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World of Warcraft Finally Loses Subscribers

bonch writes "After seven years and a highpoint of 12 million subscribers, World of Warcraft has seen a loss of nearly one million subscribers in the last six months for the first time in its history, according to Blizzard CEO Mike Morhaime during an Activision earnings call. However, the game remains the most popular MMO, and Morhaime said Blizzard plans to reverse the trend with fresh content. Some believe that the loss in subscriber interest is a sign of the game's inevitable twilight years. Blizzard also recently received a trademark for 'Mists of Pandaria,' fueling speculation about the next expansion pack."

413 comments

  1. It feels old and already seen by CaptainInnocent · · Score: 3, Interesting

    Personally, and for many others, the constant feeling of grinding did it. RIFT is a much more fun game, it has a lot of variety and you get to the fun stuff right from the beginning. EVE Online has a huge interesting world where everything goes, and is tailored much more towards PVP. World of Warcraft is just too much about PVE and grinding that environment, which really isn't that fun, especially considering it's an MMO. Even withholding the MMO games, there are so many absolutely fantastic games coming out now and in the recent years that I'm not surprised people feel bored with WoW. It's only going to be worse for WoW, with Battlefield 3, The Elder Scrolls V: Skyrim and many more fantastic coming out really soon.

    1. Re:It feels old and already seen by Anonymous Coward · · Score: 0

      Is there really that big of a crossover between Battlefield and WOW players?

    2. Re:It feels old and already seen by Jafafa+Hots · · Score: 4, Funny

      I always referred to playing WoW as "running errands."

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      This space available.
    3. Re:It feels old and already seen by Gaygirlie · · Score: 1

      RIFT is a much more fun game, it has a lot of variety and you get to the fun stuff right from the beginning

      What? RIFT is exactly what WoW is, only with different graphics and apparently no support for phasing of content meaning the game world is even more static than in WoW. The only thing going for RIFT is the more interesting class/spec system, nothing else.

      I'm personally eagerly waiting for Guild Wars 2; from everything I've seen and read the developers are atleast trying hard to rethink old conventions, ditching the whole tank-healer-dps system and whatnot. And well, it'll obviously come with updated graphics. I'm atleast getting somewhat tired of WoW's low-poly models and things that haven't changed at all in all these years due to how the game engine was designed back in the days of vanilla (you put on a dress and your god damn legs disappear from beneath o_O)

    4. Re:It feels old and already seen by mikael_j · · Score: 5, Informative

      EVE Online has a huge interesting world where everything goes, and is tailored much more towards PVP. World of Warcraft is just too much about PVE and grinding that environment, which really isn't that fun, especially considering it's an MMO

      Actually, WoW has become more and more about PvP. The problem though, from my point of view as someone who's played since "vanilla" but recently just kind of lost interest, is that most WoW players used to be primarily PvE players who enjoyed world PvP and the occasional battleground match. These days more and more players are "kids" who just care about the organized and ranked PvP, Blizzard even crippled world PvP on PvP realms (quickly respawning elite lvl 85 NPCs kind of take the fun out of the old-style world PvP in and around towns).

      I miss the fights in Hillsbrad or the horde invasions of Darkshire. Of course, back then there was also less of a gap between someone who was still leveling his/her character and someone at the level cap. If you were level 25 and in Darkshire when the shit hit the fan you could still put up a fight, these days when world PvP does happen it's always a bunch of lvl 85s with maxed out PvP gear who are able to tear through anyone but others who are also lvl 85 and in full PvP gear (PvE gear is useless for PvP these days).

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    5. Re:It feels old and already seen by Opportunist · · Score: 2

      Damn right. I mean, they have a mail system, but still you feel like a FedEx employee most of the time.

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    6. Re:It feels old and already seen by Canazza · · Score: 2

      People have tried ditching the Trinity, only to have it rear its head again later in the development, mostly because it's much easier to create content and balance for the Trinity (since it's been done that way for the last 10 years)

      I hope I'm wrong, it's always nice to see developers try new things, but it'll be interesting to see how they work in party-dependence into the game. It'd be a shame if it devolved into everyone being a self-healing tank that eats giants for breakfast and the only reason to group up is because you have to kill something quicker than you mana bar emptying.

      --
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    7. Re:It feels old and already seen by Opportunist · · Score: 5, Interesting

      A very good analysis.

      I started with WoW when it came out, returned from time to time, but it just can't captivate me any more. One of the reasons is what you describe.

      I'm an old school PvE player. Still I played EvE for a long time, for the PvP. But that's more a matter of logistics, not so much one of actual shooting skill. EvE battles are, IMO, over before the first shot is fired. But I digress. WoW was designed around PvE. PvP, outside of world-PvP on dedicated PvP servers, was an afterthought. IIRC it took like a year before battlegrounds came into existence.

      I'm actually surprised that Blizzard, after carefully avoiding pretty much all cardinal sins of MMO design and development (seriously, when I look back at the history of MMOs, I've seen my share of blunders and failures due to wrong decisions, be it balancing, content introduction or technical issues, and Blizzard so far avoided them all), fell into the old pit that spelled doom on so many MMOs: Do not alienate your core players by trying to cater to a fringe group that leaves you for another game. Most people I know that play(ed) WoW do and did so for the PvE content. The dungeon crawl, the item hunt, the raiding. Very few cared for battleground PvP (or PvP altogether).

      Now, they will certainly lose players to games that are more PvP centric. But trying to win them back could easily lose them the PvE players that came to WoW because it is currently one of the few good MMOs that center around PvE, items hunting and raiding.

      --
      We used to have a Bill of Rights. Now, with the rights gone, all we have left is the bill.
    8. Re:It feels old and already seen by lexsird · · Score: 2, Interesting

      I played WoW since the first two open betas, and recently, the last 6 months left the game. Once you level cap, then it's about gear. It's about a grind for gear no mater what you do. Gear is the high level content. PvP was an afterthought for WoW. Blizzard stumbled with it for years, doing massive nerfs, causing players to adapt to "Flavor of the Month" type game play, where you would just work on whatever class suited the system the best.

      Having two types of gear, PvP and PvE just made the game annoying at the end. I got sick of Blizzard messing the things, fumbling through patches with nerfs and buffs seemingly in all the worse places. One just dreaded new patch notes. Who was going to get fucked, and who was their flavor of the month? They never got the chinese gold farmers under control either, that was one annoying factor.

      As a player, I hated Chinese gold farmers and what they did to the game economy. I thought that it was culturally insulting as well. It showed massive disrespect for us and our gaming culture. I felt that only by carpet bombing them with nukes would our solution be solved.

      --
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    9. Re:It feels old and already seen by Anonymous Coward · · Score: 0

      Ganking quest givers is not "world pvp"

    10. Re:It feels old and already seen by Walkingshark · · Score: 2

      You also have to take into account the fact that they have come right out and said they don't have the tools to make new battlegrounds in any kind of economical time. So you end up on the same few maps over and over again, some with well recognized and established problems (many of which should have been cleared up before the map even left the initial design phase *cough*Alterac Valley*cough*). On top of this they decided that e-sport was more important to them than making the pvp game fun for a majority of the players, so in order to really compete you have to play in the arenas to get the best gear (because ultimately pvp in wow is a match of gear vs gear unless everyone is wearing the same item level).

      The lack of variety and being forced into small group team deathmatch, combined with the flavor of the month syndrome, killed the PVP game (some would say it was stillborn, I'd say the death knell was arenas).

      The PVE game is also fucked, but more due to lack of content beyond a single new raid in 8 months.

      --
      The world you experience is only a close approximation of reality.
    11. Re:It feels old and already seen by mr_gorkajuice · · Score: 1

      GW2 would be the title I actually trust to do away with the trinity. They can easily scale all content to be unsoloable, and still cater to the anti-social MMO-players through hired henchmen, a mechanism that has been in place since launch of GW1. On paper, the idea of having each class feature self-healing abilities with different restricting mechanics sounds like an excellent way to force each character to mind his own survival while rewarding good class diversity.

    12. Re:It feels old and already seen by DJRumpy · · Score: 2

      God I hope they haven't turned Diablo into a WOW clone. If they did, it doesn't bode well for playability. I just tried the free Wow (lvl 20 cap), and it's pretty boring not to put too fine a point on it. I've no interest in PVP, and if that's the only thing that makes this game interesting, it's bad news for old school D3 fans. This is all I keep reading on the D3 boards regarding turning it into a WOW clone, from the character customizations, the art, the play style, etc.

      This seems like the classic go-fetch type of experience for an old D1/D2 player. I don't see the draw, but then again I'm getting long in the tooth. Is this thing the same for all 85 levels? I realize this is supposed to make you familiar with the game, but Blizzard used to accomplish this with quests that were at least interesting to a story line. Now it's all Go to X and Kill Y number of Creature Z.

      Who thought this was a good idea exactly?

    13. Re:It feels old and already seen by isama · · Score: 1

      You murderer!

    14. Re:It feels old and already seen by mikael_j · · Score: 1

      It's not about ganking quest givers, it's about actually being able to fight in and around towns. Interestingly enough the only world PvP still left in the game seems to be ganking for shits and giggles, always seems to happen in the middle of nowhere and against players with no ability to fight back (while I was leveling my latest alt I ran into a lvl 85 undead rogue (what a surprising race:class combo...) in full PvP gear who followed me around for almost an hour until I switched to my main and killed him a few times.

      So yeah, killing quest givers is part of the world PvP experience but it is also what incites (incited) the larger battles, these days this doesn't happen, instead there are just random asshats following lone lower-level or non-PvP-geared players around killing them over and over again (which definitely can be considered ganking).

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    15. Re:It feels old and already seen by Anonymous Coward · · Score: 0

      PvP is a joke in warcraft at the moment, classes have never been so unbalanced before, and blizzard is trying to 'encourage' people to do rated battlegrounds to get pvp gear and discouraging using arena for that. It's why I unsubscribed, it's so painful to see everyone rolling the flavor of the month spec, while entire classes remain painfully unbalanced in arena. :)

    16. Re:It feels old and already seen by Walkingshark · · Score: 1

      To some extent. I'd say about 1/3 of the people I played WOW with also played various FPS games. I have always been about equally into both, with focus drifting between the 2 depending on what has my attention.

      --
      The world you experience is only a close approximation of reality.
    17. Re:It feels old and already seen by Terrasque · · Score: 1

      Don't quite agree there about Rift, it's generally more challenging than wow, and the rifts does make things a bit more interesting now and then. So it's not just the class/spec system.

      And, I'm also hugely looking forward to GW2 :) I will try it. I love the dynamic events concept, and they deserve the game price just for trying something different imho (plus, they already have a great reputation when it comes to MMO's). Not everything have to be a WoW clone :)

      And if it's good, well.. byebye riftie :)

      --
      It's The Golden Rule: "He who has the gold makes the rules."
    18. Re:It feels old and already seen by Ironhandx · · Score: 1

      Spot on m8.

      You've hit the nail on the head with that.

      Another problem is what they've done with PVE Raiding. Lack of content and attempting to make up for it with new abilities? Shit no. Spending months wiping on the same boss was one thing, spending months wiping on a slightly more powerful version of a boss you already killed is something else altogether.

      To be 100% honest it probably has to do with them focusing too much on PVP and PVP players.

      The unfortunate thing is these kids that PVP all the time have a lot more time on their hands to whine and bitch on the forums. Unfortunately for blizzard they're also the worst people to listen to if you want to keep your core fan base.

      I don't know about anyone else... but WoW has completely lost its feel of epicness. Northrend still had it, even with nerfed to hell easy heroics etc. Cataclysm just doesn't.

      Another problem for me is how much they changed things with the breaking.... I mean, I'd have much rathered they just added random holes etc and left things as it was. Destroying the quest progression system that was in place in the lowbie areas has killed a lot of the immersion for me.

      I used to like leveling an alt. It took a lot longer but now.... I've got to learn how to level all over again, except I don't really need to because I can dungeon crawl my way up the levels with people I will never see or hear from again.

      Which brings me to the point that most people don't bring up. Its something that was created and geared towards those idiot PVPers that love Arenas so much. The Random Dungeon Finder.

      It has single handedly destroyed the communities on almost all of the servers. It was a good idea when it was realm restricted back in the burning crusade. Its a game-killing mechanic now.

    19. Re:It feels old and already seen by Anonymous Coward · · Score: 0

      You just killed atleast two kittens. That's alot!

    20. Re:It feels old and already seen by TheRaven64 · · Score: 1
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    21. Re:It feels old and already seen by tenco · · Score: 1
      PvP in EVE is a joke. You don't really stand a chance in your first year of playing because you haven't trained the necessary skills on your char yet. Then it's grinding ISK for weeks to get your gear. Hours of dull waiting - then 5 minutes of fun. Repeat.

      I'd rather spend my free time on other PvP games like League of Legends. Much less waiting and more fun.

    22. Re:It feels old and already seen by Ironhandx · · Score: 1

      I'd say you're right these days, back when they hit 2 million players in vanilla however it was more like 1 in 10 at best.

    23. Re:It feels old and already seen by nospam007 · · Score: 2

      Perhaps the gold farmers found something more lucrative?

    24. Re:It feels old and already seen by Anonymous Coward · · Score: 0

      There won't be henchmen in GW2, they stated that firmly. They intend to appease the "lone wolf"-players by scaling content (and rewards) depending on how many people participate, so if you want you can go around alone but you get more epic adventures and loot if you go with others.

