get PvP and badge gear (which is -far- easier to get) and then do the content, also without the need to attune.

      Everyone's become so obsessed with the top content that they forget to enjoy the journey, and since these are the people paying Blizzard the money, they're catering to them by returning their money with easier access to the top content.

      I don't really raid to be #1, even though I'm in a fairly good guild. I raid to see some content that's new to me (be it Karazhan or Sunwell), hang out with 'net friends, and see if we can pull off some synchronized key pushing. :) But now I spend more time farming badges with strangers and grinding daily quests alone. But I did very little of the sort before Burning Crusade.

      The community aspect is fading.

      I could not do these activities still, but then I'd be missing out on easy money and easy loot. It's like accounting. Does anyone really like it? ... but it pays well.

      Despite this, I still feed Blizzard money because I still enjoy raiding, even though the rewards have been relatively lessened by so much. However, knowing where Blizzard is going (and rightly so, I'm not their target audience anymore), I can't see myself playing into the next expansion and starting out with relatively common gear again but this time around knowing the easiest and least time consuming way to see content is to take a break for a month or two. (WoW has always been somewhat like this, but not to the degree it is today.)
    3. Re:Morons by myowntrueself · · Score: 1

      Raid one thing and get better loot. Raid the next thing and get better loot. Raid the next thing and get better loot.

      You are being less than honest here.

      Did you *really* raid Gruuls (for example) just the once and then move on to the next thing?

      --
      In the free world the media isn't government run; the government is media run.
    4. Re:Morons by romland · · Score: 1

      I get a chuckle out of the removal of attunements to tell you the truth.

      Your standard recruitment thread on some forum:

      <Two Orcs One Cup> recruiting! [5/6 SSC, 3/4 TK, 1/5 MH, 1/9 BT]

      I thought it was hell to have two weekly wipe encounters back in the day (C'thun and Patchwerk), I dare not imagine how it must feel to have four!

    5. Re:Morons by Anonymous Coward · · Score: 0

      Read 'raid one thing' as "Farm the shit out of one thing until absolutely everything of value to the guild rots." This was the one aspect of instanced raiding that sucked all the joy out of raiding, for me. Also, the 'competition' that's left in instanced gaming just doesn't compare to racing for targets in realtime. Those were the days. Train inc!

    6. Re:Morons by myowntrueself · · Score: 1

      Read 'raid one thing' as "Farm the shit out of one thing until absolutely everything of value to the guild rots." This was the one aspect of instanced raiding that sucked all the joy out of raiding, for me.

      I did Kara about 3 times and Gruul's twice before this occured to me and I /gquit my raiding guild.

      Started leveling another toon, had heaps of fun, explored zones and stuff I'd never seen before... then got into the early access programme for Age of Conan...

      --
      In the free world the media isn't government run; the government is media run.
    7. Re:Morons by Krater76 · · Score: 1

      I have to say that I completely agree. I was in a moderately advanced raiding guild that hit a wall at Magtheridon. We had 3 Karazhan teams clearing it weekly and had Gruul on pseudo-farm - meaning we always killed him in a night but sometimes it took more than 1 shot.

      Magtheridon was another issue altogether. We just couldn't get him down. With this bottleneck we couldn't get the other piece of the attunement, which resulted in a lack of progression which resulted in guild defections and, ultimately, the guild disbanded.

      With the better, more open raids we could've moved on to more challenges and people wouldn't have felt so annoyed and left the guild or quit. Sure we couldn't have taken down anything in BT, but we could've been cleaning up Void Reaver in TK and maybe a few other bosses in SSC.

      --
      "Is life so dear, or peace so sweet, as to be purchased at the price of chains and slavery?" - Patrick Henry
    8. Re:Morons by Eskarel · · Score: 1
      Yeah, but the reason the community faded was because they left azeroth to rot, not because of the badges.

      In the old days folks hit 60, they raided some, they ground rep some, and they alted some, there were always people around at every level, you could find groups for most instances without too much difficulty. There was some tedium, yes, and some of the content was never seen by any but the most hard core of raiders, but there was a constant cycle from 1-60 over and over again.

      TBC was a bunch of really great content, they made the raids smaller and a lot of them shorter, the introduced tiered instances so you could run something new in a couple of hours as opposed to the 3-4 some of the old instances used to take if you didn't have a perfect group. The new abilities were great, the zones were beautiful, the quests were more interesting, etc. But they left azeroth a wasteland, the new starting zones are quite fun, but they'll only take you to 20 and you end up with 40 levels of week quests and pain before you get to outland. People don't alt as much anymore, and when they do they're pretty much so focused on leveling they won't bother to stop for other people or their folks like me who don't have the time to group much and so are pretty much anti-social.

      They've increased the rate of leveling(at least through quests) so that people can get to level 60 faster so that there are more tanks and healers and the like, and presumably so that people stay playing, but it doesn't foster any sort of community at any level beyond raiding 70, which is sad really.

    9. Re:Morons by Macgrrl · · Score: 1

      I agree except for the occasional content blockers in the content - take Vashj for example, she's considered a 100 wipe boss. Kinda like Razorgore was in BWL.

      Before the attunement requirements for MH and BT were lifted, there were plenty of guilds stuck at SSC 5/6 and TK 3/4 who are now out making progres again. Our guild is one of them. We're now MH 4/5 and BT 4/9 and are heading back into SSC to kick Vashj's butt.

      The difficulty isn't a smooth continuum, it peaks and falls. The real benefit of the lifting the attunements is that guilds like our which would probably spent months wiping on Vashj and Kael can now take a look around at some new content from time to time.

      --
      Sara
      Designer, Gamer, Macgrrl in an XP World
  12. Why do they need to do that? by Anonymous Coward · · Score: 1, Insightful

    Given the very high (and still growing) number of people who play these games, I think game companies are already giving the gamers what they want.

    Why do we expect that one game should be everything to everybody? Blizzard should cater WoW specifically to the audience of people who like fantasy grinding MMO's. Nothing more, nothing less.

    People who play these games don't seem to mind the "mindless hours of grinding and crafting." I would venture a guess that many of them take solace in the high number of relatively low-stress challenges with a steady stream of rewards that are valuable into the future of their gaming experience. It offers a nice change of pace from the real world, where things get much more hasslesome and the rewards are much less predictable.

    Grinding isn't for everyone. It never will be. Why stick extra rewards on it to try and make it be for everyone?

  13. Not for casual players by mseeger · · Score: 3, Informative
    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

    1. Re:Not for casual players by subsoniq · · Score: 3, Informative

      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%)

      Actually, many more people see high end raid content than you might think. Wowjutsu is a site that crawls the Armory and compiles stats and progress for guilds and servers, and it also breaks down the percentage of the population that sees raid instances and even specific bosses (it does this by looking at the gear worn by a player when it goes through the Armory). According to the latest run 57.5% of the WoW population has seen The Eye and 62.65% have seen Serpentshrine Caverns, though much less have seen the end bosses Lady Vashj and Kael'Thas. I've noticed that since Blizz removed attunement the percentage of the population that's set foot into Mount Hyjal and Black Temple has increased quite a bit.

      Now, it does take a lot of dedication and effort to be successful at raiding and continually progress, at least 20+ hours per week would need to be spent just on raiding itself, not including time spent getting money and consumables. This is what my guild found out after having problems with the new 25 man raiding format when The Burning Crusade came out. We were a raiding guild that had been through AQ40 and were close to being ready for Naxx when TBC came out, but we had a lot of problems making the transition to a 25 man raid and spent a lot of months banging our head against Gruul and Mags. We then instituted new rules and a new guild rank for raiding and our progress took off shortly after that. We went from struggling with Gruul and Mags to whacking away at Illidan himself in 8 months. It may not be the fastest progression but it's enough to make us one of the top 4 horde raiding guilds on our server. On average our hardcore raiders spend 20+ hours a week on raiding, and probably another few hours getting money and consumables for raiding. We have required attendance for raids (3 times a week, but most people raid 5 times a week) and required stats for the different classes/specs. We aren't as hardcore as most successful raiding guilds, we allow non raiders and casual raiders into the guild, we have some class/specs that the hardcore guilds wouldn't think of bringing to a raid, and our stat requirements are probably lower than the other hardcore raiding guilds, but it's been working for us and we're all having a lot of fun.

      Basically, if your guild wants to progress through the 25 man raids at a steady pace then you need to have discipline and dedication from 25+ people, and you need to be able to work as a team and not go at each others throats when you hit some adversity.

    2. Re:Not for casual players by daveywest · · Score: 2, Interesting
      2.4 Patch was the end for me. The game finally became more tedious than work.

      I actually think the downfall was the drop to 25-man raids from 40. In MC, you really only had 25 players who where on their game and contributing to the kill. If you don't believe me, think about the the last time you were in there and how many were alive when a boss was at 75%, 50%, 10%?

      Those other 15 "raiders" were the real entertainment. They were the ones who kept the game a game and not just a mindless grind.

      In the 25 mans, everyone must bring their "A" game or you wipe. There is no room for goofing around anymore.

    3. Re:Not for casual players by sigmabody · · Score: 1

      I feel for Blizzard; they have a tough job trying to keep adding new and challenging content while preserving the player base of casual players who pay the bills. I canceled just before 2.4 after playing since early closed beta, with 6 70's at the time.

      The problem for me was a lack of meaningful progress without "playing" as a full-time job. Grinding is not fun for me, and if you don't play full time, it's very difficult to raid successfully. Blizzard was reluctant to add meaningful character improvement comparable to raiding which was attainable through casual, non-grind gameplay (understandable, since they didn't want to diminish the raiding rewards). They also did not spend any meaningful efforts accommodating people who wanted challenges, but had intermittent schedules (also understandable, as that would have been a significant design challenge). Ultimately, those two decisions cost them my ongoing subscription.

      I think MMO's will need to address the "full time playing to progress end-game" problem at some point in order to survive long-term, and WoW has not done so to date. There's no easy solution, though, and it'll probably require a re-thinking of the whole raiding paradigm. But I enjoyed playing WoW while it was fun, I was glad to provide my feedback during the various betas to improve the game as much as I could, and I hope it helps future MMO's solve the end-game problems better.

    4. Re:Not for casual players by The+High+Druid · · Score: 3, Informative

      Actually that's 57.5% of the guilds that the site scans, which is not 100% of the WoW population. If you check the site there are a number of qualifiers a guild has to reach before they are listed. At a rough guess I would say less than one in three guilds on my server are listed on our page on that site.

    5. Re:Not for casual players by CogDissident · · Score: 1

      I absolutely love games that have such focus and dedication that players who want to win a dungeon have to have "required stats and builds". Makes you feel like your character is you, and customized just to fit your playstyle

      /sarcasm

    6. Re:Not for casual players by MeanderingMind · · Score: 2, Interesting

      I contest the notion that in order to be entertaining you have to be dead weight. There's plenty of time between wipes and during trash for skilled people to jest, joke, and have a blast.

      Besides, most of the dead weight I've seen isn't particulary entertaining.

      --
      Thunderclone: ONE MAN ENTERS! TWO MEN LEAVE! ONE MAN ENTERS! TWO MEN LEAVE!
    7. Re:Not for casual players by daveywest · · Score: 1
      I think you missed my point. I enjoyed the antics during the fight. For example, running to the same guy repeatedly when you are the bomb.

      As the game currently stands, the margin of error is minuscule. Every end-game player wears the same gear. Creativity and individuality are absent.

      There was an unseen beauty in random loot drops.

    8. Re:Not for casual players by MeanderingMind · · Score: 1

      I see what you mean now. I can understand morning the loss of that manner of raiding hijinx. While people often threaten to misdirect a boss to insert raider here no one actually does it.

