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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?

16 of 328 comments (clear)

  1. 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 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.

    2. 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
    3. 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.

  2. 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 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

  3. 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 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: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

  5. 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!
  6. 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
  7. 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.

  8. 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!

  9. 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
  10. 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.
  11. 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.