      It will be a marked difference from GW1, where a lone player could use henchmen, consumables and gimmicky builds to achieve pretty much anything a full group of players could.

      Now, regarding self-healing, don't imagine it will be something that mixes all skills and gives everybody the same full abilities. They said they want to spread certain utility skills around and make them available to everyone, such as a small self-heal, a small buddy-heal, the "down" gimmick etc. But there will still be professions who specialize in certain stuff, they're just changing the classification, the skill spread around those classes, effectively transforming the "holy trinity" into another approach.

      This is not completely new, the particular professions they want have been in use in other games, and the self-healing potions were available as far back as text-based MUDs. This stuff they're trying to do is not groundbreaking, it's just very understated and seldom used.

    25. Re:It feels old and already seen by crashumbc · · Score: 2

      WoW was never a "hard" MMO, but it did have a unique mix that wasn't over whelming for the "newbie" yet with enough depth to keep more experienced players happy. After the merger with Activision, things changed and it became more about trying to wring every last penny from the game, instead of making a well balanced game.

            WotLK was ok, mostly because much of the content was designed before the merger, Cata is the true result of the merger. Re-hashed content, a talent system dumb ed donn so far it really should just have a button for each tree and be done. The gear system is wiped out completely, only ilevel and armor class really matter. Crafting never was WoW's strong point but its totally useless now. The ONLY thing that became more difficult is combat rotations, which are solely based on priority and procs. Almost feels like combo moves from Mortal Kombat, personally if I wanted that, I'd go play MK. All of this done try to try and get that very last customer, and in the process they gutted the game and are going to lose everything...

      don't even get me started on the real money for pets, access to the AH, and the ability to group across servers...

      As a game ages it should be giving it customers MORE value their money not less and Activision is more concerned with the money grab...

       

    26. Re:It feels old and already seen by Anonymous Coward · · Score: 1

      Beats me. I've never understood why people (so many of them) like to play grindy MMOs. And pay for the priviledge.

      I know what it's like to be obsessed with a game, and I've spent months playing certain games, but they were interesting, definitely no grind, and I still eventually got bored of them.

      If most people are like that, than that would suggest that what kept WoW subscriber pool for all these years was a stable turnover rate. When you're the poster child of fantasy MMOs it's plausible you can get as many new players as are leaving, even if it's in the hundreds of thousands or millions.

      I'm posturing that WoW subscriptions declining marks a shift in what people want from these kinds of games. Other "grind factory" games should take note.

    27. Re:It feels old and already seen by DJRumpy · · Score: 1

      An accurate assessments in my opinion. Markets change, although I can't speak to WoW since I've spent all of 3 hours on it these last two days. I couldn't see myself paying monthly for this. It's boring and there would just be no value there for me. It doesn't seem to have any sort of 'goal' like a typical RPG, other than to increase in level. I guess I'm a bit confused by the lack of apparently plot line or story (keep in mind my Diablo roots here).

      I'm guessing I'm not the target audience (read young). I assumed for years that I was a typical player of these types of games but I've come to learn I'm very odd. I don't spend hours grinding for gear, I don't race through, I don't trade, I don't do guilds, etc. I have zero interest in the online community. I just played them through, over and over, either in LAN games or solo, trying various different builds. I've never glanced at or even tried a cookie cutter build. It sounds incredibly boring to strive to do what thousands of other people have done and written a guide to do. I spent attribute points all over the place without much thought to what would 'optimize' death dealing, etc.

      I guess my biggest beef with it, is that I just seem very disconnected and 'blah' about the whole experience so far. I'll probably play it through to the freebie cap at 20, and possibly try another build (not a sure thing at this point), and then forget about it. It just lacks any draw so far.

    28. Re:It feels old and already seen by bdenton42 · · Score: 2

      I actually loved the Random Dungeon Finder... you got to meet all sorts of interesting people. I just wish there was a way to "friend" people you meet there so that you can group with them again.

      My biggest complaint with Cata was that the story/quest progression is almost completely linear. You could do Hyjal or Vashjir and there is basically a single quest chain through each zone and nothing else. You got a set of quests in each area three at a time, and you had to do all of them to proceed, otherwise you couldn't do anything. In Northrend you could pick up quest chains pretty much anywhere.

    29. Re:It feels old and already seen by Anonymous Coward · · Score: 0

      Psssst. Rift is a WoW clone. I played Rift for a month. Granted, it had its good points, the spell effects and graphics being one of them. But in the end, it is one senseless grind quest after another. After another. After another. Killing the same mob that is skinned differently.

    30. Re:It feels old and already seen by Anonymous Coward · · Score: 0

      As one of the WoW departed, I have to say that I left because WoW was just more of the same, over and over again. Plus, the WoW community kept getting darker and darker. Long gone are the friendly guilds. Long gone is the variety. Even with the supposed upcoming expansion pack, I will not be back. Putting bandaids on a ruined game is not going to change my opinion.

    31. Re:It feels old and already seen by Jimmy+King · · Score: 1

      Yep, that sounds about right and I agree completely as someone who has played since launch.

      The other problem for me is that they've put too much focus on end game and especially raiding. I like playing with a small group of people. I don't like playing with 10, 20, 40, etc. people because there's too much waiting around, people wasting my time, people being assholes, etc. With small groups I can find a couple of small groups of people that I really like and enjoy playing with and be happy.

      It used to take forever to level and for some of the quests you needed a group or at least 1 or 2 more people. Then you got to the 5 man instances and it took time to get through them, get the gear you wanted, etc. Now you can easily run a charater up to max level completely solo in anywhere from a couple days to a few weeks depending on how little life outside of WoW you have and run the 5 man instances enough to get all the gear and be completely bored of every single one of them within a couple more weeks, then you're left with raiding or starting over to do it all again far too soon for my taste.

    32. Re:It feels old and already seen by Ironhandx · · Score: 1

      The quest progression etc is fine.

      But your love of the Random Dungeon Finder is loving it in the original form I mentioned.

      Its not entirely feasible for them to combine all realms, there needs to remain a separation of players to some extent. When the random dungeon finder was restricted to realm-only you COULD friend people. You could get into guilds based on skill displayed in a random dungeon. You could do all sorts of things.

      Best of all, there were consequences for acting like a complete douchebag. You'd develop a reputation on your server rather quickly and the douche would either be forced to act reasonably or find another server, then act reasonably there.

      There are no more consequences. Thats one of the problems RDF is causing. There is no server community anymore. You at best have a guild community.

      As a result super-massive guilds are becoming the norm, because people are inevitably playing a SOCIAL game and being in a guild is now the only real way to connect with other players, other than raid pugs.

    33. Re:It feels old and already seen by wwphx · · Score: 1

      I've played WoW since before Burning Crusade and frankly I'm tired of it. I'd like to play more City of Heroes, but it's a ghost town. I'm considering getting a WoW credit card to let my monthly pharma fund my WoW, but my desire to play has really been done in to their kowtowing to PvPers. I want a good PvE environment, most of my friends in my two guilds both prefer PvE over PvP, and the grind to 85 has just become too easy.

      I would consider other games like LOTRO, but I went Mac 4+ years ago knowing this would be an issue and a choice-limiter. It's possible I'll check them out soonish as I'm planning on making a Hackintosh later this year.

      --
      When you sympathize with stupidity, you start thinking like an idiot.
    34. Re:It feels old and already seen by nschubach · · Score: 1

      It's still a grind when you hit 50, which can be solo'ed, but it's quicker with friends. Rift was actually one of the few games that I hit max level on before I lost interest, but most other games held on to me for a longer period of time even though I didn't cap. I got my mage up to 50 and literally ran out of things to do besides grind expert dungeons or grind faction to get a mount. The dungeons wouldn't have been bad if they changed or were random, but it quickly became "stand here, cast this, rinse repeat." There was one point I literally set my mage outside a town in Stillmoor with my G15 keyboard on repeat clicking one button to kill trash for faction while I watched TV. I've done the faction grind before. I did it with my EQ Enchanter, but it served a purpose other than buying stuff. It let me venture into cities I'd otherwise be unwelcome. It required that I pay attention to the mobs I was killing (cause it was deadly every battle) and it didn't require that I literally kill thousands of trash to get one bar of faction to be welcomed by another bar to get another level of faction. I knew at that point to cancel my sub.

      Rifts were pointless. They were really more of a hindrance, and I'm not talking about the rush to get to 50. I tried to take part in the Rifts and enjoy them, but they were so frequent and spammy (even after the third(?) change in reward factoring) that it was ridiculous. Of course, someone came up with the brilliant idea to make the rifts based on population so all the higher level areas were rift-less and during world events you had to go back to the beginner area to take part (until they then changed it so that you didn't get credit for the gray mobs). This then made some events pointless to level 50 characters pushing you back into the expert dungeons as the only thing you could do. In my mind, Rifts were low level content which only made it easier to out-level the rifts you were doing... pushing you into a zone where no rifts ever showed up.

      That's not even getting into the fact that Rifts caused no irreversible changes. Wait long enough and they de-spawned to bring back the NPCs that were there before.

      --
      Every time I start to have faith in humanity, I ruin it by driving to work between 7 and 8 am.
    35. Re:It feels old and already seen by Anonymous Coward · · Score: 0

      By "different" you clearly meant "vastly superior", and by "exactly what WoW is" you meant "exactly what WOW is and way more". No phasing means no headaches from mining, etc, and you can actually group with other people without having to be at exactly the same point in the linear quest progression. Rift has dynamic world PVE, WOW does not. Therefore, WOW's world is incomparably more static that Rift's.

      Maybe you should give it a closer look.

    36. Re:It feels old and already seen by realityimpaired · · Score: 1

      Try Eden Eternal.

      It has cartoonish cel-shaded graphics, which a lot of people my dismiss out of hand, but it's actually a very fun game. And it has a very good answer to the trinity: rather than getting rid of it, it embraces it, and makes it a lot easier for anybody to play any role by separating your class level from your character level. You can change class at any time as long as you're not in combat, so rather than holding up a party waiting for a tank and/or a healer, anybody can fill any role at any time. It also means that groups aren't sunk if your tank suddenly has to go or something, because somebody else can simply switch classes and fill that role. And since your class exp goes up a lot faster than your character exp, you're actively encouraged to change classes around while levelling so that it becomes quite difficult to not have at least 2 different classes at max level on the same character.

      It's also free to play (right now, at least, as it's still in open beta), which gives it a huge advantage over WoW IMO....

    37. Re:It feels old and already seen by Anonymous Coward · · Score: 0

      What did it for more was the expansions. When you raise the level cap and come out with new gear, you've just erased my last 6 months of raiding. Who wants that?

    38. Re:It feels old and already seen by Anonymous Coward · · Score: 0

      I'm in the same boat. I played WoW since the open betas, but for the first time, I just lost interest in the game whatsoever.

      What killed it for me were a number of factors:

      Levelling is so linear in Cata. With other expansions, I could just run instances, get to max level, then do some quests to open up critical areas (like the Icecrown arc for the two flight paths, or the arc for Sons of Hodir.) With Cata, if you have alts, you have to level just in lockstep in every zone, otherwise you really can't do much in it. For example, you need the water breathing and the seahorse, so you have to run that quest arc, even at 85.

      Once you hit 85, instance grinding is a PITA. At least in WotLK, you can essentially heal through anything even if a party member is standing in a laser beam, and if they die, whoop de do. In Cata, it doesn't take much for a poor player to wipe the group. Kicking out the bad player and/or leaving is doable, but it wastes a lot of time and costs a lot to get stuff repaired. To boot, one has to run dungeons a lot more to gear up.

      Healing and tanking require good equipment. This is unlike WotLK where you could tank a heroic in blues and do OK with decent people. So, you have a catch .22, and the only real way out is either run as DPS (which sucks if your DPS gear isn't great), or play the PvP game just to get gear at an ilevel that will allow you to get invited to anything serious.

      Result: I ended up trying Rift, got 50 on both factions, got bored there.

      Ironically, one of the better MMOs out there with decent graphics is EQ2. This seems to have been doing well, even with the issues SOE has had.

    39. Re:It feels old and already seen by Duradin · · Score: 1

      "PvE players who "enjoyed" world PvP"

      The quotes are rather important on that statement.

    40. Re:It feels old and already seen by Anonymous Coward · · Score: 0

      "Is this thing the same for all 85 levels?"

      Yes. However, there are a handful of unique quest along the way. Mostly in later WOTLK and more so in Cataclysm. But, for the most part its just the same for all 85 levels.

    41. Re:It feels old and already seen by UnknowingFool · · Score: 1

      WoW was never a "hard" MMO, but it did have a unique mix that wasn't over whelming for the "newbie" yet with enough depth to keep more experienced players happy. After the merger with Activision, things changed and it became more about trying to wring every last penny from the game, instead of making a well balanced game.

      Depends on what you mean by hard. Back in the days of vanilla and BC, raiding was difficult. It took time and effort to get to the point where your character could raid. As a result it was hard to get into a raiding guild. Players had to take time to prepare for a raid and learn the fights. Guilds that could take down the end game boss were few. For vanilla, it was almost 2 years before the first world kill of the end game boss. It took 6 months after the release of BC that the first world kill of the end game boss. While the end game boss may not have been ready, there was such a progression that Blizzard could work on it. When WotLK came out, that same guild took 2 days (which included time to level all their raiders to max level) to kill the end game boss.