      But I don't agree with you that everyone's wearing the same gear. Once guilds get past Karazhan, the identical Holy Paladins with the Triptych Shield of the Ancients on their backs become a thing of the past.

      --
      Thunderclone: ONE MAN ENTERS! TWO MEN LEAVE! ONE MAN ENTERS! TWO MEN LEAVE!
    9. Re:Not for casual players by ultranova · · Score: 3, Funny

      I absolutely love games that have such focus and dedication that players who want to win a dungeon have to have "required stats and builds". Makes you feel like your character is you, and customized just to fit your playstyle

      Yeah. Isn't that how it is in real life too - you build up your stats (CV) and gear to get higher-paying jobs (instances), which both build the CV further and drop better gear ? And while you're at it, you need to join a guild (social network) to succeed at those higher-end dungeons. Repeat until you die. Sure sounds like my life, except that I'm stuck at level 1 due to a chicken-and-egg problem ;(.

      The only real difference between WoW and Real Life is that in Real Life, you aren't allowed to split the Boss's head with an axe.

      --

      Forget magic. Any technology distinguishable from divine power is insufficiently advanced.

    10. Re:Not for casual players by Anonymous Coward · · Score: 0

      Can't say how completely wrong you are that you can't goof off anymore. People in progression guilds (like me) are still able to goof off as much as they want on farm bosses and trash and still progress very quickly and very well. We have so many inside jokes and are literally laughing our heads off for 50% of the raid. Hell we even goof off a bit on progression bosses and we are on the second boss in Sunwell.

      The move to 25 man raids made it more enjoyable for me. We didn't have to carry 15 people that really didn't want to earn their passage and instead were able to weed out the people that really didn't want to be there and shouldn't have even been part of the raid group.

      Even though we progress quite well, we do still have some people that are lacking skill in some areas. We still bring them because they want to be there and try hard to improve and have fun with the other raiders.

    11. Re:Not for casual players by VultureMN · · Score: 1

      The only real difference between WoW and Real Life is that in Real Life, you aren't allowed to split the Boss's head with an axe. Er, really?

      Shit. So much for my performance review.
    12. Re:Not for casual players by Anonymous Coward · · Score: 0

      Your mistake was rolling a Rogue, newb.

    13. Re:Not for casual players by Macgrrl · · Score: 1

      In a Sunwell trash PUG the other night we found the quality of loot was directly proportional to the trash talking by the girls on Vent.

      Who'da thunk it.

      --
      Sara
      Designer, Gamer, Macgrrl in an XP World
    14. Re:Not for casual players by Anonymous Coward · · Score: 0

      The only real difference between WoW and Real Life is that in Real Life, you aren't allowed to split the Boss's head with an axe.

      you aren't? oh ...shit
    15. Re:Not for casual players by Skuld-Chan · · Score: 1

      Lol - thats actually a major problem with WoW - the one true spec for your class for that particular dungeon. It blows hard :(.

    16. Re:Not for casual players by wireloose · · Score: 1

      Exactly so. The wowjustsu site lists total players it's seeing at 2,831,425 as of today. That's a lot of people, but it's only 1/4 of Blizz's player base in WoW. My casual all-working-adult guild is not listed at all, and we have more players than many. Guilds are not listed by size, either. Or the "Legion of Bank Alts" would certainly be on the list.

    17. Re:Not for casual players by ildon · · Score: 1

      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.


      Anecdotes exactly identical to this one have been repeated since April 2005. And yet WoW now has 10 million players versus 3 million back in April. Just because you and a couple people in your guild got sick of the guild situation and quit doesn't mean people are quitting en masse.
    18. Re:Not for casual players by ildon · · Score: 1

      If you want to play WoW poorly, you can do that, too. You just don't tend to get very far, progression-wise.

    19. Re:Not for casual players by ahodgson · · Score: 1

      The reality is that for most classes there are one or two builds that crank out very good (dps/heals) etc. The rest suck. Our guild had a major problem with not enforcing good builds (or really any other kind of raid discipline) and the result is that we stalled halfway through ssc/tk and fell apart.

      These are not minor variations - these are equivalently geared toons varying by over 100% in dps output (player skill is also of course a factor there ...).

    20. Re:Not for casual players by mkellis · · Score: 1

      Nine hours a week raiding to go from starting Gruul to killing Illidan in approximately nine months. Obviously I played more than that, but those were the scheduled times. Two raids a week, 4 and 5 hours respectively. That's still quite a bit of free time, but it isn't the part-time-job that some people are talking about. The raid leaders do put in more time than the raiders, and there's a fair amount of infrastructure to set up if you want to be successful, but again, much less than the stereotype.

      A lot of people who raid spend so much time playing the game that they're not focused, they get sloppy, and they waste a lot of time. A friend of mine is considering leaving her guild because the raid leaders have this idea that they need to raid four days a week, four to five hours a session. And they're 'requiring' 75% attendance. They're just starting 25-man content and running three parallel Kara raids while they gear up. I told her to go find a guild that raids twice a week, knows what they're doing, and doesn't waste time.

    21. Re:Not for casual players by fractoid · · Score: 1

      Your build represents mutually exclusive training choices your character took as it levelled - the fact that you can change build at all is purely to allow players some variety. Think of talent points as being like what courses you took at university.

      Say you're looking to join the raiding guild "Google" to raid the exciting new "Internet Tech" dungeon. If you've put all your talent points into Ancient Sumerian Olive-Pressing Techniques and Improved Owl Noises then you're probably not going to be particularly welcome. If, for example, you've done the required 'cookie cutter' build of Info Tech or Computer Science, and your stats (experience, ability) are at the appropriate level, you're in with a good chance.

      What you're complaining about is that the other players (NOT Blizzard) would prefer you to not suck if they're going to be placing the success and enjoyability of their hobby time partly in your hands.

      --
      Rampant carbon sequestration destroyed the Dinosaurs' tropical paradise. I'm here to help repair the damage.
  14. Wikipedia by Anonymous Coward · · Score: 0

    This article or section is written like an advertisement.

  15. Good overall but... by saintory · · Score: 1

    I'm more about the storyline and I can't muster the manpower or the time for raids, so one of the things that my friends and I have been doing is going back to older dungeons and raids. For example, the content in the Scholomance instance hasn't changed much since Burning Crusade, so 3 of us go into it playing as level 70s just to experience the content.

    Blizzard probably doesn't have the manpower but what I think would be exciting would be to refresh some of the content in Scholomance and link it back to (new?) quests that occur or overlap in the Outlands. Perhaps a book is on a shelf in Scholomance or a portal to a plane where you have to collect an item of power through a previously inert portion of Dire Maul. This idea would allow them to reuse (and refresh) existing content.

    Currently this still sort of happens with class-specific quests, like the Paladin or Warlock epic mounts.

    1. Re:Good overall but... by Hoi+Polloi · · Score: 1

      Same here. I hope to visit every preBC instance at least once just because they are there and exploring is a big part of the game's fun. Even low level quests can be entertaining for the odd places they make you go. I've just recently been able to go to Outland for the 1st time but I'm in no rush because there is still so much to see preBC wow.

      --
      It is by the juice of the coffee bean that thoughts acquire speed, the teeth acquire stains. The stains become a warning
    2. Re:Good overall but... by RalphSleigh · · Score: 1

      Currently this still sort of happens with class-specific quests, like the Paladin or Warlock epic mounts. Trying to do the paladin epic mount quest 6 months after BC came out was a total pain in the ass, I spent weeks in the LFG channel trying to find people willing run the instances required, because all the old end game stuff had been abandoned for the outlands instead. They should do something so that all the pre-TBC end game stuff still gets some playing, as time goes on more and more of their players will have never had a lvl 60 before TBC so will have never played there.
      --
      Come as you are, do what you must, be who you will.
  16. Does it alienate players ? by unity100 · · Score: 0, Troll

    you bet it does. and not high end players even.

    what would you feel ? you get subjected to months of grind to do this, to do that, and you do, because game says so. and you achieve those stuff in the end and catch up with your guildmates so that you can get into stuff.

    then what happens ? a faggot in management decides that they should make things more easier to get more subscribers to bring in more bucks, and voila - all new players take less, and on occasion NO time to get access to what you have toiled months for.

    how would you feel ? anything less than totally screwed ?

    1. Re:Does it alienate players ? by Anonymous Coward · · Score: 0

      Just wait until all those new players with level 80 greens start beating your epic pants off.
      The only way to not screw your self is to NOT grind for months. I honestly don't understand how people find jumping through arbitrary man-made hoops to be fun.
      There is nothing challenging about waiting until you collect all the right gear to be able to do something, don't delude yourself otherwise.

    2. Re:Does it alienate players ? by The+boojum · · Score: 4, Insightful

      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.

    3. Re:Does it alienate players ? by Anonymous Coward · · Score: 1, Interesting

      how would you feel ? anything less than totally screwed ?

      What don't feel you got enough entertainment for your subscription rate?

      I say bullshit.

      Blizzard had to make these changes. Why? Well I'll tell you.

      The PVP servers were turning into crap, since the younger (who have more time and less maturity) players gathered "uber" gear and would spend their free time harrassing low level characters or characters with lesser gear. Our guild spend more time helping out the "lowbies" than we do on serious questing or PvP because of these shenanigans. I don't mind the random attacks (teaches a player not to take the common route in a war zone), but not being able to complete a quest because they hang around the quest giver is a little rough...

      While I personally like the "wild west" atmosphere of the PVP server, it is getting a little out-of-hand. So Blizzard had to make it where these lowbies can get better gear and fast so they can defend themselves. I prefer this over some game master interfering with game play.

      Now if they can do something about the AFKers in the battlegrounds. Hey Blizzard! How about only award "Marks of honor" to players who actually done damage or healed another player? Set a reasonable minimum value for each, jeez all weekend I had the misfortune to be in a pug in WSG with only 4 active players...

    4. Re:Does it alienate players ? by geekoid · · Score: 2, Interesting

      This has always been Blizzards style with WoW. The grind is what you pay to get to be some of the first to achieve something.

      And no, I ahve never felt I was screwed. No more then I feel I am screwed when the people who get to the theater first have to wait longer for the movie then the person who walks in last.

      Fortunatly, I only did the initial grind for a few things, not worth my time. OTOH some people find being one of the first with a Dragon mount worth the extra effort. The players I know that got one knew they would become easier to get latter on but got one anyways. Yes, that's a tiny sample size, but I would be surprised if it didn't reflect what all the Hardcore players know.

      Too bad they force you to play~

      --
      The Kruger Dunning explains most post on /. http://en.wikipedia.org/wiki/Dunning%E2%80%93Kruger_effect
    5. Re:Does it alienate players ? by unity100 · · Score: 1

      when you dont grind, you cant join events that happen in the duration leading to the next expansion. you have to wait until then.

    6. Re:Does it alienate players ? by Krinsath · · Score: 1

      One of the more intelligent responses I've seen in this thread. I've never understood the mindset that allows the thought that "Blizzard screwed me!" to exist. I find that what WoW really provides is a platform for my friends and I to connect and engage in an activity together that would otherwise be impossible given our geographic separation. In that regard, Blizzard doesn't do anything other than suggest some activities for us to try, screw up creatively and laugh about.

      As I remind people about WoW (and other MMOs) regularly, most of our fun comes from playing together and in spite of Blizzard (or other MMO publishers), not because of them. But, maybe I'm just crazy.

    7. Re:Does it alienate players ? by unity100 · · Score: 2, Interesting

      Did you play the game and have fun during all those hours? not quite. first 15-20% at the start, yes. rest, tedious.

    8. Re:Does it alienate players ? by Mongoose+Disciple · · Score: 2, Insightful

      not quite. first 15-20% at the start, yes. rest, tedious.

      Why not quit after that first 15-20%?

      I think anger at Blizzard for making the part of the game that you admitted wasn't fun for you more fun for other people is misdirected.

    9. Re:Does it alienate players ? by Anonymous Coward · · Score: 0

      Boo hoo! The game wasn't written around you. So, based on your logic, if you used to get around by horse and it took you a day to get into town and now people drive cars and get into town in 1 hour you would demand that everyone ride horses? If the game is such a grind that it feels like a chore, DON'T PLAY IT.

    10. Re:Does it alienate players ? by Chris+Burke · · Score: 2, Insightful

      It sounds like you're basically saying that you're upset because you want others to have to suffer as you did; i.e. classic Sophomore Syndrome.

      If you're still playing, I'd suggest that you definitely want to quit before the next expansion, since nothing you're doing now will matter in 5 levels.

      --

      The enemies of Democracy are
    11. Re:Does it alienate players ? by unity100 · · Score: 1

      Why not quit after that first 15-20%? you quit, but until you realize you do another 20%.

      if what you have invested in stayed with you (ie the set you made got upgraded to new standards automatically - even if a bit lower - with every expansion ), then it wouldnt hurt. but, in every other game you have to do it and see whether they will do that or not. in swg they did, we quit. in wow they did, we quit. god knows in aoc.
    12. Re:Does it alienate players ? by unity100 · · Score: 1

      It sounds like you're basically saying that you're upset because you want others to have to suffer as you did; i.e. classic Sophomore Syndrome. not quite. i would have no issues if the set i have gathered got upgraded to the same (similar, if not same) standards when they put out an expansion. but no, your 4-5 months' of work goes to total bust.
    13. Re:Does it alienate players ? by unity100 · · Score: 1

      If you're still playing, I'd suggest that you definitely want to quit before the next expansion, since nothing you're doing now will matter in 5 levels. i quit around 10 months ago.
    14. Re:Does it alienate players ? by MeanderingMind · · Score: 1

      There is nothing challenging about waiting until you collect all the right gear to be able to do something, don't delude yourself otherwise. There is nothing challenging about waiting until you collect all the right gear to be able to paint the Mona Lisa, don't delude yourself otherwise.

      There is nothing challenging about waiting until you collect all the right gear to be able to win the Tour de France, don't delude yourself otherwise.

      There is nothing challenging about waiting until you collect all the right gear to be able to run a successful video game company, don't delude yourself otherwise.

      This is a fun mad lib.
      --
      Thunderclone: ONE MAN ENTERS! TWO MEN LEAVE! ONE MAN ENTERS! TWO MEN LEAVE!
    15. Re:Does it alienate players ? by dctoastman · · Score: 1

      Of course you are right. I can go out right now and collect all the gear I need to be able to paint the Mona Lisa, win the Tour de France, and run a successful video game company. There is no challenge in acquisition of these materials (canvas, paint, brushes, bike, helmet, computer, compiler, etc.)

      However, painting the Mona Lisa is a challenge. Winning the Tour de France is a challenge. Running a successful company of any stripe is a challenge. Right clicking is not a challenge.

    16. Re:Does it alienate players ? by Anonymous Coward · · Score: 1, Funny

      I don't think you quite grasp the concept of percentages. :)

    17. Re:Does it alienate players ? by ultranova · · Score: 1

      Right clicking is not a challenge.

      That depends on the mouse, now doesn't it ?-)

      --

      Forget magic. Any technology distinguishable from divine power is insufficiently advanced.

    18. Re:Does it alienate players ? by MeanderingMind · · Score: 1, Insightful

      Right clicking is not a challenge. It's a good thing I've keybound everything then!

      Factitious answers aside, you're vastly oversimplifying matters.

      Throwing a ball into the air not a challenge. I think we can agree on this fact. It's not hard to get a ball, and throwing it vertically is equally easy.

      Throwing a ball to a particular spot isn't a challenge either. Initial accuracy will vary, but generally people can be reasonably close to the target.

      Catching a ball can be somewhat trickier, but so long as the initial throw was accurate and there aren't any mitigating factors this is also relatively easy.

      Combine those three simple actions and we can now play catch with ourselves, not very difficult at all. However, multiply that two or four times and now we're juggling.

      Juggling isn't difficult with practice, though it takes some time to get the hang of. However, it is a challenge until you nail it down.

      In order to make it more challenging, we'll add some odd shaped objects; bowling pins, flaming torches, coke bottles, knives, and maybe a gerbil. It takes more work to get used to juggling any of these individually, but with some effort you can get used to juggling just about any combination of items, although there's always a warming up period before you get your groove going.

      Finally, let's add another person in. Team juggling is a challenge, because if one person is out of sync with the other the whole thing comes crashing down. Again, with time, patience, and practice the challenge is overcome.

      But wait, "the challenge is overcome"? Where'd the challenge come from?

      None of the components of what is being done, taken individually, is challenging. It's not a challenge to catch, throw, or find a ball. It's not hard to get another person involved. It's not hard to find three balls. Every individual component of the complex action is simple and easy. However, added together you end up with a complicated function that is, indeed, challenging.

      WoW may or may not be as complicated or challenging as multi-person juggling, but the same principle still applies. Raiding is more than just right clicking, pressing movement keys, and hitting buttons. It's more than just knowing a strategy, your role, and the current situation. Raiding is a complex function of many simple tasks that, in aggregate, make a challenge.

      One could continually pull out specific elements and decry them as unchallenging, but I don't believe doing so is particularly honest or helpful in this case.
      --
      Thunderclone: ONE MAN ENTERS! TWO MEN LEAVE! ONE MAN ENTERS! TWO MEN LEAVE!
    19. Re:Does it alienate players ? by Anonymous Coward · · Score: 0

      Enjoy your -1, Elitist Faggot.

    20. Re:Does it alienate players ? by famebait · · Score: 1

      I would feel it opened my eyes to the unfathomable hollowness of what I have been spending my time on and investing my pride in.

      --
      sudo ergo sum
    21. Re:Does it alienate players ? by WileyC · · Score: 0

      Let's not forget that when the level cap jumps to 80, it all becomes moot anyways. All that uber gear? It's just grinding clothes until you get the level 80 stuff (or, if the new expansion is ANYthing like the last one, until you get level 71 trash drops.) =)

      --

      /// Not a super-genius . . . yet. ///

    22. Re:Does it alienate players ? by fractoid · · Score: 1

      You... want the game to give you gear, so you stay at the same point in the progression curve even if you don't play?

      All experience-based games, from Dungeons and Dragons to WoW, ever since you hit level 2 and realised your level 1 axe wasn't good enough any more, are built around you running the Red Queen's race. You level, your hitpoints go up, you hit harder, you attack higher level monsters that hit harder and have more hitpoints, and you still finish the fight on the same 70% health after 10 seconds every time, whether you're level 10 or level 100.

      --
      Rampant carbon sequestration destroyed the Dinosaurs' tropical paradise. I'm here to help repair the damage.
    23. Re:Does it alienate players ? by MAbans · · Score: 1

      /signed for truth!!!

    24. Re:Does it alienate players ? by MAbans · · Score: 1

      Can I have all your Void Cyrstals? Good look with Conan.. Cutting edge..

  17. The Future by Narpak · · Score: 2, Insightful

    Blizzard are considering the future and managing their resources based upon that. Some of the profit from WoW goes to maintenance, some to developing new patches and content; and some undoubtedly goes to future projects (World of Starcraft/The New World of Warcraft, or whatever they have up their sleeve). Also they are considering how to keep the larges majority of their players from changing to Age of Conan, Warhammer Online, Generic New RPG/FPS/RTS/BIG-BROTHER-STYLE - MMO. New products will continue to hit the market and as they learn and improve in quality serious challengers to the dominance of Blizzard will arrive.

    I think Blizzard are willing to risk alienating one group of their players if it means holding upon another; if indeed those are mutually exclusive. Whatever happens I am sure in the end serious competition will force Blizzard to improve or die.

  18. 110 hours on M'uru by Anonymous Coward · · Score: 0

    That's the amount of time vodka spent on it over the course of 2.5 weeks. Casual-friendly indeed.

  19. Coincidence? I think Not. by Anonymous Coward · · Score: 0

    Anyone else find it amusing that there have been at least two World of Warcraft articles appearing on Slashdot and elswhere today, when today is also (coincidentally) the release date for Age of Conan?

    I think it's part of Blizzard's viral marketing campaign to deflect attention away from Age of Conan.

    (Didn't work, mind you; I bought my copy today.)

  20. Re:More importantly... by wampus · · Score: 0, Flamebait

    Hey dumbfuck, did you notice that you are in the gaming section?

  21. Next Expansion Brings Big Changes by flattop100 · · Score: 2, Informative

    The OP apparently isn't up to date on the latest about the next WoW expansion (Lich King). ALL raid instances will be playable as both a 10-man and 25-man; the differences will be loot and difficulty. I'm a casual player - I haven't been in a 20-man raid since Burning Crusade came out. I would probably have quit the game soon, except for this news. I enjoy all the stories and quest lines woven into the game, and now, FINALLY, I will be able to participate in "the big ones," even with "only" a 10-man raid.

  22. In my opinion, 2.4 sucked a lot of fun out of it.. by BobMcD · · Score: 3, Insightful

    ...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!

  23. WoWs influence outside of WoW by east+coast · · Score: 3, Interesting

    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.

    --
    Dedicated Cthulhu Cultist since 4523 BC.
    1. Re:WoWs influence outside of WoW by jjohnson · · Score: 1

      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?
      From the game company's perspective, there's a neat division of costs that are nicely met by current way things are priced: Initial development goes on for 3-5 years, and its cost is recouped with the box cost, while subscription fees pay for maintenance and incremental development. From a business perspective, it's pretty crucial to recover the sunk costs of initial development, and if that can be done independently of ongoing subscriptions, so much the better for the investors.

      I'm not saying that's the best situation for gamers--that's why I play Eve, for which I've never paid a box cost since initial development was recovered years ago, and it became a useful competitive move to drop it. But it makes a lot of business sense to try to recover initial costs up front, and probably helps the life of the game--if it's slow taking off but the cost of ongoing operations aren't saddled with a tax of paying off three years of dev work, an initially low number of subscribers can be supported, giving the game time to grow.
      --
      Anyone who loves or hates any language, platform, or manufacturer, doesn't know what they're talking about.
    2. Re:WoWs influence outside of WoW by Anonymous Coward · · Score: 0

      Try Dungeons & Dragons Online. Still kicking ass for 2+ years, plenty of Developer access, real-time combat. Although, if you are used to "click-and-wait" combat, it may be a little challenging at first.

    3. Re:WoWs influence outside of WoW by mbourgon · · Score: 1

      Try Guild Wars. Buy the game, skip the subscription. If you like it, buy the expansions. You can get deals on the first one ($30 or so), which has at least 100 hours of stuff to do.

      --
      "Sometimes a woman is a kind of religion, she can save your soul & set you free from all your sins" - Bad Examples
    4. Re:WoWs influence outside of WoW by Anonymous Coward · · Score: 0

      Essentially the surge of WoW players is one of the reasons I think that EQ2 was dumbed down. Oh yeah right. Try again. Don't blame WoW players for SOE's lame developers. Sony's developers are like the opposite of King Midas. Everything they touch turns to shit.
    5. Re:WoWs influence outside of WoW by thesandtiger · · Score: 1

      The $50 is the early adopter tax. Why wouldn't a for-profit corporation take advantage of the market of people willing to pay $50 to play it _NOW_? And then, in 3-6 months or so, the price of the game will likely drop or there will be free trials offered in some way, so that the market of people like you, who don't want to "pay twice" can be covered also.