      --
      Well, there's spam egg sausage and spam, that's not got much spam in it.
    42. Re:It feels old and already seen by runenfool · · Score: 1

      That's a great point about how people are behaving and how the game feels much less social. It's true that LFD isn't brand new, but it seems like around the time of Cat people got used to the fact that you'd never see each other again and were all too happy to toss you for some minor infraction (such as not having enough DPS). For those players that get kicked, it's a pretty un-fun experience and makes running any other dungeon much more stressful.

    43. Re:It feels old and already seen by Duradin · · Score: 1

      I remember when Rag was considered mathematically impossible to beat.

    44. Re:It feels old and already seen by Nick+Ives · · Score: 1

      Sounds like someone didn't find a decent corp to PvP with :)

      Eve PvP is all about ship class. You can be competitive in t1 frigates within a month. Sure, someone who has all their skills trained to 5 will have a ~5% advantage over you with skills at 4, but if you know how to fly your fit then you can make up for that.

      If you want to take down larger ships in t1 frigates, join up with other people. A t1 Rifter swarm is one of the most deadly and effective fleets in Eve; you can take down battleships with a Rifter swarm. You'll lose a few ships in the process, but as long as your side gets the odd kill it doesn't matter: their losses will massively outstrip yours.

      As for getting ISK, you can run Incursions. Those things spit out ISK! I generally prefer to trade though as it's very little effort for quite decent rewards, if you know where to sell things!

      --
      Nick
    45. Re:It feels old and already seen by Anonymous Coward · · Score: 0

      Funny, I always thought WoW made too many concessions to PvP which made the PvE game kind of bland, with classes that couldn't truly be unique without fear of unbalancing the game.

      Maybe WoW is too general purpose and can't be interesting to many because it has to be interesting to everyone.

    46. Re:It feels old and already seen by CFTM · · Score: 1

      Rift has many similarities to WoW but to say that they are exactly the same is a gross overstatement. Rift's class system and the ability to tailor make your class to your own desires stands head and shoulders above WoW.

      Though the game play, and quest mechanics are eerily like WoW...

      Also, the process by which the Rifts and Invasions work makes the game every bit as dynamic as WoW. It's just different.

    47. Re:It feels old and already seen by UnknowingFool · · Score: 1

      Back then it there were some fun exploits. Did you ever see the 30+ frost Mage raid against Rag? I think it's on YouTube. Basically someone figured out that frost mages could do lots more damage against Rag than any other class so they formed a raid with a tank, some healers and the rest were mages. They took him down in like 1:35. After that Blizzard changed the fight.

      --
      Well, there's spam egg sausage and spam, that's not got much spam in it.
    48. Re:It feels old and already seen by Heretic2 · · Score: 1

      What? RIFT is exactly what WoW is, only with different graphics and apparently no support for phasing of content meaning the game world is even more static than in WoW. The only thing going for RIFT is the more interesting class/spec system, nothing else.

      I'm personally eagerly waiting for Guild Wars 2; from everything I've seen and read the developers are atleast trying hard to rethink old conventions, ditching the whole tank-healer-dps system and whatnot.

      Rift will be the most visually stunning MMO for some time. As for "phasing of content" I'm thinking you mean how you "change the world around you as you quest or interact with the environment but only for you not other players." To that, I say "meh" phasing is all that interesting in WoW. However, Rift is a very dynamic world with constantly changing zone events, and new world events and content patches coming on a frequent and regular basis. The world changes, it just for everyone. And the PvP is good too.

      I like rift much more than I ever liked WoW. As for the "Trinity" I guess it's more than three? Healer, tank, DPS, and support. The whole rift spec/class system is awesome. Mages can't physical hit mobs evar, and warriors can't heal. Everything else is on the table.

    49. Re:It feels old and already seen by phlinn · · Score: 1

      Hmm... maybe I should try EQ2. I used to play EQ until Wow came out. I miss some aspects of it. Planetside was what really burned me on SOE as a company. Great game in some ways, but it was NOT worth the same price per month as a full MMO and their implementation had issues.

      I agree that they made healing and tanking at 85 too gear intensive in WoW.

      --
      "Pulling together is the aim of despotism and tyranny! Free men pull in all sorts of directions" -- Havelock Vetinari
    50. Re:It feels old and already seen by Heretic2 · · Score: 1

      Everything comes with trade-offs. Cleric tanks do a lot of AoE healing, but they can't single target heal themselves. Rogue and Warrior tanks don't heal at all while tanking.

    51. Re:It feels old and already seen by Ironhandx · · Score: 1

      The focus on not enough DPS is terrible as well.

      There have never been so many DPS race mechanics in normal dungeons before.

      As it is, me and a friend of mine can't queue for randoms as tank + heals like we always used to without at least one DPS coming with us that we know is reliable and good. However I can queue as dps + tank or dps + heals with him because as a good player playing DPS I can carry some pretty fail people.

      Right now the only role that can carry fail players is DPS, which is leading to a queue increase for that class, as bad players are getting carried easily as DPS, and good players can carry more easily as DPS.

      Like, for example, the second boss in ZG randomly kills someone every 30-45 seconds. With the other mechanic of ohgan getting rid of ghosts etc if your group doesn't have enough DPS that fight is completely impossible. No tank or healer combo, no matter how good, is going to be able to get you through it.

      On the other hand I've been on my Frost DK dpsing and him as a Resto Druid healing several times with DPS that otherwise would in no way make it and a tank thats taking a load of damage, but the healer can carry that, and pulling enough DPS for 2 people that would ordinarily be able to make it through there, thus carrying half the weight of the other 2 dps in the group, if I'd been in there as a tank, the tanks dps would have gone from 4-5k (bad tank) to 11-12k(me in tank gear). Instead it went from possibly ~6k dps to over-20k dps. Which leaves me with an extra 8k of DPS that the other DPS can fail at doing.

      Its too much right now, too much DPS race. Used to be that a well prepared tank and healer could just last through it until the DPS eventually got around to killing things. Now in a lot of cases it doesn't matter how good the heals and tank are, you just can't do it.

    52. Re:It feels old and already seen by Anonymous Coward · · Score: 0

      > PvE.
      > Dynamic.
      > wtfamireading.jpg

    53. Re:It feels old and already seen by Lonewolf666 · · Score: 1

      Eve PvP is a lot about numbers. Half a dozen frigates can usually kill a cruiser, but the frigates are cheaper to buy. The background is that firepower (and room for equipment) in Eve goes up much slower than price and ship size. So if you have enough buddies, together you can go ahead and attack anything.

      The flip side is that the end game really forces you into PvP alliances that can raise sizable fleets (PvE gets boring at some point). Those alliances tend to demand regular participation in patrols and fleet battles.
      Ultimately, this was one of my reasons to leave EvE, the time commitment was too much on top of a 40hr week at work. But I still think it is a very well designed game.

      --
      C - the footgun of programming languages
    54. Re:It feels old and already seen by phlinn · · Score: 1

      It wasn't all bad. Sometimes you could have fun with it. The people I played with carried over some behavior from the EQ zek servers, and would not attack people way below them in level (except in defense), and wouldn't attack people right after they rezzed. It may have prevented some forms of friction, but being unable to talk across factions really made in impossible to try and establish norms of behavior whose violation would bring everyone else on the server down on your head.

      --
      "Pulling together is the aim of despotism and tyranny! Free men pull in all sorts of directions" -- Havelock Vetinari
    55. Re:It feels old and already seen by Duradin · · Score: 1

      From my experience attacking much lower level characters seemed to be the point of world "pvp", well, when those skull level players weren't busy wiping out all your quest npcs.

    56. Re:It feels old and already seen by Americano · · Score: 1

      Agreed. And I find that the RDF has actually killed guild community as well. Why wait for a guild group when I can just queue up now and get my run out of the way? And then, 5 minutes later, more guildies show up and are looking for a run... but suddenly it's 3 dps looking to run, and all 3 queued up at separate times, and they're 8 - 10 minutes into a 30 minute queue, and nobody wants to drop queue now because then they'll send themselves back to the beginning of the 30 minute queue... I see that happening all the time in my guild. About the ONLY way I can get a guild run together is if I log onto my pally tank, and say "Queueing in 5 mins for a random, let me know if you want to come with." Then the dps will drop queue for the faster queue I offer, and I can generally convince one of our healers to run with me. Otherwise, guilds are becoming ships in the night, too. Just like trade / general are now home only to trolls, guild chats are rapidly becoming "GRATS" spam points when somebody gets an achievement, and that's it.

      Though I've actually had pretty good luck with the RDF in terms of people not being assholes though - the groups aren't often "friendly," but they are fairly business-like, and the jerks generally get vote-kicked pretty quickly.

    57. Re:It feels old and already seen by 0123456 · · Score: 1

      It will be a marked difference from GW1, where a lone player could use henchmen, consumables and gimmicky builds to achieve pretty much anything a full group of players could.

      But in GW1 the henchmen were much smarter than a typical pickup group. Compulsory pickup groups for casual players would really, really suck in a game that's supposed to be designed to be fun rather than a grind.

    58. Re:It feels old and already seen by UnknownSoldier · · Score: 1

      > PvP was an afterthought for WoW. Blizzard stumbled with it for years, doing massive nerfs, causing players to adapt to "Flavor of the Month" type game play, where you would just work on whatever class suited the system the best.

      Does WoW still only have 1 talent configuration that is used for BOTH PvE and PvP or can you setup two talent specs: one geared for PvE and and one for PvP.

      Diablo 2 half-ass solved this problem of having certain skills being over-powered / under-powered by changing the damage/effects if the target was a monster or human.

    59. Re:It feels old and already seen by slide-rule · · Score: 1

      Something that contributed heavily to my PVE guild (which did casual 10-man raids for lulz) and my standing raid crew (25-man, progression-minded) was the raid lockout system change they made going just prior to launching Cata. Those two groups of raiders overlapped by about 6 people -- people who enjoyed playing the same toon in both settings. The "flexible" lockout system killed this arrangement: any toon could only kill one boss -- be it in 10-man or 25-man groups -- one time per week. (Fail.) So our powerhouse players could not also help out in the casual guild runs. That the progression raids sometimes opted to extend lock outs into the next week to keep working a particular boss also contributed. So with players feeling like they were being forced to choose which groups of friends they wanted to raid with in any given week ... they chose neither. With the writing on the wall, the guild fell apart, cannibalized by Rift and LOTRO. And the same story happened with some of the remaining 19/25ths of the progression raid crew, leaving stragglers like me with no team to run 10's or 25's with in Cata. I cancelled my account as much by attrition as disinterest in 30+ minute queues to re-run the same couple dungeons each day as a filler. (But we expect we'll regroup as soon as SW:TOR comes out, if it's even half decent.)

    60. Re:It feels old and already seen by Ephemeriis · · Score: 1

      PvE, PvP - it doesn't really matter. Ultimately, it's all about the people you play with.

      I had a great group of people I used to play WoW with... We'd played EQ before that, and DAoC, and CoH... Awesome folks.

      But the gameplay mechanics of WoW really kind of ruined things for us. We were used to raids that involved 100+ people, and WoW limited it to just 40... And then 25... And, last time I played, most things were geared towards groups of 10.

      Absolutely everything is instanced, so you don't really run into other people unless you want to. Then there's all the automated systems to help you find a group... Even going so far as to pull people into a group across different servers...

      The end result is that WoW became downright antisocial. I'd log in, join a queue, run through a dungeon, get my loot, and join a new queue - all without anybody saying more than a half-dozen words to anyone else. Didn't get to know anyone, no feeling of camaraderie or anything like that, no sense of community.

      This is the biggest difference between WoW and EVE - not any particular gameplay mechanic or quest structure or anything like that. The fact that the entire game takes place in a single, shared universe; and that even in the mission pockets you can still be scanned-down... You're forced to deal with other people. That makes the whole process more social, more communal. And it leads to better inter-player dynamics. Which is the whole point of a MMOG.

      --
      "Work is the curse of the drinking classes." -Oscar Wilde
    61. Re:It feels old and already seen by lexsird · · Score: 1

      Yes, they have dual spec, and you can switch out pretty fast along with your gear. Most would do it like that..have a PVE/Raid spec/ and a pvp one. I thought by having two different aspects that you had to have different gear sets for was goofy. Just more "the content is the gear" from them.

      Where they really jumped the shark tank was with heals. They put PvE healing in with PvP. They provide healing for tanks that are taking hits that would turn anyone but a tank into a greasy spot on the floor. But this is goofy in PvP, because who can out damage bosses? Nothing more annoying in WoW than a healing spec class in PvP, you can't kill them without help. Their heals are greater than your damage unless you have a bag of tricks up your sleeve.

      I have better things to do than WoW, it's now in my past.

      --
      Take the Red Pill.
    62. Re:It feels old and already seen by TheCabal · · Score: 1

      The purchasable pets and mounts were a crass move.

      I've played since vanilla, and for a while was a very hardcore raider, but eventually that wore thin. I stayed on because I had friends in the game and we enjoyed hanging out and running the occasional dungeon together, otherwise I would have left a long time before that.

      I thought that the cross-realm dungeon finder would be a Good Thing, and I think for a while it was. Back when it first started, people were polite, said hello, etc... then after a while I've lost count of the number of 5-mans I've run through where not a single word was said, but rather a grim race to the end, collect your points and bail out. Then it got worse with the people bailing- "Oh, I don't want to run this dungeon" or the ragequits after a single wipe. Or the meter-sitters bitching that the DPS numbers are too low and trying to votekick people off. The relative anonymity and odds that you'll never see the same people again really brought out the inner asshole.. it got so bad that I eventually refused to group with anyone from a particular server in my realm because they had a reputation of being griefers that would wipe parties for the lols. The worst example was 2 hunters that joined as a group who would go and misdirect the healer, feign, wipe the party and call everyone n-ggers until they got kicked.