      --
      Since I can't tell them apart, I treat all ACs as the same person.
    6. Re:WoWs influence outside of WoW by Dirtside · · Score: 1

      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?
      Because they think the market will bear that price. If you don't like it, tell them why you aren't buying their game, and if enough people tell them the same thing, maybe they'll change. But don't sit around getting offended by basic economics. :)
      --
      "Destroy science and religion. Science would re-emerge exactly the same; but not religion." - Penn Jillette, paraphrased
    7. Re:WoWs influence outside of WoW by Anonymous Coward · · Score: 0

      If you haven't already, give Eve Online a try. It's the only MMO I have played but, from what I gather, it's a world apart from WoW. Additionally, you get your wish by paying $20 USD for the first month then $15 each month after. So, yeah, you pay something up-front for the game but $5 is reasonable plus the client is a free download and they offer free two week trial accounts with no credit card info required.

    8. Re:WoWs influence outside of WoW by Anonymous Coward · · Score: 0

      14 day buddy keys are available so try getting one of those

  24. Re:More importantly... by fitten · · Score: 1

    Gaming has always been nerdy.

  25. Why Blizz does it by Anonymous Coward · · Score: 0

    - Hardcore players had high end instances on farm status for many months now and are already regarded as excellent players.

    - Less than 10% of the wow population ever tried Naxx, a pre-BC raid due to gear and bad timing of the release date corresponding with the BC expansion. Hence why it's coming back in WoTLK.

    - New players: Not many people play in the old world anymore. Hence why most zones were made non-elite and many quests were made solo-able. Between the levels of 20-58 it's hard to find groups larger than 2 people. When they finally reach 70 everyone else is so far ahead of them gear and content wise they need the new badge gear or farmed pvp gear to even get glanced at for raiding. I know a lot of players that are naturally good, yet under-geared therefore given less priority.

    - Most people in wow have 2 or more characters, many tasks become monotonous after raising one. My guild raids 4 days a week for 4 hours at a time. For most people that have a life ( few and far between ;) ) you don't have time to mess around getting an entirely new character attuned for this or that. You usually have friends geared enough to run the raid with you and carry you for about a month until you're relatively geared.

    - In 6+ months when WoTLK is released high end gear will only determine how slow you swap out your gear for leveling.

    - Even though attunment was removed for places like Hyjal, most guilds will only make it past the first boss before they are forced, gear-wise, to do previous content until they're ready to go back and actually accomplish something. A pretty good example are the hyjal rings that are only obtainable by killing the previous tiers end bosses. For one or two people it may not matter but for 25 people it may improve your raid 2-5%. A huge difference between wiping and staying alive. Same with the Medallion of Karabor that is pretty much essential in Black Temple. Both involve past content that mediocre guild will try and skip but will have to come back to.

    In the end Blizzard is trying to make the game a bit more casual. But it's most likely a trend they will use to help people see end game content before the next expansion. I would wager that you won't see any easily obtainable pvp or badge gear immediately in the next expansion. The hardcore players will have the edge for about the first 35-50% of the expansions life before Blizz starts to lower the standards like they did. Well.. Hopefully.

  26. Think of the Monkeys by Anonymous Coward · · Score: 0

    The only that that really bothered me is that there was a giant monkey in STV, that would eat your soul and serve it as left overs the next day to pretty much anyone who would stumble upon him. My guild had much fun killing this monkey and always made a large event of it, but now he is just like any other monkey, but bigger. Nothing special, he is not tough, not elite, and its kind of silly now to ask for help with him. It was a sad day for monkies everywhere and our guild wore black tabards with monkies for a week to mourn the loss of such a powerful foe.

    1. Re:Think of the Monkeys by fractoid · · Score: 1

      :`( I miss the monkey too.

      --
      Rampant carbon sequestration destroyed the Dinosaurs' tropical paradise. I'm here to help repair the damage.
  27. Blizzard should care by teflaime · · Score: 2, Insightful

    about making a game that keeps making them money. The vast majority (something like 86%) of their player populace considers themselves "casual" which basically means that they will play the game as long as it's still fun to them. 8% of players (that's the last number I heard, anyway) are involved in regular runs of end-game raiding. Clearly, they do not represent a significant portion of World of Warcraft income; yet, their voices have had a significantly inordinate impact on game play for much of the life of World of Warcraft. The remain ~6% are "hardcore PvPers" who went through their own (shorter) period of inordinate influence over gameplay; yet, again, we can see that they are not a major source of income for the game. Blizzard is now starting to recognize that they can reduce their overall churn rate by conctrating on that 86% of players who want to play for fun and comradery and do it in the 2-10 hours a week that they wish to set aside to play. And if you play 40 hours a week? Well, you should probably go hit the gym because you are probably raising the rest of our health insurance rates.

  28. WoW has "raids", computers have "RAID". by PseudoThink · · Score: 4, Funny

    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. :)

    1. Re:WoW has "raids", computers have "RAID". by PotatoFarmer · · Score: 2, Funny

      Redundant Array of Introspective Dilettantes?
      Really Athletically Inept Dorks?
      Ridiculously Armored Interactive Dissemblances?

    2. Re:WoW has "raids", computers have "RAID". by Anonymous Coward · · Score: 0

      shhhh

    3. Re:WoW has "raids", computers have "RAID". by secolactico · · Score: 1

      Agreed. You *are* a nitpicking bastard. Takes one to know one, I guess.

      --
      No sig
    4. Re:WoW has "raids", computers have "RAID". by geekoid · · Score: 1

      I just thought his guild had a RAID they hosted their site on.

      --
      The Kruger Dunning explains most post on /. http://en.wikipedia.org/wiki/Dunning%E2%80%93Kruger_effect
    5. Re:WoW has "raids", computers have "RAID". by Anonymous Coward · · Score: 0

      even a cockroach can have tier 6 gear.

    6. Re:WoW has "raids", computers have "RAID". by Anonymous Coward · · Score: 0

      I'm pretty certain he meant "Repetitive Attempts at Infuriating Dungeon".

    7. Re:WoW has "raids", computers have "RAID". by Anonymous Coward · · Score: 0

      Sorry for being pedantic, but isn't it "Redundant Array of Independent Disks" ?

    8. Re:WoW has "raids", computers have "RAID". by Anonymous Coward · · Score: 0

      I used to write for the local Australian version of GamePro and had an assignment to write a newbie's guide to WoW that would be sold as a stand-alone mini-mag. When the editor forwarded me the assignment, one of the dot points was "Dungeons, instances and RAIDs" and I thought "he's confusing a raid with RAID."

      When I picked up the published book, he'd changed every instance of the word 'raid' with 'RAID' :/

    9. Re:WoW has "raids", computers have "RAID". by fractoid · · Score: 1

      If it's good at the game, why not?

      --
      Rampant carbon sequestration destroyed the Dinosaurs' tropical paradise. I'm here to help repair the damage.
  29. Re:More importantly... by geminidomino · · Score: 1

    In all fairness, this wank-fest is also on the front page.

  30. Why it hurts by Jonasx · · Score: 0, Troll

    The problem with many players is that wow becomes a source of self-esteem, rather than entertainment. And who can blame the people who invest that much time into an artificial reward system. Gotta justify it somehow.

  31. Why should you care? by Petersko · · Score: 1

    "then what happens ? a faggot in management decides that they should make things more easier to get more subscribers to bring in more bucks, and voila - all new players take less, and on occasion NO time to get access to what you have toiled months for."

    This would only bother you if too much of your real self-image is invested in your WoW persona.

    1. Re:Why should you care? by unity100 · · Score: 1

      its not about self image. its about time.

    2. Re:Why should you care? by Anonymous Coward · · Score: 0

      And why are you putting that much time into it? Could it be, ummmm, self-image in the game? Ego? Unless you are a gold farmer it sure isn't about making money.

    3. Re:Why should you care? by unity100 · · Score: 1

      i like to see stuff progressing. websites, game toons, strategy game sessions etc.

  32. Re:Good changes or why cas gamers r001 by WillAffleckUW · · Score: 1

    I would have to agree - I used to start new characters and guilds because the mid-level grind after 20 was just way too boring for someone who:

    a. has a full time job
    b. has a life
    c. has a kid

    But now I can frequently just pop on and get a level or two with the few hours I can spare, so I've stopped creating new characters and am leveling my existing ones in preparation for the expansion(s).

    Besides, I always wanted to be a runecrafter.

    --
    -- Tigger warning: This post may contain tiggers! --
  33. This is just part of a longer cycle in the game by icyslush · · Score: 4, Informative

    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. :)

    1. Re:This is just part of a longer cycle in the game by dave562 · · Score: 1
      Very well put. Although I could have played WoW during beta I didn't actually pick up the game for quite a while after that. When TBC came out I wasn't even level 58 yet and couldn't go to Outland. Once I did get out there it was great because I finally felt like I was part of the game, instead of someone who was still trying to catch up to everyone. I really do feel like I missed huge parts of the WoW experience though. I will never know what MC was like. I will never raid Scholomance or UBRS. I actually like the quest lore and the way that the game takes you through the world and introduces you to the history of the realm. I feel like I missed out on a lot of that.

      However there isn't much that Blizzard can do about that. They would drive off players in droves if everyone still had to attune to MC or Oxyana's Lair because the guilds that did that three years ago would be bored sick. PVP servers would be complete gank fests as players with great gear came down to wreak havoc on the poor shmucks still stuck in 'old content' land.

    2. Re:This is just part of a longer cycle in the game by ahodgson · · Score: 1

      The content's still there. Our guild does MC for kicks once in a while. We're doing ZG for the mount, and I've done UBRS a few times for Onyxia attunements. I've soloed Scholomance.

      Believe me, you didn't miss anything doing Scholomance 20 times for your Tier 0 hat.

    3. Re:This is just part of a longer cycle in the game by dave562 · · Score: 1
      The content's still there.

      The content is there but there isn't any incentive to do it. While I was levelling up to get to the Outlands on my last toon I was one of two people in Eastern Plaguelands. I was one of about ten people in Western Plaguelands. The content is there but the zones are completely dead. I've definitely never done any world PVP in EPL. It would be nice if they introduced some dailies for the now defunct zones, or maybe even did heroic level versions of some of the old instances.

  34. PVP Killed WoW by Nitra · · Score: 1

    PVP and welfare epics killed the game.

    1. Re:PVP Killed WoW by Anonymous Coward · · Score: 0

      The game was dead until they added PvP.

    2. Re:PVP Killed WoW by Anonymous Coward · · Score: 0

      I've always wanted to say this to someone spewing cr@p about pvp epics:

      "I'll kick your a$$ with my pvp epics"

      No we have that out of the way, have a good day and see you in the Battle Grounds!

    3. Re:PVP Killed WoW by Anonymous Coward · · Score: 0

      You are right in the sense that:

      Blizzard trying to make this a eSport (trying that miserably failed) with Arena introduction brought to:
      - Welfare Epics (you need them to compete otherwise arenas are waaaaaaaaay imbalanced)
      - Those epics are better for PvE from what you get from instances (at least for rogues as example). Kharazan epics are worse than the welfare epics.

      If they did not introduce arena then maybe the game would have been better.

    4. Re:PVP Killed WoW by ildon · · Score: 1

      Then rating requirements on S4 will save it.

  35. New requirements a slap to raiders by TheCabal · · Score: 0

    A lot of people cheered when the complex attunement quests were removed, opening up SSC, TK, Hyjal and Black Temple to anyone with a level 70 toon. Along with this, Blizzard introduced a lot of new badge reward gear that is almost equivalent to Tier6. This is a HUGE slap in the face to raiders. Badges are insanely easy to get, and for a little effort you too can walk around in T6. The attunement quests were a gear and skill check for raiding guild to see if they were capable of handling the upcoming content. The path to the Black Temple was a very long one, requiring killing Vashj (one of the hardest bosses in the game), and Kael'thas (one of the most technical fights in the game). This also meant having to do full clears of SSC and TK. But not anymore. Just badge up and waltz into BT, sail through the easy bosses and say hello to Illidan!

    By opening up the game to more casual play, Blizzard has really devalued the amount of effort that the more serious players have put into the game. There is little to no difference between a raider who has worked his way up through the 25-man raids and earned his T6, and someone who has just done lolheroics all day long.

    1. Re:New requirements a slap to raiders by mdarksbane · · Score: 1

      The rough part of this is balancing raider's accomplishments with having anything to do if you aren't in a raiding guild.

      I've seen the inside of every heroic in the game, kara, za, etc. But I don't have the time or desire to join a full on raiding guild (a. my schedule isn't reliable enough and b. I have friends in my guild). There needs to be some upgrade path to keep me playing as well.

      I disagree completely with badge gear at a tier 6 level - but a 5-10 progression through full tier 5 equivalent makes plenty of sense to me.

      The new badge gear is (I expect) a jump start to get new people into a level of gear that they can join a raiding guild and see the rest of BC content before WotLK comes out. Otherwise even if you farm the life out of 10 mans a raiding guild's going to have to stop back in SSC to farm your sorry butt something to wear to their newest illidan kill that their guild actually wants to go do. Nothing rips a guild apart faster than massive disparities in gear - when one group who has been running an instance for ages has to keep going back there to bring up the new recruits if they want to ever have the manpower to take on higher end stuff... eventually it all falls apart. There are now how many levels of gearing that you have to do to get to illidan? Stuck between grinding the new guy through all of ssc to prepare and telling him to go grind forever and come back when he's got his badge gear, I know which one I'd pick.

    2. Re:New requirements a slap to raiders by idlemind · · Score: 2

      No. You cannot get a full set of T6 quality gear from badges. You can get maybe 5 pieces that are sub optimal but near T6 quality. 5 pieces out of the 17 you earned doing 25-man raids.

      I'm sorry but if you compare a 'lolheroic' person with all badge gear to a full T6 raider it won't even be close.

    3. Re:New requirements a slap to raiders by MeanderingMind · · Score: 3, Informative

      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.

      --
      Thunderclone: ONE MAN ENTERS! TWO MEN LEAVE! ONE MAN ENTERS! TWO MEN LEAVE!
    4. Re:New requirements a slap to raiders by irix · · Score: 1

      It's not a huge slap in the face of anyone. I'm raiding SWP and I could really give a crap about attunement removal - in fact I like it because we can recruit without having to go back and attune people now.

      In the end guilds that can't kill Vashj and Kael won't be able to kill Archimonde and Illidan either. You can give them badge gear and unlock the door but once they're inside they are going to end up stuck again after they get past the easier fights.

      Furthermore, good luck gearing up your character just running heroics. Even if you could get a full T6-equivalent badge set (you can't) the number of heroics you'd have to run to get that many badges is insane.

      The value I've put in to the game isn't defined by the gear I'm wearing - it will all be reset in the next expansion anyway. It's defined by my friends and by the experiences we've shared clearing the 25-man zones. Some noob in Kara + badge gear wiping to Najentus doesn't devalue that in the slightest.

      --

      Do you even know anything about perl? -- AC Replying to Tom Christiansen post.
    5. Re:New requirements a slap to raiders by Chris+Burke · · Score: 1

      No, this isn't a slap in the face, here's why.

      It isn't a slap in the face because only a compete whiny bitch would think that others being allowed to enjoy the content that they themselves had over a year's head start on was somehow a personal insult directed at them. It's like a Bentley owner thinking it's a "slap in the face" that middle-class people are allowed to buy a Lexus.

      Oh, but your other reasons are completely valid too. ;)

      --

      The enemies of Democracy are
    6. Re:New requirements a slap to raiders by geekoid · · Score: 1

      then leave.

      "This is a HUGE slap in the face to raiders."
      Most raiders I know didn't really mind. Our guild has a strange mix of regular raiders and casual players.

      When Blizzard does this, it now means I can see the high end instances with my guild. The raiders will be well geared and know the dungeon well enough that the challenges are practically scripted. So when A n00b or two are along, they just give them specific strategies for an encounter.
      Bear in mind we are not a PUG and we can follow basic instructions, so generally it's not a huge deal.

      "There is little to no difference between a raider who has worked his way up through the 25-man raids and earned his T6, and someone who has just done lolheroics all day long."

      So what you really want is attention and some sort of self worth from a game.
      mayhap you should find more satisfaction in your life as a whole instead of needing to ahve glowy shoulders?

      --
      The Kruger Dunning explains most post on /. http://en.wikipedia.org/wiki/Dunning%E2%80%93Kruger_effect
    7. Re:New requirements a slap to raiders by TheCabal · · Score: 1

      OK. How about I troll Slashdot instead?

    8. Re:New requirements a slap to raiders by fractoid · · Score: 1

      Depends on your class. Maybe if you play something that Blizzard gives a crap about itemising properly, like prot warriors or healers, then yeah. But for "offspecs" that just happen to be major raiding specs (enh shammy for example) the badge loot is only very slightly behind BT/MH level, and a few pieces have no upgrades until Sunwell.

      --
      Rampant carbon sequestration destroyed the Dinosaurs' tropical paradise. I'm here to help repair the damage.
  36. Re:In my opinion, 2.4 sucked a lot of fun out of i by flattop100 · · Score: 1

    I'm missing the part where someone is holding a gun to your head, such that you "have to grind out" anything.

  37. very smart on their part by ILuvRamen · · Score: 1

    I played SRO a while ago and about 90% of the updates were for high level players only cuz they either raised the cap or made new areas with top level monsters available that 95% of the players couldn't step foot in without dying. So pretty much everyone was pissed cuz the top level people run around stomping on everyone most of the time anyway so everyone hated them. Any updates that are good for lower level and mid level characters in any game is way better than cap raises and that sort of thing.

    --
    Google's Super Secret Search Algorithm: SELECT @search_results FROM internet WHERE @search_results = 'good'
  38. Already lost them... by Vrallis · · Score: 2, Insightful

    The Burning Crusade expansion was already the beginning of the end for the 'serious' raiders. When they decided to not introduce more 40-man instances they killed a lot of raiding guilds, including mine. The day they announced that fact people I knew started leaving in droves. I stuck around for a couple months after TBC came out, but I just couldn't do it.

    By forcing smaller groups, they caused both an increase in smaller, tighter cliques of players, alienating many on the outside, as well as limiting the likelyhood of non-cookie-cutter classes and builds from getting into raids. This further alienated even more players.

    If they ever release a lot more 40-man content I *might* consider re-subscribing, though a high price for buying the expansion will likely stop that. There's also the whole issue of "I already have a job, I don't want to play like I have two," which was a large factor in me quitting.

    1. Re:Already lost them... by WinPimp2K · · Score: 4, Interesting

      "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".

      --

      You either believe in rational thought or you don't
    2. Re:Already lost them... by Mastadex · · Score: 2

      So the huge guilds were broken. Small cliques alienated members. But that most admiring part of it was that you didn't get lost in a guild of 500 members anymore. You had a guild of 20-some members, and you felt like you were an imported cog in a well oiled machine. I lost many friends when it all went down. they formed a clique and excluded some people; friends of mine.

      But here is where I think Blizzard made a genius, ground breaking decision. Making more 5-man instances then any other type of instance. Basically having fun in a 5-man was leaps and bounds more attractive then having fun in a 10-man or bigger. I never really enjoyed anything beyond Karazhan, because it was just too big. Too many people talking, too many people to contend with, etc. 5-mans did it for me. Once Heroics were open, the 5-mans were just that much better.

      Essentially, I am not the only on that thinks this way. All the people I hung around with were this way, AND we were a hardcore endgame guild (We were at BT when I left). If it was up to me, I would ask blizzard to put in several more 5-man instances, give them all heroics, give them all specialized item sets, etc. 5-man instances felt like you were going out to the bar with your friends; as opposed to with your friends and neighbours and cousins and roommates and everyone else that lives on the block.

      Alright, I gotta get back to work before I pop a blood vessel.

      --
      A morning without coffee is like something without something else.
    3. Re:Already lost them... by Anonymous Coward · · Score: 0

      The Burning Crusade expansion was already the beginning of the end for the 'serious' raiders. When they decided to not introduce more 40-man instances they killed a lot of raiding guilds, including mine. The day they announced that fact people I knew started leaving in droves. All your friends who left? Well they were slackers.

      The truth about 40 man content was that about 30-50% of the raid would be slacking off while the remainder was doing the actual work. Doing things like, oh, paying attention, not screwing around, carrying the dead weight of slackers.

      25 man content is more resistant to the slackers because it becomes far more obvious if someone isn't carrying their weight, not performing up to their potential, being a millstone around the neck of the group.

      Not to mention that in good sized guilds there is always someone waiting in the wings ready to come in and take your spot if you screw up and can't do your job.
    4. Re:Already lost them... by Anonymous Coward · · Score: 0

      Odd. I'm looking forward to the next expansion where the raid content will be 10 man in addition to 25 man. Yes, smaller tighter groups of players. I don't have to put up with all the people I don't like and see the end game content. I can take a nice 10 man group and actually have fun. The guild I'm in right now (which is fairly casual) only just recently jumped into the tier6 content.

      To be perfectly honest, I'd love to see it all doable 5 man.

    5. Re:Already lost them... by Anonymous Coward · · Score: 0

      Why was this modded insightful? All indications point that MORE people are getting to raid and see "END-GAME" content since BC came out.. not less that would indicate "small cliques" as described by the parent.

      Typical crying "old school" raider mentality that likes to ignore reality.

      The ENTIRE reason they are re-releasing Naxxramas as part of the next expansion is specifically because only a small group of the old school "small cliques" got to experience the content.

      40 > 25 seems like simple math, except when you put it in perspective of the increased % of players that have actually experienced endgame content overall.

    6. Re:Already lost them... by Brownstar · · Score: 1

      WoW will probably never have 40 man instances again.

      That said, serious raiding is stronger because of that change.

      They now tune their 25 man fights to be much more technical than they ever did their 40 mans. All 25 people need to be paying attention, and performing their role. No longer can you have 5 or more players just along for the ride.

      As to cookie-cutter specs: While yes, do do still need to spec for your role with a viable PVE raid spec, there are many, many more choices and roles any individual class can pick. Shadow Priests, Moonkins, Prot Pallies, Feral Druids, DPS warriors have important roles to fill. Classes that can't fill multiple roles, do have different viable PVE raid specs.

      Now there are still specs that are pure PVP and not optimal for raiding. But even some of those are decent enough for raiding. And some can actually be used for both with no detriment to either.

      Within that, there are even more options among a certain tree that you can pick.

      If you're someone who wants to be truly unique and pick something completly random, then no you won't be good for raiding. But you'll pretty much suck at everything else too.

      > By forcing smaller groups, they caused both an increase in smaller, tighter cliques of players, alienating many on the outside.

      Going from a larger number to a smaller number obviously some people had to be excluded. But in reality that wasn't why many guilds impleded. Instead it was because many raiding guilds were not equipped to become leveling guilds, and the difference in character interaction.

      On top of that you had to go from a large guild that could fill a 25 man raid, but were forced to do multiple groups in 10 mans. (That was more the issue than picking 25 man as the top number size of a raid). Whch as you pointed out created cliques, and often unhealthy competition, feeling of being an outcast that came with multiple groups.