      I recall being in a heroic Deadmines run, 3 guys were from the same guild on another server, myself and a random from another server. The party leader declared that he was going to boot the lowest DPS before the last boss so he could bring in a guildie for the kill and loot.

      Raiding became a chore, and the social structure that comes from it became unbearable. Raiding no longer became a fun thing, but a way of gaining prestige and status on the server. This of course, required extreme dedication of time and effort, and having an "off day" would more than likely result in getting benched and replaced by the dozens of other raiding hopefuls looking for a slot.

      The new raid bosses aren't very impressive. Even the Lich King fight was anticlimactic. The Vanilla and BC fights were much more intense. The fights now are pretty much "stand here, don't stand there" positioning fights. Lady Vashj was a pure bitch because of the fight mechanic with the cores, and it was an achievement to defeat her and make it to Hyjal before Blizzard removed the keying requirement to unlock that raid zone.

    63. Re:It feels old and already seen by mfh · · Score: 1

      It's about a grind for gear no mater what you do. Gear is the high level content.

      I have to disagree.

      Very geared players who aren't elite are not going to push the kind of numbers that undergeared skilled players will push. That means if you quit the game, you can come back in and you'll outshine the people who are fully geared if you put a little effort into getting tuned up with shit you can buy from the AH and drops from pug groups.

      People that quit the game will probably agree with you because the way you describe wow certainly is the way it used to be, but I have it on good authority being 5/7 hardmode Firelands that gear has almost NOTHING to do with successful end-game raiding experience right now.

      Bliz has accepted that everyone is going to gear and itemize their stuff in order to get to the end bosses, that's a given. The thing separating the players in top ten guilds from everyone else is the skill. Skill of play, skill of strategy, and skill of communication and skill of working with other trusted people. If you are missing skill in any one of the four following areas, you will fail at endgame raiding in wow as of right now... or perhaps just before the tanking buff just introduced. Bliz just announced a threat mechanic buff that will make threat essentially non-essential to the game. Now all players can just spam the hell out of anything in heroics and the tank will still have control.

      In fact, guilds with very little gear can down hardmode bosses because they are just that good. There is little difference in the DPS results from a i372 (easily bought from AH now) and an i385+ player (hardmodes down), if the i372 player has elite skill, class and fight mechanics.

      Bottom line here is, the game might seem annoying to some of you if you don't have the patience for it, but if you do enjoy the push to the new content, you'll enjoy the game as much as I do right now. It's a blast and I can't wait for the new content to see what other challenges will be thrown at us.

      People who think of challenges as being a PITA will not be able to defeat H-Ragnaros until the next tier or perhaps the next two tiers if ever.

      Now if that's not your thing, then I don't see the point of the game. Bliz has a game for you then, which is a fun goofy dungeon crawler that you'll enjoy. Diablo 3... it's gonna be a lot of fun. There will be more epic parts of that game if you go hardcore with it, but my guess is that it's the kind of fun game we've been waiting for when we're not raiding endgame wow and it will probably appeal to a really large audience at least for a while.

      --
      The dangers of knowledge trigger emotional distress in human beings.
    64. Re:It feels old and already seen by Ironhandx · · Score: 1

      You'd be right about the Guild community thing.

      I've had that happen TO me before, and had the situation where someone was trying to make a group for guild run and I'm 5 minutes away from queue popping so I just don't say anything.

      This is another part of the reason super-massive guilds are becoming the norm. There are 850 toons in my guild, most people have 2-3 alts yes, but thats at minimum 250+ players. We often have over 80 people online, and there are 20+ 24/7. These super massive guilds are the only way to go now because in a guild that huge there are probably a few people finishing dailies etc that will do your run with you in a few minutes, so you actually do have a chance of getting a guild run together.

      I've attempted to put in feedback on the WoW forums but there aren't enough of us speaking up about the bane to the community that is the RDF.

      I however am probably going to make a journal entry about it soon as many slashdotters that play WoW at least seem to be in agreement with me. They don't need to eliminate the RDF, just re-restrict it to realm-only. Bare minimum of Battlegroup-only.

      There will be flames, there will be people that love the instant q's on their tanks, and love the anonymity, however hopefully blizzard will listen to the people that are trying to save their community rather than sacrifice it at the altar of convenience.

      Besides which, the folks that love the amount of anonymity are often part of the problem within the community. They're part of a vocal maybe 5% that are trashing the community.

      So anyone that's reading this that might be interested in helping: Watch my profile this weekend. I'll be adding a one time only Journal to it and posting it on the World of Warcraft forums as well as linking to the post in the forums with the hope of garnering support.

      Blizzard have proven that they will listen to the community if the voice is loud enough. I don't know if I'll have any impact at all, but it can't hurt to try.

    65. Re:It feels old and already seen by Anonymous Coward · · Score: 0

      I leveled to max level in RIFT and got bored pretty quick with it. It brings some interesting ideas to the genre, but it isn't really anything new beyond the rifts themselves (which stop being interesting after you've reached max level). If you prefer it to WoW, then that's great, but I just didn't see the "much more fun game."

    66. Re:It feels old and already seen by Samalie · · Score: 1

      Entirely true. "World PvP" on the PvP servers is an exercise in fuitility....all the bored 80's running around STV ganking everyone in sight.

      I played that game for far too long...when my guild dropped the LK first time in Wrath, I quit WoW forever.

      --
      09 F9 11 02 9D 74 E3 5B D8 41 56 C5 63 56 88 C0
    67. Re:It feels old and already seen by Anonymous Coward · · Score: 0

      For the old farts like me who don't play MMORPG's, that's

      PVE - Player Versus Environment
      PVP - Player Versus Player

    68. Re:It feels old and already seen by lexsird · · Score: 1

      WoW raiding. There is something I came to loathe. I seen the 40 man vanilla days at MC, it was sick. I would go along with a my guild if I had to, but I detested the need for massive socialization in order to feel like you done something in the game. WoW is like a hobby, a social life and sometimes a job all rolled up in one. They got enough money out of me, time to give gaming a break perhaps until something really impresses me. The whole MMO that consumes your time thing grates on my last nerve these days. As far as forcing me to socialize, forget it. That is why I play FPS's now. I just log in, blast people, and leave when I find it dull.

      Cards are actually starting to interest me. WinAmp + Spider Solitaire = win. And I don't have to deal with people, just my evil possessed computer.

      --
      Take the Red Pill.
    69. Re:It feels old and already seen by blair1q · · Score: 1

      EVE Online has a huge interesting world where everything goes, and is tailored much more towards PVP.

      EVE Online should raid WoW.

      That'd be cool to watch.

    70. Re:It feels old and already seen by KingMotley · · Score: 1

      RIFT is actually pretty boring. It wasn't difficult and didn't take long to complete a full set of the best armor/weapons in the entire game. Equipment choices were also pretty poor, bland, and unimaginative. WoW at least usually gave you a number of different routes to choose from in that regard. Dishing out relics like they were candy was a pretty poor design choice as well. You know it's silly when relics start rotting.

    71. Re:It feels old and already seen by Skuld-Chan · · Score: 1

      Having two types of gear, PvP and PvE just made the game annoying at the end. I got sick of Blizzard messing the things, fumbling through patches with nerfs and buffs seemingly in all the worse places. One just dreaded new patch notes. Who was going to get fucked, and who was their flavor of the month? They never got the chinese gold farmers under control either, that was one annoying factor.

      WoW has always had two sets of gear (one for PVE and the other for PVP) - not sure what you are talking about there.

      The class balance issue - that is just the nature of the beast for any MMO. I don't think there is any such thing as perfectly balanced classes in an online game. Even Eve Online they buff and nerf items/ships.

    72. Re:It feels old and already seen by boarder · · Score: 1

      I feel the same way about the lockout system. It basically killed the game for me. I had been in progression guilds in the past, doing the hardest content with the highest skilled players (a lot of whom were elitist pricks), and would take 6 month to year long breaks once I got burned out. In Wrath I started a top-end raiding guild with 7 of my in-game friends I liked playing with and who were skilled as well. We used our core 10 man to progress and would PUG a 25 man to recruit. Once we got a good 25 man going then we used our 10 man to learn hard mode encounters and to just have fun with our friends and alts. Maybe doing 3 raids of the same place every week (2 on the main, 1 on the alt) is what burned me out. Regardless, when I came back to play casually and not be a core raider, the shared lockout meant I could never really raid with my friends. They had to keep their mains saved for the 25 man and their alts saved to a set group.

      It also killed a lot of PUG raids that people did with their mains, since they didn't have to save themselves to just one lockout. So now I am basically forced to choose between joining a guild with people I don't know or like just to raid, or sit around for hours on end hoping a PUG starts up.

      --
      IANAL, but I play one on /.
    73. Re:It feels old and already seen by Anonymous Coward · · Score: 0

      EVE Online has a huge interesting world where everything goes, and is tailored much more towards PVP.

      Sure, once you get through the even more tedious grindfest than WoW has.

    74. Re:It feels old and already seen by Anonymous Coward · · Score: 0

      Nail, head hit. If you are DPS, you get treated like pure shit, pure and simple. This is why the top tier raiders I know end up playing druids, shammies, pallies, priests, or warriors and DKs. Yes, they have and love their locks, mages, pet collecting hunters, and one macro win rogues, but when it comes to spaces for a raid, being able to have the ability to tank or heal is more important, and being able to do more dungeons as opposed to sitting in a queue is crucial to getting geared up post 85.

      When the cross server dungeons started, people were fairly polite. Then they just were there to do business. After Cata, people wipe and bellyache, then the mass disbands happen (usually the tank or healer), pretty much screwing DPS for another 30-45 minutes.

      These days, if you want a chance at raiding, and want to play WoW, roll a druid. It sucks having to chase after eight sets of gear (PvE tank, PvE melee DPS, PvE ranged, PvE heals, PvP heals, PvP melee, PvP ranged, and PvP tank), but you will be able to actually see the sights that "pure" DPS classes will never see until you roll an alt.

    75. Re:It feels old and already seen by sacridias · · Score: 1

      Not sure why it remained so popular, I personally thought it was the same game as Evercrack or even DAOC. They had nothing new or original above these other games. In fact, I thought DAOC was 100 times better. I lost interest after it took me a month to level up because I was being pwnd by high levels and had to PVE to level up, not that I dislike PVP, just hate taking years to get good enough (level wise) that I have any chance to PVP. The "Grinding" in other words really sucks.

    76. Re:It feels old and already seen by Anonymous Coward · · Score: 0

      They made it hard and now I hate it cause I'm a little bitch

      Thanks. People like you killed WoW.

    77. Re:It feels old and already seen by Darinbob · · Score: 1

      Clearly different players have different interests. Some people have left WoW for having too much PvP despite your implication that players want more of it. I find it hard to believe myself but many MMO players actually _like_ grinding.

      The "twilight years" part may be telling. You put in so much content that only long term veterans can see. It is always normal for the veterans to leave the game over time to see something new, attrition is to be expected. However newcomers don't have much hope of making it to the end game; when they get to max level they have to put up with an awful player base that will not invite them to group or insist that they spend another year gearing up. So the newcomers will get bored soon, or stop playing once the solo leveling is over (fewer people doing low or mid level instances, or only doing the ones with uber blue rewards or the best xp/hour return). So attrition at the top with not a lot of replacements.

      The examples of this I've seen before was Asheron's Call, where although they had a lot of periodic updates they were oriented solely towards the top tier of players (not just max level), and everyone else felt left out especially newcomers who could see that it was an endless grind with no chance of catching up or seeing the content that is being advertised. Then there was EQ that I tried late in its life, and absolutely no one there had any patience to tell a newcomer any advice and they all seemed to be alts of bored and disillusioned veterans. Orient a game towards the old timers only and it will shrink.

    78. Re:It feels old and already seen by Darinbob · · Score: 1

      Soloers aren't anti-social :-) Sometimes they just hate to group with the psychopaths and elitists.

      The nice thing about GW1 is that you can avoid all the other players since almost all of them in PVE are kids dancing in their underwear and showing up ridiculous noncombat pets. I like a game where you can just join a pick up group instead of relying on a insular clique, but GW just had some seriously immature players that makes WoW player base seem positively enlightened in comparison. I want to see the story there but it seems no one else cared. So you have to go solo.

      Personally I wish they'd dump classes and go with skill based system.

    79. Re:It feels old and already seen by elrous0 · · Score: 1

      EVE Online has a huge interesting world

      To each his own, but I found it to be quite boring. Either you're in safe space, grinding away mining asteroids. Or you're in lowsec space, having some pirate flying the Battlestar Galactica shaking you down. And either way, you're looking at the same boring, empty environment. Real space is boring as shit. Real space full of pirates, gankers and con men is not only boring as shit, but also annoying as shit. If I wanted to play real life I would turn off the fucking computer.

      --
      SJW: Someone who has run out of real oppression, and has to fake it.
    80. Re:It feels old and already seen by jlutes · · Score: 1

      That's an interesting statement. I know a number of people both IRL and in-game who went to Rift and every one of them returned to WOW within 2 months saying that it was no better than WOW and they missed the group of people they played with. I do agree there is a lot of competition, but it's in the "other things to do" category more than the "a better MMO to play" one.