      Blizzard isn't making that mistake again, in WotLK if your guild wants to progress along the 25 man route, they can do that from the first raid instance to the last. (There will also be a 10 man tuned version of all instances as well for smaller guilds that don't want to fill 25 man raids).

    7. Re:Already lost them... by Anonymous Coward · · Score: 0

      Indeed TBC pretty much busted apart end game guilds and left many of the hardcore players burned out or just not intrested in lather rince and repeating forever in the name of progress. Bring on SC2!!!!

    8. Re:Already lost them... by rpillala · · Score: 1

      At the same time, the non-cookie-cutter classes were made more viable by gear improvements and talent revisions. This was intended to make forming a raid easier, as many classes could fill the roles typically held by a single class. Instead of embracing this, the raiding population zeroed in on the unique benefits of each hybrid, and the "synergies" and raid composition became as boring and exclusive as it used to be.

      Also FYI Blizzard has stated that in the expansion, raids will have a 10-player mode and a 25-player mode where completing one will unlock the other or something like that.

      --
      When the axe came to the forest, the trees said, "Look out - the handle was once one of us."
  39. Re:In my opinion, 2.4 sucked a lot of fun out of i by idlemind · · Score: 2

    He's saying that in order to do something new or something that you enjoy within the game you are forced to grind first. It would be like if Tetris required you to get 100,000 points in single player everytime you wanted to do multiplayer.

  40. Re:In my opinion, 2.4 sucked a lot of fun out of i by mwyner · · Score: 1

    I never wanted to raid or do any of that stuff. I leveled to 70, doing instances along the way to get better gear. Now I'm at the point where to get better gear than what I have I either have to a) grind badges b) get PUG to do heroics lasting 3-5 hours and *maybe* get a drop I can use c) grind PVP d) grind dailies. I love doing the quests, but none of the quests will give me any gear upgrades any more. The dailies were fun initially, but seriously they get old fast. I just canceled my account.

  41. WoW has always done this. by Anonymous Coward · · Score: 1, Insightful

    WoW has been doing this since the game began. As they release new content they make the older content more accessible. If they didn't do this, new players starting the game would have to spend incredibly long periods of time in order to catch up to people who started before them. It is a structured and planned out process designed to keep pulling new players into the game and to help advance Blizzards #1 goal which is profit.

  42. Re:In my opinion, 2.4 sucked a lot of fun out of i by BobMcD · · Score: 1

    What he said...

  43. Blizzard's goals aren't yours, sorry! by Anonymous Coward · · Score: 0

    As someone who's been playing wow since the first month of release, I'm continually awed by their good decision-making. People have to understand that the game changes because it's dynamic in the real world too. Farming is waaayyy more of an issue now than it was in the past (whether the farming is done by a bot or by someone in a foreign country...)

    I personally think the introduction of dailies is brilliant, because it draws a distinction between doing a "job" to make money, or making money on your own terms. Likewise I like the change of raid size from 40 to 25. 40 was too many! 25 achieves the same effect (having to coordinate your efforts with a lot of people) but shifts the group effort from "add up our damage and maybe it'll be greater than the hp of the boss" to, if anyone in the raid screws up, we're all dead - whether it's dancing around (some fights are like the hokey pokey, others are like musical chairs). All of it adds up to a very brilliant system that yields rewards both tangible (if loot be a tangible thing) and intangible - namely, comraderie. It's unlikely you'll be taking down Kael unless you're with a group of people you've formed a bond with, each of whom is familiar with and can trust the others.

    And remember, the highest end loot in the game isn't just there to reward the d00ds with the most free time on their hands (trust fund kids, students). Blizzard wants those people wearing that gear in public as a carrot on a stick to other players. That only lasts for so long, and then you have to ease the restrictions on other players so they can get a taste.

    Attunement's purpose is to control the pace at which players can enter higher end content, like a governor on an engine. When Blizz releases new content like Sunwell, they take the governor off because the maximum speed of the engine has been raised. Capisce?

    I still say gamers who complain about wow mostly are upset because once they get to the top, they can't sit on their laurels forever. Sorry dudes, this isn't a static game, it's a world. You want your high score at the top of the list forever? Go play space invaders... it's cheaper

    -ac

  44. Re:In my opinion, 2.4 sucked a lot of fun out of i by Anonymous Coward · · Score: 0

    There shouldn't be ANYTHING in the game that requires killing more than 100 of the same thing to get. If I want to try some item or try making something please don't make me gather 21000 rep points by killing the same damn thing hundreds of times. That isn't fun, that is assembly line work. Sure I don't have to grind, but if I don't I miss out on good sized chunks of the game.

  45. The sky is falling...or maybe that's a new spell by Anonymous Coward · · Score: 0

    I've been both a casual player and hardcore raider. Currently I'm a casual player. The switch back and forth is driven by my real life, not the game, which is holding remarkably stable despite some changes that sound big on the surface. The point made about daily quests and gold inflation is right on, as is the comment about the transition to 25 man raids from 40 leading to the breakup of guilds.

    As for the changes in 2.4...the big change was the attempt to reduce leveling time between level 30-60. This was simply a balance for the increase in level from 60-70 that occurred with the release of The Burning Crusade expansion. Time to level a character is still around 8 days of playing time.

    The removal of attunements was simply a way to allow skilled players to rapidly level new characters and get back into the raids they were already familiar with. Getting in doesn't mean beating...but at least those players don't need to go back to farming 5 man or 10 man dungeon content just to make attempts on the Lurker in SSC.

    My take is that the changes are evolutionary and have little or no impact on the number or quality of players that raid. The real change happened a long time ago with the introduction of arena play in place, or more accurately, in addition to battleground PvP play. The arena PvP environment is an attempt to create a Half-Life/Quake/Counterstrike type environment in WoW. Any player can easily get the PvP gear within a few months of casual (~1-2 hours per day) play. Even bad/novice players earn points in the arena system, points that they can use to buy gear that equals the gear hardcore raiding guilds will spend months pursuing. I recently leveled a second character to 70 and I'm already 2/19ths of the way to outfitting that character to be the equal of 75% or more of the other players on the server...that's just with some casual PvP play.

    So no, the sky is not falling on WoW. It's changing slightly but not that much and the biggest change is the addition of the arena PvP system, which is a more regimented version of the old battleground PvP system.

    And those hardcore gamers that do leave WoW will either be the impetus for the next great MMO(RP)G or they'll be back in WoW before long, or maybe they'll just go outside and pickup mountain biking instead...it's all good.

  46. Risk when selling accounts? by gknoy · · Score: 1

    There are still new players coming in (still got 330$ for my Rogue), but WoW is loosing a lot of experienced players currently.


    How do you sell a character, yet mitigate the risk of identity theft? When I consider that my Blizzard account has both credit card information and personal information about me (name), I'm hesitant to sell my character -- especially as the backing of gold/character selling sites are often of questionable origin. However, the prospect of Getting Out is tempting -- while I do enjoy some aspects of play, the money (and the chance to jump at a new game? ;)) is tempting.

    Any advice on this would be interesting. :)
    1. Re:Risk when selling accounts? by mseeger · · Score: 1
      Hi, How do you sell a character, yet mitigate the risk of identity theft?

      He gets my name with any ebay transaction anyway. All other data may be changed/deleted before you hand over the account.

      Avoid the noob error of not changing the account password before handing it over. Most people use the account password for several othet sites as well.

      Regards, Martin

  47. Nothing to see here, move along... by Kjella · · Score: 1

    What's the cheapest way to make new content? Not make new content. Thus, the casuals will get to play whatever the raiders played only later. As for the wear and tear, that's natural as the most intense grinders to nothing but eat, sleep and grind (and usually not enough of the first two). After a few years sanity should return to them as is natural, usually related to something like "get a job you lazy college-dropout, you got rent to pay". MMORPG characters are like a stock bubble in progress, you can make money passing it off to the next guy but there's no lasting value. A character left for dead for a few years would be ages behind on levels and equipment and nearly worthless. Ah well, I don't care either way as I spent way too many years hacking away at dungeons as teenager, the appeal is dead. I do think that if I was born 10 years later, I might have been a WoW grinder gone WoW burnout by now.

    --
    Live today, because you never know what tomorrow brings
  48. The problem with multiplayer dungeons by maillemaker · · Score: 1

    One of the problems with these persistent, massively multiplayer games, like EVE, or WoW, is the barrier to success seems to be immense. I downloaded the 15 day trial for EVE. It seemed very cool. But it also seems like in order to become a big deal in the game you'd have to put in thousands upon thousands of hours. Thus such games have little appeal to me because I don't have the time to invest.

    So I can understand the motivation to make the game more appealing to casual players in order to gain market share.

    --
    A work that expires before its copyright never enters the public domain and thus enjoys eternal copyright protection.
  49. Killing Raiding by Aereus · · Score: 1

    The reason raiders are angry is not because casual content is being added, but because the focus is being switched mid-stream. Not only with the new content coming out, but with changing of the old content as well. It's basically pulling the rug out from under the raiding community which Blizzard had supported well to this point. And the raiders also have a lot more invested in their characters. It's basically killing raiding overall, because the more casual players getting into raiding now tend to lack the determination to wipe for many nights learning bosses. They expect them to all fall over dead in 3 attempts, and after the first week where they have to spend 5hrs attempting one boss they're ready to quit. (And usually blame the guild for "sucking")

    1. Re:Killing Raiding by bigstrat2003 · · Score: 1

      What the hell are you talking about? I'm aware of no changing around of the focus of raiding.

      --
      "16MB (fuck off, MiB fascists)" - The Mighty Buzzard
    2. Re:Killing Raiding by lnjasdpppun · · Score: 1

      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.

    3. Re:Killing Raiding by murdocj · · Score: 5, Insightful

      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.

    4. Re:Killing Raiding by madjia · · Score: 1

      I wish I could give you mod points!

      Play the way you enjoy the game, no one is hurting each other by either raiding on one hand or playing casually (and still "working hard" for good rewards, only in a different way!) on the other hand!

      I never understood the hate between the groups

    5. Re:Killing Raiding by bigstrat2003 · · Score: 1
      No it doesn't. Making good gear available to others, and making it easier for others to access the raids, does not devalue raiders' accomplishments in any way. So, you completed the attunement quests for Hyjal/BT. Big whoop. That's what the "Hand of A'dal" title is for, to give players some recognition for that achievement. In the end, you can always have the satisfaction of having done these things when they were harder.

      Unless, of course, you just care about keeping others out of your little club. Then there's no help for you, but you're also a prick in that case, so no one cares.

      --
      "16MB (fuck off, MiB fascists)" - The Mighty Buzzard
    6. Re:Killing Raiding by platypussrex · · Score: 1

      That's exactly it. The same hard core raiders who are whining here are the ones who talk about "ghetto epics" for ones you can buy with PvP honor. For these poor souls, it's not enough to get the gear, in order to maintain their self esteem, they have to prevent others from getting any kind of good gear at all. I feel sorrow for them.

    7. Re:Killing Raiding by Maria+D · · Score: 1

      One legitimate problem "handout epics" can cause raiders is to make recruiting process a tad more hard, because just the numbers (e.g. +healing or +damage) do not tell the story anymore. But guilds who only look at numbers while recruiting deserve whatever problems are coming their way, anyway. It takes just a couple of minutes to interview the person about the raid experience.

      On the other hand, being able to gear up alts decently and to substitute that much needed alt healer or crowd control, now in decent gear, instead of canceling the raid, has been of tremendous help to all raiding guilds I know. Instead of running something like Molten Core all over again for all the alts, you can PvP or do heroics or craft gear on your own time and have the alt geared well enough for the guilds' needs.

      Another problem I see is that guilds like "Death and Taxes" run through content faster than it can be added. If you just make the content harder (e.g. Naxx with only 5% of the population seeing it), you run into other problems. If you just make more of the content, for example, issue ten dungeons all at the same level of gear, you confuse and bore people and destroy the sense of progression - maybe. So it's a dilemma right there: how do you tune the speed of progression through the game.

  50. Dont forget by RomulusNR · · Score: 1

    ...about expansion packs. Of which to date there has been only one.

    Nerfing the base level game will make the harder gamers (the ones looking for new challenges) more interested in future expansions. Casual players (like me) won't care about the expansion packs as much (whee, a blue-colored race, and 10 extra levels that I'll never reach!), but the gamers looking for more will be even more interested in them.

    Otherwise, a few $20 expansions later, the hard gamers will start to get burned out on buying expansions. But now they will want the expansions to retain challenging gameplay.

    --
    Terrorists can attack freedom, but only Congress can destroy it.
    1. Re:Dont forget by Knara · · Score: 1

      Just a tidbit, the "blue colored race" in WoW actually had one of the best content updates and 1-20 playing experience in all of WoW that I'd experienced to date. It was the only time playing that I actually felt like I'd accomplished something.

      Then, after that, it was all "normal WoW" and I lost interest again.

    2. Re:Dont forget by ildon · · Score: 1

      Note: The Blood Elf starting area is even better than the "blue colored race" one.

    3. Re:Dont forget by fractoid · · Score: 1

      Only if you like killing dead things and ghosts. Luckily I do. ;)

      --
      Rampant carbon sequestration destroyed the Dinosaurs' tropical paradise. I'm here to help repair the damage.
  51. I Agree with GP by Zancarius · · Score: 2, Insightful

    It's really rather hard to say, but I'd be willing to bet that the casual gamers bring more money in. However, it does depend on their economic situation. I'm a casual player of WoW and spend maybe a few hours here and there during the week/weekends, but I pay largely so that I have the game available as an entertainment fallback in the event I grow bored of other hobbies. If my guild is any indication of this demographic, we have a large number of working professionals who keep their accounts active solely for the purpose of having it available. I've been a paying customer since release and have never once cancelled, but then again, I haven't played nearly as much as some of my friends who are hardcore raiders.

    I think much of the development effort goes into the hardcore segments simply because they are the most vocal. It's also possible that they receive more of the attention because casual gamers might look to them for the "next big thing." Failure to keep the hardcore gamers entertained well enough, and they are much more likely to dump the game for something else that comes available on the market. I recall that many of the hardcore sort from my realm dropped WoW as soon as LotR Online was released. Some of them dropped LotR Online within a few months and returned--others, well, I assume the remaining segment for which no rumors persisted must have grown up and gotten jobs or went off to university.

    But, this is all contemplation based upon anecdotes. It certainly is possible that Blizzard develops most of their content for the hardcore segment because they might bring in the most steady amount of revenue (the 80/20 rule might apply here: 20% of the customer base brings in 80% of the revenue). On the other hand, it's also possibly a case of the squeaky wheel getting the grease. The market segment which is most noisy is the one that a) consumes the most resources (bandwidth, server time, etc) and b) requires the most development time. Thus, I really don't see how the casual gamer market would necessarily be a losing battle--if they pay for time and bandwidth they never use, it's at least 90% profit for Blizzard.

    Looking back on it, I think it might be more applicable to compare WoW to ISPs (usage patterns do depend on the demographic and communities served, however). There's a significant number of users--although I'd wager it's less than 30-40%--who may pay for the lowest tier connection they can get away with but they use it only for e-mail and seeing pictures of the grandkids. Are casual gamers the "grandparents" of WoW who just log in periodically for a brief fix? It's hard to say, and I'm sure Blizzard would be wise to keep such numbers a closely guarded secret. Thus, one can only conclude either (or both) of the following: a) hardcore gamers bring in the most revenue, thus content is developed with a focus on them or b) casual gamers bring in a fairly significant chunk of cash and require the least amount of development time, therefore it is prudent to develop some content within easy reach of the casual gamer.

    Keeping this in mind, think about some of the recent announcements regarding WotLK. It is rumors that even the Arthas encounter is going to be a 10-man instance with an option for better loot and a 25-man raid. I'm wondering if this change is intended to help casual gamers or smaller groups of an expected dwindling hardcore population? Regardless of which of these might be true, Blizzard is probably very well aware that its audience isn't getting much younger. My realm is a good example of this: Most players are working people and professionals now, whereas when it started, most of us were either just starting university or graduating high school. Now, however, most people are starting to move on in their adult lives and have little extra time to deal with (some are also going into graduate student programs). While this is only representative of my realm, I'd imagine it's a general trend across the entire playerbase. If Blizzard doesn't appeal to casual gamers, it's going to lose them to games that do.

    --
    He who has no .plan has small finger. ~ Confucius on UNIX
    1. Re:I Agree with GP by Duffy13 · · Score: 1

      First of all, I apologize for my earlier block of text, forgot to switch to plain text. Secondly, well said. I pretty much agree with you on the points concerning revenue, and even then my minor qualms are just possibilities, not quantifiable without statistics from Blizzard. However I find it interesting and worth mentioning the difference in guild demographics. My raiding guild is made up of about 50/50 professional adults and, for lack of a better term, adolescents/pre-professional adults. Several are married and have children, we even have a couple that raids together. Now, from my previous experience up until I joined this guild, I was generally in the same boat as you described, either wholly casual or wholly hardcore raiders. The major contributing factor to our somewhat unique demographic and success, I think, stems from a simple raid schedule. Monday through Thursday, from 8pm-11pm; the "prime time" slot. Basically time that the average professional is wasting away in some form of relaxed entertainment anyways. Just an interesting demographic, once more we require fun statistics we don't have to see any interesting trends. As for the hardcore being the most vocal, my immediate reaction is to disagree, thought again I can only go off personal experience. The separation of PvE and PvP I believe diminished a large amount of complaints on both sides, and was the correct choice to remove the inherent competition between the casual and hardcore styles of play. Hopefully, WotLK will continue this trend, I think they are going the right way with 10 and 25 man raid progressions. As I said earlier, striking the balance will be the key to success. Also, since you've brought it up, I'm curious if the change is not solely for casuals but to also for a possible dwindling in the hardcore population.

      --
      "Now you know, and knowing is half the battle!"
    2. Re:I Agree with GP by Zancarius · · Score: 1

      However I find it interesting and worth mentioning the difference in guild demographics.

      In my particular situation, I think it's most likely server demographics. I play on Terenas (effectively a day zero server, although it wasn't one of the initial servers in the pool until a few hours after launch). The realm itself is quite poorly progressed compared to others and its population now--near as I can tell at least, from anecdotal evidence--is comprised largely of working individuals who haven't much time to play the game. There is still a "hardcore" population but that population is a shadow of its former self. Many of the original players who prized themselves on seeing new content before anyone else have since moved on to other realms or quit the game entirely. I don't think my realm is necessarily representative of all (though it might be representative of those that have large working populations or professional populations). So, you're certainly right, demographics play a huge role. As such, different demographics are more willing to devote more time and others are less willing to devote the same.

      The separation of PvE and PvP I believe diminished a large amount of complaints on both sides, and was the correct choice to remove the inherent competition between the casual and hardcore styles of play.

      I think this is a really good point, and it's also ironic that the PvP element (particularly the hardcore PvPers themselves) isn't much different from the PvE side. Hardcore PvPers complain about the ease with which gear can be attained, and Blizzard complies by slapping rating requirements on various pieces of gear to make them available only to groups that are able to perform reasonably well. Of course, this is used as an e-penis inflation device by those who somehow think game achievements are grossly important, but that's beside the point. What many of the hardcore PvPers neglect to consider--and I think this holds true for the similar mindset that exists in PvE--is that increasing progression and better gear affects the progress of new players and those who have alternate characters they wish to level up. I do think this is an issue more pertinent to PvP (resilience requirements now notwithstanding), but I find it rather interesting that the same complaints faced in PvE with regards to removing attunement requirements and more easily attained raids is homologous to that in the PvP element. It is also rather interesting that Blizzard has been more interested in addressing the complaints of the small hardcore PvP population subset by way of rating requirements on specific pieces of gear while they have simultaneously loosened requirements on PvE encounters. Honestly, I think this is because Blizzard intends to allow the arenas to carry much of the game while the Sunwell keeps the remaining raiders busy. Having said that, I do think that's also why WotLK content is going to be more targeted toward casual players by introducing every raid as a 10-man instance. Perhaps they expect the hardcore PvE population to eventually dry up, much of it moving toward the arenas and assorted tournaments (isn't that what Blizzard is quite obviously focusing on anyway?).

      Hopefully, WotLK will continue this trend, I think they are going the right way with 10 and 25 man raid progressions. As I said earlier, striking the balance will be the key to success.

      I appreciate your optimism, and it's certainly a breath of fresh air. I think Blizzard has learned many valuable lessons about the changing demographics of an extraordinarily popular MMO. In fact, I think there's many lessons that they had to make up as they went along, solely because no one else has quite managed to do what they have done with this genre. I'm not holding out much hope myself, simply because I've lost a great deal of interest in the game, and I have a nagging suspicion that WotLK is just going to be TBC v2.0 (only with more well-thought out plans re

      --
      He who has no .plan has small finger. ~ Confucius on UNIX
  52. Clicking ain't so easy... by sabt-pestnu · · Score: 1

    I've seen (sub) games where the challenge WAS clicking (on a particular thing). I'm thinking of a macintosh word/math/puzzle game from the mid '90s, whose name I forget... had something to do with the journey of the number '3' from some file, and getting lost in the system...

    That particular puzzle was that the maguffin would run from the cursor when the mouse was up, but was just fine when you had the mouse down...

    But this is entirely irrelevant to everything but the troll above... To which I say,
    "you don't want me, you want my big brother! He's got much more content than me, and he'll be passing by this thread any comment now!"

  53. EVE by pbaer · · Score: 1
    Like someone else said, there's always EVE-online. No box or expansions to buy, $15 subscription. Not for everyone, but it's a solid game. They still have the 14day free trial and the upcoming expansion is aimed at shallowing the curve between pve and pvp. Okay with a player run economy there really isn't such a thing as pve, but missioning is pretty close to traditional pve. The things you need to keep in mind about EVE is that it's a sandbox and the best content is player made.

    Did I mention it runs on Linux?

    --
    There are 11 types of people, those who know unary and those who don't.
  54. Re:In my opinion, 2.4 sucked a lot of fun out of i by Anonymous Coward · · Score: 0

    Actually, I rather like the last changes. The dailies make it much easier to cover the costs of raiding (which haven't gone up much, even counting consumables and enchanting mats); getting badges from raid bosses means that it's not that hard to get a few badge items to fill those annoying few slots you never get drops for, and grinding enough honor for one or two pvp items doesn't honestly take that long.

    Basically, what 2.4 comes down to for me is that it's now much less of a chore to pay the expenses. This actually reduces the amount of mindless repetition i have to do, so no complaints.

    Of course, it does help that I'm in a semi-endgame guild - we cleared BT for the first time two weeks ago (and we've been slowly progressing towards it since the burning crusade first hit). There's no "mindless grind" because there's a definite, if slow, progress from week to week, and yet we're slow enough that it's possible to keep up (and we don't run out of content).

    Besides, your last point falls a bit flat - it's never been easier than today to catch up to the late-game (though not the absolute endgame - sunwell is harsh). Leveling was made faster, heroic keys easier to get, the badge loot lets you gear up to a higher level than ever before before you ever enter a raid, and you don't even have to do any attunements anymore.