    81. Re:It feels old and already seen by emt377 · · Score: 1

      WoW raiding. There is something I came to loathe. I seen the 40 man vanilla days at MC, it was sick. I would go along with a my guild if I had to, but I detested the need for massive socialization in order to feel like you done something in the game. WoW is like a hobby, a social life and sometimes a job all rolled up in one.

      This. Exactly why I quit WoW - I'm a social player and will play either pve or pvp, although I prefer co-op pve games. I don't even mind the grind. But I hate all the guild shit... Just let me join a game and play whenever I feel like it, when I have time, and then leave as I see fit. To me my friends list is more critical than guild membership - don't care what guild someone is in, or even what faction they are (as a horde player, let me team up with alli; wtf do I care about the lame 2p mythology they've invented). Create a raid finder. Lobbies. Raid browsers. Make the content slightly malleable so a 10-man raid can be 9 or even 8-manned by scaling the environment slightly - so as people leave and join the game can continue. It's not easy finding a competent guild that actually needs players - they may be recruiting, but they don't actually have space for you to play. This got even worse in Cata where guilds were made even more central. No guild, no game. That's the reason I stopped playing it, not because of lack of fresh content (heck I don't even play the latest games now, I still enjoy L4D/L4D2 in plain expert campaign/pve mode).

    82. Re:It feels old and already seen by stonewallred · · Score: 1

      You got that right. On a twinked out, fully chanted lvl 19 rogue, I could not solo kill a lvl 15 holy priest wearing BA chest and shoulders and random quest greens no higher than ilvl 11-12. I could kill lvl 19 retpallies as a lvl 15 twinked out and fully chanted mage, and as a twinked and enchanted lvl 10 mage, I got ironman and wrecking ball in my first WSG,

    83. Re:It feels old and already seen by elrous0 · · Score: 1

      Nonsense! You get to save the world, adventurer! Now, go get me 10 wolf pelts and I'll tell you more about how.

      --
      SJW: Someone who has run out of real oppression, and has to fake it.
    84. Re:It feels old and already seen by emt377 · · Score: 1

      Even better - if a raid is short a player, throw in a bot until a player joins! I'd pick up WoW again in an instant if Bliz would give it an L4D style game so you can simply start a raid, and then as you're cleaning trash with a bunch of bots other can join in. People in your friends list who are currently not in a raid could get an automatic notification when you're in a raid with open slots.

      Hopefully this is how Diablo 3 will work.

    85. Re:It feels old and already seen by Anguirel · · Score: 1

      The LFG/RDF tool is already Battle-group restricted (or was), since you share Instance Servers with your Battle-group already. Unless they expanded it somewhere to larger clusters and I missed it, I think you'd have to restrict to Realm-Only to reduce the number of people it could reach. I suspect at this point, the best you'd see is an option of "My Server Only" for it, so people who don't care aren't unnecessarily restricted.

      --
      ~Anguirel (lit. Living Star-Iron)
      QA: The art of telling someone that their baby is ugly without getting punched.
    86. Re:It feels old and already seen by lexsird · · Score: 1

      I hear you, I just wanted to get my rogue or druid up to pvp par so I could be a pain in the ass with the other side in world pvp. World PvP was completely ignored I felt. Battlegrounds and Arenas were nothing but things I had to grind through so I could have my pvp gear so I could go pick a fight. I loved ganking in WoW, I know that makes me a tool to a majority of players, but it spices up the game and gives you someone to really hate.

      I know I hate being ganked. I would be out minding my own business trying to get through some daily quests or farming materials and then *GANKED*!! At first it was annoying, then infuriating, then after a while I was reduced to some growling beast, snarling curses at somebody who was corpse camping me. You have to appreciate the level of gamer depravity to be so cruel. After a while I had my WoW Colonel Kurtz moment, where I finally snapped, then saw the brilliance of it "the horror, the horror". I was hooked, I had to gank back.

      That is the problem with stealthers in games in general. Its hard not to make them OP considering they have the greatest power in the game to start with, they can turn invisible. It's like Nelfs, the racial to do a "ghetto vanish" and stay invisible? This is why Boomkins in the wrong hands are just plain wrong in World PvP. In World PvP there are no silly rules and you can easily exploit the layout of the land and the environment to your advantage.

      Enter the Nelf Boomkin, they can drop out of combat with the racial and instantly go to bird and fly away, leaving you on the ground, running after them mashing buttons you know will not fire. They come back as a cat, (invisible) and wait for you to be at your worse moment and then start nuking you, rooting you in place, just generally blast you into the dirt. With nothing less than omfgwtfbbqlaserchicken attacks like Moonfire, which is annoying beyond words to be spammed with. And then they buffed it for Moonkins, were you on crack Blizzard? It's ok, you put out Deathknights.

      Deathknights when they came out was a freebie for everyone to run around beating everyone up. When everyone got sick of being a DK chew toy and howled about them, they at last beat them into submission with the nerfbat.

      Everything had it's day. Warlocks were OP as hell for the longest time, then got beat down with the nerfbat. The first OP class was Paladins. They used to be able to wtfpown on any Undead players, it was comical while it lasted. The Undead racial at the beginning was godlike though, it was a mad balance of power. Anyway, when it first started, Paladins were to be hated and feared by the other side. They whined in unison on 10 in the forums until the nerfbat was swinging not even a week after commercial release. What a week though..lol.

      WoW was fun. But the mystery of it is gone for me. It's worse than drugs though, once you play it you are hooked. I am out for more than 6 months now, and loving it...I think. Getting over a wow addiction is tricky. I just substitute a FPS for it now, which I picked the worse one to play. It looks great, but has so many cheaters in it, you just want to scream. It does make you stay on your game, because if you can place in score in the top against hacked players, you simply kick ass at the game. What really sucks, is there are hacked players who make a sport out of how many they can kill. Or games boil down to "our hacker beat your hacker".

      I think i will be weaned down to solitaire card games before long, then I will be game free. For a while.

      --
      Take the Red Pill.
    87. Re:It feels old and already seen by geefau · · Score: 1

      Rift a more fun game? you must be joking

    88. Re:It feels old and already seen by Rakarra · · Score: 1

      Just let me join a game and play whenever I feel like it, when I have time, and then leave as I see fit.

      But teamwork is very important for high-end cooperative play no matter what type of game you're playing. People who play together often will be better as a team than people put together for the first time.

      To me my friends list is more critical than guild membership - don't care what guild someone is in, or even what faction they are (as a horde player, let me team up with alli; wtf do I care about the lame 2p mythology they've invented).

      While you still can't team up with someone of the opposite faction, you can chat with friends across faction or cross-server.

      Create a raid finder. Lobbies. Raid browsers.

      That's being introduced in the next patch. It'd be interesting to see how it shakes out, I wouldn't mind taking an alt through a pick-up T11 dungeon some time.

      Make the content slightly malleable so a 10-man raid can be 9 or even 8-manned by scaling the environment slightly - so as people leave and join the game can continue.

      Man, I don't know, it's extremely challenging to properly tune a 10-man! Reduce the number of players enough and you might have to sacrifice the mechanics of the encounter since there aren't enough physical bodies to handle them.

    89. Re:It feels old and already seen by Anonymous Coward · · Score: 0

      Blizzard have massively nerfed the difficulty of the early game. I remember dieing all the time in the early versions. Now you can replay those same areas and only ever die in the rarest circumstances (silver mob plus hostile respawns).

      I played through the early game twenty times or more before they nerfed it, I just find it tedious to try now.

    90. Re:It feels old and already seen by Opportunist · · Score: 1

      And when you're done, go kill the bad whateverhisname and bring me his head. Thinking 'bout it, he's pretty tough, so you better take some friends along who also need to bring me his head. Oh, you won't have to fight over it, he'll have enough heads for all of you!

      --
      We used to have a Bill of Rights. Now, with the rights gone, all we have left is the bill.
    91. Re:It feels old and already seen by mikael_j · · Score: 1

      WoW has always had two sets of gear (one for PVE and the other for PVP) - not sure what you are talking about there.

      Well, maybe I'm just hallucinating but I seem to recall that "back in the day" those wearing PvE gear actually had a chance a surviving an encounter with someone wearing PvP gear (or even winning a lot of times for that matter), these days PvP v PvE gear almost certainly results in the PvE gear-wearing character getting beaten badly since PvE gear is useless.

      This is made worse by the fact that a lot of people who were win-trading in Tol Barad just as Cata had come out basically acquired a good set of PvP gear in a few days while those who didn't do the win-trading thing there found themselves at a serious disadvantage. And guess what, it's a lot more fun and easy to get better PvP gear if you already have good PvP gear..

      --
      Greylisting is to SMTP as NAT is to IPv4
    92. Re:It feels old and already seen by brkello · · Score: 1

      If you start in the new zones, it is better. Original WoW was great when it started...and the new zones get the love and the improvement (quests are much more interesting). Just the engine (while they improve it) is getting a bit old. I have decided to be done with it and wait for their new MMO. I imagine a lot of others feel the way I do as well. It was great for a long time, but people just move on to something different. I wouldn't worry about D3...it won't be like WoW. It may borrow concepts from WoW...but WoW borrowed talent trees from Diablo. Blizzard tends to use good ideas through all their games.

      --
      Support a great indie game: http://www.abaddon360.com
    93. Re:It feels old and already seen by DJRumpy · · Score: 1

      I would assume I started in a new zone but I have no idea. The quests are boring. Go here. Kill X numbers of Y.

      Not impressed as I yet (lvl 15).

    94. Re:It feels old and already seen by Rakarra · · Score: 1

      From my experience attacking much lower level characters seemed to be the point of world "pvp", well, when those skull level players weren't busy wiping out all your quest npcs.

      Sometimes. But that actually became more of a problem once Battlegrounds came out and world PVP had mostly died out, so there was no one to respond to people griefing in another faction's town. Many PVP grindfests, like Southshort/Tarren Mill scrums, could be incredibly fun, even though they often resulted in Tarren Mill left as a ghost town. More than normal (haha, undead joke. Right?)

      Then again, I only ever played on PvE servers. PvP servers sounded like an exercise in frustration from day 1, especially since I like to pause the game a lot. When standing in the wilderness. I don't want idle == free HK, nor do I want to be hassled when I'm trying to relax late at night with some low-level alt questing.

    95. Re:It feels old and already seen by bckrispi · · Score: 1

      I hear that. I normally level through running dungeons. My first toon I've levelled from the start since Cata came out is a Disc priest. And the level 30-40 dungeons are now an embarrassing faceroll. Three runs through the Scarlet Monastery, and I spent the whole time smite spamming.

      --
      Xenon, where's my money? -Borno
    96. Re:It feels old and already seen by bckrispi · · Score: 1

      WoW borrowed talent trees from Diablo.

      I've always felt that WoW was a gameplay sequel to Diablo 2 using Warcraft lore. Talent trees, Paladin auras, Combo points/finishing moves, socketable items, item sets, boss farming - all introduced in D2.

      --
      Xenon, where's my money? -Borno
    97. Re:It feels old and already seen by bckrispi · · Score: 1

      I don't spend hours grinding for gear, I don't race through, I don't trade, I don't do guilds, etc. I have zero interest in the online community.

      And you're surprised that you don't enjoy an MMORPG?

      --
      Xenon, where's my money? -Borno
    98. Re:It feels old and already seen by Luckyo · · Score: 1

      To sum the argument:

      WoW PvP: Sandbox (instanced) PvP, minimal negative consequences on loss, very polished in terms of balance, focuses on teamwork.
      EvE PvP: World PvP, extreme negative consequences on loss, so-so balance, focuses on organisation skills.

    99. Re:It feels old and already seen by bckrispi · · Score: 1

      . I just wish there was a way to "friend" people you meet there so that you can group with them again.

      You can do this with the 4.2 release. Any Battle.net friend you have who is in your faction can be invited to queue for a dungeon, irrespective of what server they are on.

      --
      Xenon, where's my money? -Borno
    100. Re:It feels old and already seen by djnforce9 · · Score: 1

      I actually played from level 1 through to 85 and I have to say that I did come across a few problems which I could imagine would certainly cause people to flock to other MMO's if they have in turn overcome these issues.

      The first is that the game has a very distinct (and in my opinion unimaginative) pattern when it comes to questing. You enter a new area and do about three tiers of quests including the basic mob slaying and item collection (i.e. kill X number of monster Y, find item X on the boddy of monster Y, or retrieve this special widget from some element in the environment), then you fight some kind of mini-boss (or just harder enemies), and then fight the main boss of the area (although sometimes the second or third round may be replaced by a mini-game of some sort). After you're done, you get directed to the next area where you rinse and repeat the above formula.

      The second problem is that you are severely hampered if you don't end up meeting a lot of people and can get into a raiding group by the time you've hit level 85 and gathered some reasonable gear. The dungeon finder helped a lot with this issue when it comes to 5-man dungeons but you really need a cohesive team for larger ones. Otherwise, you are pretty much locked out of what is perhaps the best content blizzard had to offer in that game. What's worse is that newer players (such as myself) are highly unlikely to experience the older raid dungeons because people would seldom go through them when there are newer better areas to experience. Similarly, older group quests are just not possible unless you are at the right place at the right time (or in my case, a generous high level player could take the place of all 5 group members when it came to those quests).

      The last issue is that the expansion pack system has created some inconsistencies in the playing experience. Level 1-60 is a actually a lot of fun now that Cataclysm has given the older quests a complete make-over. However, then you hit Burn Crusade (which resembles how WoW used to be) and it felt like everything plummeted all of a sudden as the quests there are extremely tedious. I really hated getting from 60 to 70 because of this but things slowly got better during the Lich King and eventually Catalclysm (80-85) again. It would have been nice for the momentum to keep strong all the way through.

      Anyhow, that's my take on this. Those that have been with WoW since its inception probably have a different perspective but mine is that of a relatively newer player. I didn't even touch the game after a couple months because it just wasn't fun for me anymore.

  2. Wow... by Anonymous Coward · · Score: 0

    Wow....(no pun intended).... Last quarter wow lost 600k plus another 300k this quarter.... and the news appears now on /?

    1. Re:Wow... by ShakaUVM · · Score: 1

      >>Wow....(no pun intended).... Last quarter wow lost 600k plus another 300k this quarter.... and the news appears now on /?

      It's even older news to me. Most people I knew quit circa 2007 or so, with the last holdout in our group of friends just quitting last month.

      (My thought when I read this was: wait, people still play WoW?)

      Anecdote, I know, but maintaining large subscriber numbers can hide people quitting in droves as long as they are picking up new subscriptions or expanding to new markets.

      I went back to play the latest expansion and was profoundly unimpressed with the "new game experience" changes, which basically shoehorn you into one of three builds for each class. Rift (which I still play off and on) has taken the opposite approach, allowing you to choose three classes to play as out of seven, in four different archetypes, allowing a rather fun degree of flexibility in making a class that suits your personality and goals. 4x(seven choose 3) = 140 classes. Kinda.

    2. Re:Wow... by Opportunist · · Score: 1

      Plus different skill point distribution amongst the three classes. Though you have to admit, from the thousands of possibilities, only a few viable remain, depending on what you want to do.

      --
      We used to have a Bill of Rights. Now, with the rights gone, all we have left is the bill.
    3. Re:Wow... by crashumbc · · Score: 1

      True but at least you have the OPTION, WoW forces you to "complete" one full tree before you can even put points in another...

    4. Re:Wow... by Opportunist · · Score: 1

      Yup, that change was about the worst. I've seen the first glimpses of it and I have to say I was more than just a bit disappointed.

      The old setup wasn't that much different. There usually was for one given role in a battle one given way to distribute the points. But at least you had the illusion that you actually had any say in how you develop your character.

      What Blizzard seems to forget is that this is what kept WoW alive so long, that players have an illusion that they have some impact. The illusion that it matters how you play. The illusion that you'll eventually have the best equipment. The illusion that something "is really worth the time". The illusion that you're not just kept in a huge treadmill.

      That's what kept WoW up and running. If you show people that it doesn't mean jack how they play, that they won't ever have the best equipment, that nothing's really worth the time and that he actually is just kept in a treadmill to keep him paying, they might not like that one bit.

      --
      We used to have a Bill of Rights. Now, with the rights gone, all we have left is the bill.
  3. Pandaria? by Shag · · Score: 2

    I look forward to being able to tank against kung-fu pandas.

    --
    Village idiot in some extremely smart villages.
    1. Re:Pandaria? by Hsien-Ko · · Score: 1

      Yeah no doubt it's obivously going to involve that endangered species. How this whooshed on everyone here, I have no idea.

      Second Life is screwed.

  4. Diablo 3 by Idimmu+Xul · · Score: 2

    It could just be people taking some time off before Diablo 3 comes out?

    --
    The problem with slashdot is that most of its users were bullied and stuffed into lockers as kids!
    1. Re:Diablo 3 by sa1lnr · · Score: 2

      Or it could be people having to deal with the current financial situation?

    2. Re:Diablo 3 by Walkingshark · · Score: 1

      I think it's more that there is nothing to really do anymore, unless you like repeating the same quests everyday in a tiny new area that disallows exploration beyond the little bit of real estate you unlock every few weeks, or you want to do top end raiding (which you can only do once or twice a week for most people, if at all).

      You can always play the LOLESPORT pvp, but it has the drawback of not actually being fun.

      --
      The world you experience is only a close approximation of reality.
    3. Re:Diablo 3 by CrashandDie · · Score: 1

      Also, the fact that TFA cites a loss of 300k users and TFS cites "nearly a million".

      C'mon /., I know that it's nice to be all big balled about throwing big numbers around, but multiplying a loss by 3 is hardly fair reporting.

    4. Re:Diablo 3 by ifrag · · Score: 1

      Or it could be people having to deal with the current financial situation?

      Could be for some, but I'd wager they were probably bored with it already and had a harder time justifying leaving the account active. For those who still enjoy WoW, it's probably a far cheaper form of entertainment per hour than just about anything else. But that's part of the problem with most MMOs, they really don't respect the players time. The biggest problem I see with MMOs is when design is centered specifically on keeping the time sinks as long as possible rather than just making the game fun.

      --
      Fear is the mind killer.
    5. Re:Diablo 3 by delinear · · Score: 1

      I think you're onto something - I doubt there is any one single reason at play here, but for a lot of people money just got a lot tighter. Suddenly that bit of extra cash they didn't mind dropping on the game so they could casually dip in and out when they wanted might be better saved or used elsewhere. Couple that with several reasonable "free to play" alternatives on the market at the moment, and for the non-hardcore gamer it makes more sense to pick up one of those games instead of having a WoW account on standby. It might not be the sole reason people leave, but it's one more good reason.

    6. Re:Diablo 3 by tbannist · · Score: 1

      Apparently, they lost 600k last quarter, and 300k this quarter. That makes almost 1 million in the last six months.

      However, the loss may just be "returning players" exhausting the new content and letting their subscriptions expire again, if the decline continues, it'll be a different story.

      --
      Fanatically anti-fanatical
    7. Re:Diablo 3 by SilentStaid · · Score: 1

      If you had read the whole thing you'd see that they said that was 300k since May, putting them down to 11.1 million from the highpoint of 12 million at the end of the third quarter last year.

    8. Re:Diablo 3 by Calydor · · Score: 1

      They're citing different time frames.

      There was a mass exodus of 600k in one quarter, then another 300k dropped during the next quarter.

      --
      -=This sig has nothing to do with my comment. Move along now=-
    9. Re:Diablo 3 by bonch · · Score: 1

      The total loss is over the last two quarters (notice the linked article says that subscriptions "continue to drop").

  5. People Growing Up? by Anonymous Coward · · Score: 1

    One of the interesting things about MMOs versus single player games has always been the social aspects. You get to interact with the people around you and, surely over time, are going to accumulate a few friends and maybe a desire to go out more.

    Complete speculation: is it possible the decline is related to gamers 'growing up' and finding themselves with less time to devote to the game? Trying not to sound pedantic, but it has to be hard to maintain a Warcraft addiction while being employed, having a spouse, working a job, having children, etc. I wonder if enough of the magic has finally worn off that people are starting to look at other ways of spending their time.

    1. Re:People Growing Up? by moozey · · Score: 1

      But surely a new generation of gamers are there to take their place? Circle of life, baby.

    2. Re:People Growing Up? by techsoldaten · · Score: 1

      Considering all the other games that exist on the market and the extensive multiplayer options that exist, I would not be surprised to learn the pool of new gamers is fragmented and that WoW competes really hard for their attention.

      Nothing against WoW, but there are a lot of options out there these days. When I look at the games my daughter and her friends play, it's less about fantasy and more about social networking. Truly irrelevant in terms of a sample size, but there are options out there besides MMOs that offer a social aspect that did not exist even a few years ago.

    3. Re:People Growing Up? by Anonymous Coward · · Score: 0

      Or that the economy is in the toilet and we have huge unemployment numbers maybe as well. Hard to pay for an MMO every month when the 99th week of unemployment just came and went.

    4. Re:People Growing Up? by Opportunist · · Score: 1

      Hmm... most people I played with are in their 20s and 30s, some in their 40s... I guess they won't grow up any time soon.

      Though I guess we were the ancients in the game.

      --
      We used to have a Bill of Rights. Now, with the rights gone, all we have left is the bill.
    5. Re:People Growing Up? by Opportunist · · Score: 1

      Well, when WoW came out, the MMO market wasn't as deserted as it was back in Evercrack times. There were quite a few to choose from, maybe not as many as today but the selection was pretty big regardless. From DAoC to AO to EvE, it wasn't like WoW came into a market that was just waiting to be taken over and conquered.

      --
      We used to have a Bill of Rights. Now, with the rights gone, all we have left is the bill.
    6. Re:People Growing Up? by Chrono11901 · · Score: 2

      Wow has been able to retain many aging people by making the game more and more accessible with each expansion release. In WOTLK me and my friends could get on at any time and get a decent pickup group that could do most of the current raid tier. As of cataclysm the "join a raid guild and dedicate yourself or **** off" mantra has forced many people who have other responsibilities to quit.

      PS: I chuckled to myself when I got the latest "Please come back" e-mail telling me that the nearly year old raids are now pug-able... gee thanks blizzard.
       

    7. Re:People Growing Up? by beowulfcluster · · Score: 1

      You get to interact with the people around you and, surely over time, are going to accumulate a few friends and maybe a desire to go out more.

      Isn't it more like the opposite? When your social life is in the game, you'll desire to stay in the game more. That way an evil circle lies. That's what I've seen anyway though I'll admit I only have anecdotal evidence.

    8. Re:People Growing Up? by Machtyn · · Score: 1

      I got one of those emails just yesterday. A free 7-day pass. I considered jumping in for a couple nights. But my friends informed me their accounts had just dried up and we've all moved onto other games. For me, the whole thing boiled down to finances and a plethora of games/projects that I need to work on.

      Finances: I'm the type of person that I will try and milk every bit out of a purchase (if I like it). And I liked WoW. But having that I paid actual cash every month, I made sure to get my daily play time in to have made that purchase worth it. Comparatively, I purchased Valve's Orange Box for $30 or $40. I have hundreds of hours of gameplay from Portal to Team Fortress 2. I've probably paid a small percent of one penny per hour for the amount of cost per game time spent. In WoW, I tried to get to minimize my cost/time. Not only that, you had to buy the content disk (or download) at the cost of a full game and there was the still monthly charge (no free time with purchase of expansion).

      Games: There is a trend in gaming, particularly multiplayer and online only games, that the games are subsidized via perk purchases or DLC. This means there is no cost for the actual game - if I want some extras (a fancier icon, cool clothing (hats), more interesting potions) then I can lay down the cash and purchase those points. Zynga has proven this model. I started playing League of Legends. It's a nice, simple game that is completely free. Granado Espada is another free, fully engaged MMO. Realm of the Mad God is a great 10 - 60 minute at a time game... also free.

      Besides the numerous "free" games that are out there, Steam has all sorts of games available. And these are relatively inexpensive. I'll be dropping some cash on Torchlight 2 when it comes out. (Sorry BlizzaVision, the always online, no LAN play really kills the Diablo 3 mojo for me.)

      Projects: Yep, life gets in the way. Beside family, home upkeep, social life, I've also got a website project I need to get started on. And with only a 2-3 hours a night to myself, keeping up on my projects can be difficult.

    9. Re:People Growing Up? by Anonymous Coward · · Score: 0

      That's part of the problem with the current "community" in WoW. Players were replaced by immature children, and the game became so socially caustic that people refuse to play the game (had 2 friends who tried it and quit for that reason alone).

    10. Re:People Growing Up? by Rakarra · · Score: 1

      But surely a new generation of gamers are there to take their place? Circle of life, baby.

      Not necessarily. I'd think for the most part they're looking for newer games and newer environments rather than a 7-year-old one.

  6. Long term nostalgia for WoW by G3ckoG33k · · Score: 1

    One can readily imagine that WoW-players will be the next generation Star Trek fans. TV series followers from a few decades ago probably are the same (alien?) breed. The long term nostalgia potential for WoW appears great.

    1. Re:Long term nostalgia for WoW by bloodhawk · · Score: 1

      I don't think so, the problem with wow is you can't play the game from 6 years ago or even from 12 months ago, The game has changed and for many it has changed for the worst, dumbing it down to the point where they have sucked the life out of the game. Characters all look the same, the talents and specs are so horrendeously simplified even a moron could created a successful spec blindfolded and the PVP is broken worse than ever, blizz seem to be clueless to the problems and throw more and more weak content and grindfests at the players while ignoring what many wanted. (I finally ditched wow permanently not long after the latest disasterous expansion and so have many of my friends. if nothing else, how horrible the game has become made it easy to finally give it up. )

    2. Re:Long term nostalgia for WoW by Opportunist · · Score: 1

      What did many want? I know what I wanted (well, back when it was still vanilla WoW): A more challenging game. I guess WoW didn't turn into one with the last expansion either, judging by your words?

      --
      We used to have a Bill of Rights. Now, with the rights gone, all we have left is the bill.
    3. Re:Long term nostalgia for WoW by bloodhawk · · Score: 1

      people want a challenge, players need to feel they are accomplishing something, being handed everything on a platter pleases some people in the short term but if you want people to stay and continue to play there needs to be a challenge. Blizz have been progressively been removing all the challenges from the game, they have catered to the "bring the player not the class" which is nice idea but to achieve it they have progressively dulled down class differences and removed the challenge and variety, for instance all tanks now are just slight variations of each other with the same abilities with different names.

    4. Re:Long term nostalgia for WoW by crashumbc · · Score: 1

      Yes and no, They gutted everything that gave "depth" to the game (it also cost more to produce and balance around). They made the actual game play more difficult, i.e. every class now requires you to watch for procs and timers on abilities... think of it like the old Nintendo games with combo moves.