  55. You're forgetting... by Anonymous Coward · · Score: 0

    About EVE online... if you want a challenging MMORPG.

  56. That's actually what they did. by Calledor · · Score: 2, Informative

    In 2.4 Blizzard released the Isle of Quel'dollar. Apparently it is the island where all the gold farmers go when they die, because without an epic mount or even a functional cognitive system you can do quests that give you hordes of gold. These quests range from "kill this type of thing" to "fly on this and bomb that" with an occasion al "zap this, or kill that to get this item". Not saying I expected a lot or wanted it but I wouldn't say this was a huge patch for non-raiders. In fact it was sadly the first added content patch (major one at least) that I can remember that didn't have a significant world event associated with it (Diremaul was met with little fanfair). AQ and the scourage were both rather neat, and I really enjoyed the missions to go out with friends and kill invading NPCs. Now the invading npcs are permanent, but you're only going to encounter them on QD and they aren't particularly threatening. It was basically the Burning Crusade opening all over again with about 1/100th of the effort applied.

    1. Re:That's actually what they did. by Anonymous Coward · · Score: 0
      The content is the world event. Realms opened up with only a couple of the new quests available, and when enough people did them, new ones opened up. There were several tiers of this until all the quests were opened, and the new raid zone became available.

      It's just like the AQ gates except this time they get opened by people doing the daily quests and not just turning in materials.

  57. Explain this to me. by Calledor · · Score: 1

    You're playing an MMO. You have a job, a family, and friends (it's possible). You have one level 70 (whatever the end game cap is). Given your time constraints you do not have time to level another toon, but you'd like to explore the majority of the game as a different class. What pray-tell is the reasoning of making someone go through the first 20 or 30 levels without access to most of the abilities and a mandatory tutorial experience to get another end game character? I killed every boss in ever dungeon before end game, do I really need to kill them again on my priest/mage/warlock? I won't being wearing any of the stuff five levels past when I got it. Do I really have to be a whipping boy on PvP servers for disillusioned 70s who need to take out their excessive amounts of free time camping my 40 level lower toon for the duration of my leveling experience?

    If there was a means for me to play all the classes towards the end game (where players actually can still be found in the double digits, "Barrens chat...is anyone there?") I'd play the game probably ten years because I would have a variety if characters and play styles to utilize when I'm not working, on vacation, sleeping etc.

    On another note...Hey, look at that, we have 25 people online to raid, but no healers, or no tanks or, whatever. We do have them? Fantastic. Can we play the raid dungeon on a non-heroic (easy) mode first to get the feel of the encounter? Ah, I see, well then, glad to know a sense of realism is kept in place where I can talk to gnome named after a star trek character and standing next to a teleporter. Wouldn't want myself to actually play the parts of the game I paid for now would I?

    1. Re:Explain this to me. by fractoid · · Score: 1

      Roll a hybrid and respec at will? I find I tend to have pairs of characters as my 'mains' that between them are good at all aspects of the game.

      As for your complaint about dungeons needing you to actually have something approaching class balance - in the next expansion all raids will be double balanced as 10-man and 25-man. So basically you'll have a 'normal' mode 10-man, and a 'heroic' mode 25-man, which is basically what you're asking for. Unless you want to be able to tank Naxxramas 2.0 with your mage. In which case, no.

      --
      Rampant carbon sequestration destroyed the Dinosaurs' tropical paradise. I'm here to help repair the damage.
  58. This probably true by Calledor · · Score: 1

    But also it is probably the case that most people subscribed today were hardcore at one point, invested a lot of time and money and refuse to let their character go because of that.

    Why do people need to grind to see the ecounters end game? Why can't (for fun, remember fun?) they just have a scalable difficulty for raid dungeons? I don't want them to tweak the number of people that can go in, I want gear proportionate to the effort put in by those involved. Instead of one or two epics ( a crime even on the normal setting) an easy mode should drop a ton of blues, truly each boss in a raid should drop enough loot for at least a third of the people in the raid to get geared up, if not half (a far more reasonable number).

    There is more complex, rich, and RPG content that is completely inaccessible to most people at the end game than there is in the rest of the world. It's a damn crime.

  59. Was it really fun? by Calledor · · Score: 1

    I mean honestly? After you got to 70? After you got to 60 and had to wait for 70? During all those days you couldn't raid or see new content because of drama, lack of people, lack of gear. Did you really enjoy most of your gaming experience? Was it fun? Take away the boss kills, the hard fought ones, and factor in everything else.

  60. Amen to that by Calledor · · Score: 1

    Though seriously, are you worried about the dumbing down that comes with being "casual" or being "an idiot". I have met some seriously hardcore retards that played for more hours a week than I thought was possible for anyone but a 27 year old-millionaire-paralyzed-asocial-eunuch. Ensuring that people have to be basically competant at lvl 70 or 60 or whatever by requiring them to spend days of their life getting gear to do something at the end game is pretty sad. Computer games do have an element of skill and WoW was never all that steep. Situational awareness, key-bindings, spell choice, were all fairly dumbed down for everyone but the most insane PvPers, and that was always the case. Being "casual" and competed was never a problem, it was being "stupid" and addicted that killed the game for most.

  61. Idiots by Anonymous Coward · · Score: 0

    Blizzard owns you.

  62. Churn by bug1 · · Score: 1

    No doubt a lot of people quit WoW and never return, this increase in subscribers is obviously bigger than the number who quit, so churn is a good word to use.

    If a new game (maybe AoC) gets a good rep then all the new blood will be going to it, new WoW subscribers will dwindle, the exodus from WoW will increase and they will start talking server mergers.

    Nothing lasts forever.

    1. Re:Churn by mrbooze · · Score: 2, Insightful

      Yes, I'm sure when Blizzard shuts down their servers some day, they will have to wipe their tears with their giant piles of money.

      Who says anything will or should last forever? WoW has been an objective massive success by catering to the more casual mmo subscribers. The fact that one theoretical day WoW may shut down or limp along with only as many subscribers as UO and Everquest do now doesn't change that fact one tiny bit.

    2. Re:Churn by DMUTPeregrine · · Score: 2, Interesting

      They might also work it like EVE: release an "expansion" pack that updates the engine. No WoW2, just an expansion that costs as much as a full game. This would avoid fragmenting the userbase.

      --
      Not a sentence!
    3. Re:Churn by bug1 · · Score: 1

      You said more and more casual players are subscribing to WoW, i offered an opinion that they are churning through players.

      What is to say that the increase in subscribers arent hard core...

      You seemed to be implying that blizzard (owned by vivendi of MPAA fame) can do no wrong.

    4. Re:Churn by varcher75 · · Score: 2, Interesting

      Most industry insiders report that World of Warcraft has a relatively low churn rate. About 4 to 5% montly. If you started playing at launch on Nov. 2004, you have a 20% chance of still playing.

    5. Re:Churn by kikito · · Score: 2, Insightful

      Nothing lasts forever. Except Starcraft :).
    6. Re:Churn by PaladinAlpha · · Score: 1

      This. I mean, seriously. It is AMAZING how many people are still playing StarCraft. Completely amazing. I'm suprised they've taken so long at deveoloping StarCraft II -- but they bet that no one would take their pie and they were right, I guess. Don't let me sound derisive -- SC is an awesome game, and I've had much fun with it. WoW has kind of disillusioned me, but I'm huge on looking forward to SCII.

    7. Re:Churn by GigaplexNZ · · Score: 1

      Most expansions cost as much as a full game. Also, Blizzard have already released an expansion and another one is coming this year.

    8. Re:Churn by Overly+Critical+Guy · · Score: 1

      Only in Korea. Oh, wait, so that's why Blizzard is obsessed with making WoW all about the Arena.

      --
      "Sufferin' succotash."
  63. Small Groups are where it's at by Anonymous Coward · · Score: 0

    I have done my time in Raids (Pre-BC as well as up to TK in BC). Sure i got nice loot but each time I stopped and quit mostly because it simply was just not as fun as questing with 2 or three of my friends. Sure I might not get to topple some 6-story tall monster, but I get enjoyment from my interaction and it doesnt feel like I just punched in for my other job.

    I think Blizzard got it right with Kara and Heroics. Now I only need a few of my friends together, and get some nice loot while having fun.

    This is the core of the WoW community and the raiders should be secondary to that.

  64. Is this Slashdot anymore? by wye43 · · Score: 1

    Looks like WoW has transformed Slashdot into a Thottbot comment page. "Huntah itam?" *runs away scared*

  65. Thrive on new challenges? by Pikathulhu · · Score: 1
    Video games are generally contrived to put some success within your reach, if only you'll play for just a while longer.

    If you're not hacking/exploiting, your MMO successes fall within the scope of the designers' vision, and there isn't anything to be very proud of in the first place. You've merely completed the exercise.

    If you're bothered when lower-end game content is re-contrived for a different audience, then I bet you're just envious and/or ashamed about your sunk costs.

    But you'd be right that challenges acquire importance by not having a planner make them achievable for you. You're just having trouble accepting that that was the case for your own apparent challenges too.

    I guess I'd accept that downing pre-nerf M'uru is about as significant as devising a slightly personalized way to tie your own shoelaces ... but what getting a life really means is taking on all the challenges that are hard by lack of design.

  66. Summer by Anonymous Coward · · Score: 0

    Many people tend to go outside than playing videogame when summer comes. I understand, if some people to fail to understand this though.

  67. HC Casual by Anonymous Coward · · Score: 0

    The HC guilds on each server actually drive the casuals more than I think people realise. The HC guilds give everyone something to look up to and aspire to, not to mention release the "epic" patterns and materials to those who cant reach them yet.

    Currently there is a drain of skilled players (yes they do exist) in most HC guilds, to the point that my old server is about to collapse with 2 of 3 SWP guilds about to fold due to lack of membership.

    Old hands are continually frustrated by people that have no idea about the game mechanics coming into the guild to enable them to raid with sufficient numbers, which in the end spend most of their time wiping the rest through retarded mistakes. The social and progression cohesion that used to be part of WoW has been irrevocably lost. You could argue that this is down to the many paths scenario that has been opened, where players can gear to end game levels through running "crap" instances repetatively (anyone who has played for a while had 500+ badges laying around doing nothing at the last patch), or via PvP easy rewards.

    The whole game has lost its liniation and devolved into many many many guilds creating and recruiting JUST to run Karazhan and get badges. There is no real character progression when someone who has no idea how to hold a bow or use a pet turns up with equivalent t6 gear (huntards I am looking at you).

    Instance loot used to be a "badge of honor" showing your progress and ability within a team ... now its akin to a mark of dishonor and "zomg you have no life".

  68. Yeah no by Anonymous Coward · · Score: 0

    It isn't like WoW raids are that difficult anyways. Between CT Raid Assist and Ventrilo, mediocre guilds are good raiders having that kinda crutch.

    I think whatever changes Blizzard makes are an effort to attract more accounts. Losing five percent of your subscriber base isn't a real big deal. Not providing content for the remaining 95% is a big deal.

  69. I'm a huge gaming fan, but by omfglearntoplay · · Score: 1

    But as for the likes of MMOs that eat away tons and tons of time, I think Blizzard would be morally correct to actually provide an "ending" in whatever form it would be to get high level players off this game. Really, it has been a small factor in destroying more than one person's life that I know. Not to say it's Blizzard's fault, but it is something they should consider.

  70. Re:Marathon Analogy BS by Anonymous Coward · · Score: 0

    A real marathon analogy would have you forced to stop at 100-500 yards (or force you onto a treadmill at that point, never to progress beyond it), while the remaining xx miles is 'hardcore'-only content.