    5. Re:Long term nostalgia for WoW by Unoriginal_Nickname · · Score: 1

      I've only seen a few low-level areas, both in vanilla and in Cataclysm (I've never been entertained enough to subscribe for longer than 1 month for as long as the game has been out.)

      Some of what they've changed is nice. Blizzard has really improved their ability to develop quests, and many of them now involve vehicles or other gimmicks, which makes the low-level game a lot less monotonous. They've also removed a lot of 'redundant' quests, while still rewarding you the same amount of experience for completing each region (for example, the Barrens has fewer than half as many quests and is literally half the size, but you'll still be around level 22 by the time you finish it.) You should really like these changes, if you're an established player who wants to have fun while leveling an alt, or if you're a brand new player who has high-level friends waiting to dump equipment on you.

      Most of what they've changed is terrible. Blizzard has a well-deserved reputation for good art and music, so some of the changes are just unforgivable. High-resolution assets are mixed with classic low-resolution assets. Some new textures have missing gloss maps, making them look flat. The timeless artistic style of vanilla has been replaced with noisy designs and dull textures that reek of being outsourced; I can't describe the changes to Orgrimmar as anything other than a display of abject incompetence, both in terms of art and gameplay, but generally speaking any area with a lot of goblin technology is aesthetically unappealing. The new music is all terrible and inappropriate, by far the worst I've ever heard in a Blizzard game, and the artists were too lazy and stupid to get music transitions working correctly so you will often hear random parts of the vanilla soundtrack mixed in with the new.

      If you roll an orc or a troll, you are now treated to a poop joke within the first hour of gameplay. How appropriate. The saving grace of this steaming turd of a MMORPG is the fact that the game is now easy and short so you don't have to stay subscribed for very long.

    6. Re:Long term nostalgia for WoW by Anonymous Coward · · Score: 0

      I don't think so, the problem with wow is you can't play the game from 6 years ago or even from 12 months ago

      I've had the idea that they should make a server that keeps the same skill trees as today, but won't allow you to unlock other regions of the game until you've beaten the raid content in order. So, you'd have to raid UBRS until you've beaten it, then Molten Core unlocks. After Ragnaros and Ony, BWL opens up. Then AQ40 to Naxx. After you beat Naxx, the Dark Portal opens up for you and your guildmates who beat KT. Continue all the way to present day.

      You get the full experience of 6 years compressed into maybe a year, and you get to see the game with the nostalgia, joy and horror that it was.

    7. Re:Long term nostalgia for WoW by myowntrueself · · Score: 1

      If you roll an orc or a troll, you are now treated to a poop joke within the first hour of gameplay. How appropriate.

      oooh bad doggy!!!!

      Really lets you know the age group the game is aimed at...

      --
      In the free world the media isn't government run; the government is media run.
    8. Re:Long term nostalgia for WoW by Opportunist · · Score: 1

      That's pretty much the point. Of course, nobody likes a frustrating experience, but a reward doesn't really feel like one if it's handed to you for free.

      Think of any game you ever played. Take any multiplayer shooter, it is (at least for me) most obvious in them. Which battles do you remember? The ones where you steamrolled the other team or the one where you struggled for hours and won by a hair thin margin?

      --
      We used to have a Bill of Rights. Now, with the rights gone, all we have left is the bill.
    9. Re:Long term nostalgia for WoW by meta-monkey · · Score: 1

      I don't think the problem is they made it to easy, I think they made it too hard for the casuals. Raiding in Wrath was incredibly easy and pugs were killing everything, no problem. I rather enjoyed it, because I could log on an alt and find a raid any time of day, and that raid would probably be successful. In Cata, they made even the normal mode raids so difficult for pugs, all these people who enjoyed casual raiding in Wrath were completely unable to play anymore. What changed? Three things. They made healing much less effective, so you could no longer heal dumbasses who stand in fire through the damage. Two, they made all that stuff pretty much kill you outright, so if you're dead, it's your fault because you got hit by squall lines on Al'akir or you eat flame breath on the twin dragons. Finally, they put in all these insta-gib pass/fail mechanics. Fail to interrupt Arcanotron? Wipe. A second too late clicking the gong on Atremedes after searing flame? Wipe. One person screws up one interrupt and it's over. Pugs can't handle that. Hell, raiders can't handle it, either. Back in Wrath there were 10 progression raiding guilds on my server. Now? Three. The other guilds just broke up or gave up. That's where the subscribers went.

      Now, I rather enjoy the challenge, but I'm a hardcore raider in a US top-25 guild, 6/7 Heroic firelands working on heroic ragnaros. But that massive increase in difficulty is absolutely what drove all those people away.

      --
      We don't have a state-run media we have a media-run state.
    10. Re:Long term nostalgia for WoW by Rakarra · · Score: 1

      throw more and more weak content and grindfests at the players while ignoring what many wanted

      While I think WoW has fallen far, I think Blizzard's problem has been too much of "giving people what they asked for."

      Like, "leveling to 60 is such a grind, I want to just get that over with quickly because the endgame is where it's at anyway." That was an extremely popular mantra repeated over and over again. So now it's brain-dead easy and way too fast to level. For me, alts were fun and challenging, and now it's so easy that even iron-manning it (no support from other characters, no pimping out new characters with account-bound items, just using whatever you find while questing) isn't difficult. With no challenge, there's no fun.

  7. Many have moved to Rift by psyclone · · Score: 1

    I don't have time to play MMOGs, but people I know who play WoW and the like have recently moved to playing Rift as their new fantasy MMO of choice.

    1. Re:Many have moved to Rift by Anonymous Coward · · Score: 0

      Also Rift is more secure than WoW. Its much harder to hijack a Rift account than WoW acc. And Blizz has done almost nothing to improve the security. I doubt that WoW will ever get back atleast 10% of the ones that left. The game is just too old and boring now. Time to move on.

    2. Re:Many have moved to Rift by Anonymus · · Score: 1

      See, I tried Rift but everything about it screamed "WoW clone" and the whole point of me trying it was trying to escape WoW. If you compare the Rift classes to WoW talent specs, you'll see they all match up almost exactly. The gameplay and UI are basically the same, but without the ability to customize your interface with addons (at least back when I tried it).

      So instead of switching to Rift, I just quit WoW, and now I have far more free time to enjoy doing things that are actually fun, and even productive.

    3. Re:Many have moved to Rift by Anonymous Coward · · Score: 0

      Not nearly as many people who are done with a game like WoW moved on to Rift, contrary to what Trion Games loves to proclaim. In fact, for those who played WoW for long periods of time were turned off by Rift's endgame, as its raiding and heroic-mode dungeon grind was virtually identical to World of Warcraft in nearly every respect. Rift is, for what its worth, a perfect WoW clone with a few choice elements taken from Warhammer Online for public 'instanced' quests.

      That said, a lot of former Warhammer Online players are into Rift -- people that I have known to hate WoW but loved WO are now hooked on Rift. And, from the short period of time I played, I encountered a lot of players that were burned out from Aion and the Star Trek MMO.

    4. Re:Many have moved to Rift by lynnae · · Score: 1

      Rift is a step sideways from WoW in a number of good ways, and similar in a number of boring/bad ways. Not gonna proselytize it however, but the actual rift (small r) mechanics are good and the way the treat classes is a nice change from you picked "x" therefore you are a healer/tank/dps and never shall you do anything else. My sub probably won't last past my next re-up though. I know a lot of us are waiting on Guild Wars 2, and another subset of us is also waiting on The Secret World.

    5. Re:Many have moved to Rift by Opportunist · · Score: 1

      Security is a joke in WoW. Say, did they ever fix that the board user/pass combination is the same as your game user/pass combination?

      The security hole boggles the mind.

      --
      We used to have a Bill of Rights. Now, with the rights gone, all we have left is the bill.
    6. Re:Many have moved to Rift by McGuirk · · Score: 1

      Try DAoC. It's very old school, but imho that is something to brag about, as modern games all feel like WoW. The leveling grind is partically non-existent at the moment, as you can level extremely fast from a set of repeatable quests in the Battlegrounds from 10-40 (level cap is 50). You can fight enemy players near your level at any level, or level safely in PvE only areas for your Realm. It's not particularly time-consuming to gear out a character, and the RvR is very good. Having 3 factions is an absolute necessity for fun team-based PvP, as two can temporarily team up if the numbers are skewed heavily one way.

      It's not perfect, the UI is rough and old, but the PvP is considerably more rewarding to players that like to learn and improve.

    7. Re:Many have moved to Rift by Walkingshark · · Score: 1

      I had the same experience with RIFT. It was like playing WOW, except I didn't have a horse to ride from place to place (or a winged whatever) and I didn't have the 10k gold to buy myself one.

      Not to mention the storyline makes no sense:

      "Oh hey returned hero who saved the world, you've returned to save us! What, you want a horse and you can't afford one? FUCK YOU!"

      --
      The world you experience is only a close approximation of reality.
    8. Re:Many have moved to Rift by Walkingshark · · Score: 1

      I used to play DAOC, and ran the number one pvp guild on my server for a while. Then they released the expansion and introduced unkillable bone dancers, castable endurance buff, and some left-axe buffs that completely ruined realm balance beyond hope of repair. I gave up on Mythic as developers after that total fail.

      --
      The world you experience is only a close approximation of reality.
    9. Re:Many have moved to Rift by dc29A · · Score: 1

      Security is a joke in WoW. Say, did they ever fix that the board user/pass combination is the same as your game user/pass combination?

      The security hole boggles the mind.

      Not really. Security is a joke when the user is dumb:
      - Runs windows as Administrator and gets his PC infected with every possible keylogger.
      - Visits questionable sites and blindly clicks on every possible ad and gets even more keyloggers.
      - Clicks on links from fake emails and yes, gets even more keyloggers, or simply gives his account credentials out to someone.
      - Gives out his account credentials to guildmates.

    10. Re:Many have moved to Rift by Dog-Cow · · Score: 0

      As I can tell from your DAoC post, along with this one, you prefer to have things handed to you on a silver platter.

      Too fucking bad.

    11. Re:Many have moved to Rift by Anonymous Coward · · Score: 0

      It's popular to assume the user is a moron, but in the case of WoW I don't think that's always the case. In late 2009/early 2010 too many people were getting hacked; in my guild alone about a dozen people got hit over a four month period. The vector had to be something widely used and trusted; I suspect a Flash or Java vulnerability on a popular site. When I got hacked myself, I never did find any viruses, keyloggers, or rootkits, even though I ran multiple detection tools and even mounted my drives on a Linux box and ran a check there. I ended up formatting out of paranoia, but am not convinced that it was a local problem at all. Might be a coincidence, but I played WoW for four years and just happened to get hacked two days after registering on battle.net. Could be that Blizzard has security breaches on their end that they are unaware of or just don't talk about. At least the authenticator is cheap.

    12. Re:Many have moved to Rift by Anonymous Coward · · Score: 0

      My first character in Rift had more than enough money to buy a horse upon making level 50, no twinking or farming involved. 125 plat in Rift is a far cry from 5k gold in WoW. I will agree that Rift is 75% WoW, but this particular complaint is nonsense.

    13. Re:Many have moved to Rift by McGuirk · · Score: 1

      Then they released the expansion and introduced unkillable bone dancers, castable endurance buff, and some left-axe buffs that completely ruined realm balance beyond hope of repair.

      Yes they did, and yes Mythic sucks. But they've done a lot of work since then, though, and realm balance is much better. Though, live servers are a different beast than the game was back in those days. I'd suggest the freeshard Uthgard for an old player such as yourself. It's like DAoC from 2003. They stripped all the expansion content except for those classes you hate, but those classes are castrated and not a threat.

    14. Re:Many have moved to Rift by Walkingshark · · Score: 1

      Can you still carry a battering ram in your back pocket? :)

      --
      The world you experience is only a close approximation of reality.
    15. Re:Many have moved to Rift by Opportunist · · Score: 1

      Stupidity is one aspect. But it's also not easy for the average Joe to keep a Windows box secure. The culprit isn't always MS, though. If third party vendors are too effin' stupid to create programs that don't need admin access for everything (seriously, I remember games that demanded admin privileges. Not to install, to run), it's not like MS is to blame.

      Or the user, if the first thing he learns about UAC "if it asks for permission, click yes or it won't run". Because that's essentially what he knows about it.

      You also don't need to visit questionable sites. Just yesterday, we dug out an infection vector from a travel agency page. The system is pretty easy, but also quite efficient. Either they use one of the various known bugs in a CMS, look for pages that use that CMS with a crappy update policy (as many small businesses do) and inject their code in it. Or they use something like a snowball system. They grab all passwords, check if some of them are from a CMS, log into the webpage and inject their infector, wait for more infections, check the data sent back for CMS info...

      You don't have to go to chinese porn pages anymore for your trojan needs, the average bar webpage from around the block does the trick quite nicely today.

      --
      We used to have a Bill of Rights. Now, with the rights gone, all we have left is the bill.
    16. Re:Many have moved to Rift by alphastar · · Score: 1

      Say, did they ever fix that the board user/pass combination is the same as your game user/pass combination?

      Considering that the website, message board, and game all use the same ACCOUNT, this is kind of a pointless question to ask.

    17. Re:Many have moved to Rift by Opportunist · · Score: 1

      Not really, you can use different credentials for different media. All you need to do is store the different password to the data record.

      --
      We used to have a Bill of Rights. Now, with the rights gone, all we have left is the bill.
    18. Re:Many have moved to Rift by McGuirk · · Score: 1

      Can you still carry a battering ram in your back pocket? :)

      Nope, but you can carry the materials and create it where it is needed +D

  8. Paid customer services are a pain by xonen · · Score: 1

    Paid customer services, like character recustomization and especially migration have been deadly for certain realms and games in general.

    If your friends move to another realm, you have 2 options: transfer your own character, or quit playing. The same goes when a previously florishing realm goes 'dead' - people either move either quit playing.

    Blizzard neglected this issue way too long - look at their fora, for certain realm subfora this is the most common complaint 'our realm was good but now everyone left there's : not even enough players to raid with / too many opponents / etc. The character transfers also heavily affected PvP - no-one wants to belong to the 'loosers' so a lot of battlegroups got serious balancing issues. -There are other indications that blizzard didnt take PvP serious enough, like heavy class imbalances, but in my opinion it were the character migrations that have been deadly for certain realms...

    Last not least - blizzard 'hardened' the content. While most will agree that a lot of content in previous expansions was 'too easy' (major cause of this being 'epics' too easily available - hence the term 'welfare epics' was introduced) - the balance now swapped to the other side and a lot of semi-casual guilds and players just gave up on the raiding content because it was 'too hard'. Blizz still being king of content - they'd better taken some of the complaints on the fora more serious as they seem to be unaware of certain issues that every player is aware of..

    So.. i'm not surprised - it's still a great game but it cries for more variation in the content to please both hardcore, casual, PvE and PvP players - and yes, the players got spoiled over the years, too, demanding a better game all the time ;)

    --
    A glitch a day keeps the bugs away.
    1. Re:Paid customer services are a pain by Anonymous Coward · · Score: 0

      If your friends move to another realm, you have 2 options: transfer your own character, or quit playing.

      Or use their new free realid cross realm partying system to just invite your friends and do whatever you feel like as long as it's not in the general world.

    2. Re:Paid customer services are a pain by Anonymus · · Score: 1

      That's a good point, and partially what led to my quitting. One of my few remaining friends who played on my server started spending more and more time on another server until it eventually became his main character. In order for me to play there with him, I could either spend 100+ hours grinding a new character and gear, or spend $55 to transfer one of my existing characters there and change faction. $55 is the cost of buying the game again, just for them to have an automated script move a few bits around from one server to another.

    3. Re:Paid customer services are a pain by Solarhands · · Score: 1
      I have recently quit WoW, and I dont think that either of those is the problem with WoW. Paid transfers are IMO a good thing, they may have a few too many lower pop servers, but I think that is more a function of loosing subscribers. Neither are raids too hard, unless you are just talking about the hard modes, which I would agree with.

      The biggest issue they really have right now is that they killed the leveling experience. They will not get any new people when what people see is that this game is easy enough for a toddler to play. Any class at any level up to 80 can kill an elite mob of their level, something that should at least take a pocket healer, if not a party. In the past, if you found yourself either on a bad realm or unable to progress in raid content, you could always level a new toon, and play a decently satisfying single player game. Now you would rather just unsubscribe than reroll.

      The second problem they have is the whole concept of hard modes, which they have gotten locked into. Players want some form of story progression. Quickly progressing through the current raidbosses only to have to fight the same raidbosses with more health and damage is quite simply boring. On top of that, for many of the hardmodes, success had little to do with ability and much more to do with whether or not the boss randomly does two things in a row that automatically kill at least one person, which would cause DPS to be too low to kill the boss. Boss hits everyone for 80% heath, boss hits specific player for 50% heath .4 seconds later. Everyone on vent was frustrated, but everyone knew that it was the designers' fault, not the player. RNG FTL.

      The final problem I'll mention and what killed it for me and many in my guild were daily quests. For many of us these are the straw that broke the camel's back. Blizzard had plenty of feedback from the Argent Crusade faction grind that players don't like to be forced to unlock crap with repeatable dailies. They basically copied that exactly for the Firelands patch, without putting in any way around it. For instance, while there were repeatable quests for many factions, you could just wear a tabbard and do 5-mans to grind rep, which was much less painful. With the Firelands patch Blizzard was basically saying to us, "Hey I hear you enjoy doing chores!"

    4. Re:Paid customer services are a pain by Opportunist · · Score: 1

      Does that work now across servers? Last I heard was that they introduced it, but you couldn't friend/ignore people across servers.

      --
      We used to have a Bill of Rights. Now, with the rights gone, all we have left is the bill.
    5. Re:Paid customer services are a pain by BandoMcHando · · Score: 1

      I found that the realm transfers and also the cross-realm battlegrounds (and later the LFG tool), did a more subtle damage on our realm - it killed the sense of community.

      It quickly went from a world where people knew each other to a world of strangers.

    6. Re:Paid customer services are a pain by CProgrammer98 · · Score: 0

      you dont need to buy anothe rcopy of the game to transfer characters. You can have many characters across several servers on the same account, and do a paid transfer across faction or to another server without buying a whole new license

      --
      And the people shall be oppressed, every one by another, and every one by his neighbour Isaiah 3:5
    7. Re:Paid customer services are a pain by Walkingshark · · Score: 1

      Don't forget you're going to have to pay real money for it too.

      --
      The world you experience is only a close approximation of reality.
    8. Re:Paid customer services are a pain by Walkingshark · · Score: 1

      Yeah, when they released a big new content patch that had 1) A raid I couldn't participate in due to low pop + shitty work schedule and 2) the same exact thing over and over again with no challenge every day for no real reward, I knew it was time to quit.

      --
      The world you experience is only a close approximation of reality.
    9. Re:Paid customer services are a pain by mr_gorkajuice · · Score: 1

      [...]or spend $55 to transfer one of my existing characters there and change faction. $55 is the cost of buying the game again

      It's a cost comparison. Noone mentioned actually buying the game again.

    10. Re:Paid customer services are a pain by Walkingshark · · Score: 1

      This. The only community building once LFG went in was the spam on trade chat. Sure, it made it easier to find groups, but they were always with people you'd never meet again. It would have been much better if you could somehow have friend listed people and had the LFG tool look for those people again next time you queued up.

      --
      The world you experience is only a close approximation of reality.
    11. Re:Paid customer services are a pain by Catnaps · · Score: 1

      I quit because of a) RNG and b) 10-man raids hinging on someone doing a specific task with exact timing. So, RNG again I guess. The enjoyment of the game being linked to dribbling idiots (and no-one available to replace them) just pushed me over the edge.

    12. Re:Paid customer services are a pain by crashumbc · · Score: 2

      Its only free because its in BETA and their trying to "hook" people into it. It will be a "premium" service

    13. Re:Paid customer services are a pain by Anonymous Coward · · Score: 0

      realid allows you to friend people across servers provided one of you is willing to give up your real e-mail.

      And to walkingshark who replied to you, no. no you don't. Never once did they say it would be paid, and they literally JUST came out and announced it was out of beta and 100% free to 100% of the playerbase.

      People ASSUMED it would require payment due to some rumbling about "premium account services" from I don't even know where. But you know what they say about when you assume...

      So yes. Now the complaint of "BUT MY FRIENDS ARE ON ANOTHER SERVER AND I DON'T WANT TO LEVEL A NEW CHARACTER/PAY FOR AN XFER" has been sharply weakened now. Instances work out fine. It's highly likely their next step will be to apply it to battlegrounds with a potential next step involving raids as they've coyly mentioned they're working on something for cross-realm raids. The final step may be rated battlegrounds and arenas, but given the different arena ladders for ranking, this seems unlikely without radically altering the ranking and reward system for arenas.

    14. Re:Paid customer services are a pain by Anonymous Coward · · Score: 0

      Cross-realm BGs was great for wait times, but killed the sense of rivalry and community. It was fun having the same horde characters to fight against every few battles. It allowed for that "Haha! Got you this time" feel. Now, you don't even look at the names of your own teammates, much less your enemy's.

      And hey, I actually liked the 3 hour long AV battles.

      In my mind, questing and raiding and pvp became the same grind for gear.

      Like others have said, I have moved on to single player games mostly. Dragon Age if I want a group RPG, Oblivion (w/OOO) for single player RPG, and Civ5 just for kicks.

      I tried Rift for a week, and it was essentially the same as WoW with nicer looking NPC character models. I couldn't stand to grind another toon through 30+ levels just to start getting to the cool bits.

    15. Re:Paid customer services are a pain by Anonymous Coward · · Score: 0

      Who says "fora?"

    16. Re:Paid customer services are a pain by theangrypeon · · Score: 1

      No, you won't. Surprisingly, they have decided not to charge people for it.

    17. Re:Paid customer services are a pain by xonen · · Score: 1

      I'm sorry, while i understand the correct plural of 'forum' is 'forums' in english, in dutch we mimic the original latin grammar making the plural of 'forum' to be 'fora' (and 'museum' like 'musea' etc). Our school teachers made pretty damn sure that we would do this correctly, and thus it has slipped into my english in unguarded moments.

      --
      A glitch a day keeps the bugs away.
    18. Re:Paid customer services are a pain by phlinn · · Score: 1

      To be fair, the rare stunnable elites could sometimes be killed without a pocket healer or party even in the past. Doesn't actually kill your overall point. I agree with everything else you said.

      --
      "Pulling together is the aim of despotism and tyranny! Free men pull in all sorts of directions" -- Havelock Vetinari
    19. Re:Paid customer services are a pain by damiangerous · · Score: 1
    20. Re:Paid customer services are a pain by Walkingshark · · Score: 1

      Ah, they must have changed their mind after I had already quit. That's OK though, I'm glad I got out before they got around to announcing the inevitable port of their Diablo auction house to WOW. I'm sure it's coming.

      --
      The world you experience is only a close approximation of reality.
    21. Re:Paid customer services are a pain by crashumbc · · Score: 1

      Sorry, I posted 24.5 hours after that press release. I should have fact checked better. I mean if something changes minutes before your post you're ok, but a WHOLE 24 hours. I should take the walk of shame...

    22. Re:Paid customer services are a pain by Anonymous Coward · · Score: 0

      This. This is the single event in my mind that significantly changed the average players outlook on the game. The honor system is the second. World PVP and BGs prior to the honor system (even after to some extent, but prior to cross-realm) were the most fun in the game. Guild vs Guild to prove who was the best. No one surrendered flags to end the game cause it is more points/hour to lose fast than win slow or any of that crap. You were there for the long haul and there to win. Also, the amount of dickbags was much lower due to the fact that if you pissed off your realm enough you couldn't meaningfully play. Now you just do whatever you want, act like an ass 24/7 BG or 5man and who cares? There are 4 other idiots you've never met before that will be more than happy to deal with your bullshit after waiting 45minutes for a tank.

      At the end of wrath I hardly knew what guilds on my realm on my faction were good let alone what guilds on the other faction were. Who cares? You don't really have to interact with anyone on your own realm.

    23. Re:Paid customer services are a pain by AntiNazi · · Score: 1

      This. This is the single event in my mind that significantly changed the average players outlook on the game. The honor system is the second. World PVP and BGs prior to the honor system (even after to some extent, but prior to cross-realm) were the most fun in the game. Guild vs Guild to prove who was the best. No one surrendered flags to end the game cause it is more points/hour to lose fast than win slow or any of that crap. You were there for the long haul and there to win. Also, the amount of dickbags was much lower due to the fact that if you pissed off your realm enough you couldn't meaningfully play. Now you just do whatever you want, act like an ass 24/7 BG or 5man and who cares? There are 4 other idiots you've never met before that will be more than happy to deal with your bullshit after waiting 45minutes for a tank.

      At the end of wrath I hardly knew what guilds on my realm on my faction were good let alone what guilds on the other faction were. Who cares? You don't really have to interact with anyone on your own realm.

      Accidentally posted as AC

    24. Re:Paid customer services are a pain by Rakarra · · Score: 1

      And hey, I actually liked the 3 hour long AV battles.

      I liked the 49-hour long AV battles.
      (Not an exaggeration, that happened once on my server).

    25. Re:Paid customer services are a pain by bckrispi · · Score: 1

      It would have been much better if you could somehow have friend listed people and had the LFG tool look for those people again next time you queued up.

      You can now do that in 4.2.

      --
      Xenon, where's my money? -Borno
  9. Speaking for a hardcore WoW player... by neokushan · · Score: 5, Interesting

    I tried WoW when it first came out in the EU. I gave up after a month for numerous reasons (basically, it just wasn't my kind of game), however a couple of years ago I met my (now) wife who was an avid WoW player. She played at a professional level, in a guild with sponsorships and that kind of thing. By all definitions, she was a "hardcore" WoW player. Yes - was.

    I watched from the sidelines as her interest in the game dwindled and it's easy, from an outside perspective, to see why - Blizzard were trying to appeal to too many "types" of MMO player and more or less alienated everyone. To break it down in its simplest terms, there's 2 kinds of player - casual and hardcore. When the burning crusade came out, it was hard. Tough as nails, in fact. I remember watching her and her 25 man guild wipe numerous times on regular bosses, let alone the heroics. And it was fun! They enjoyed the challenege, but the problem is the "casual" players didn't. The casual argument was that they're paying the same subscription as everyone else yet only getting to see half of the content because they couldn't progress.
    That's when Blizzard decided to tone down the difficulty, just in time for Wrath of the Litch King. This kept a lot of the casual players happy, but it meant the hardcore guilds were completing the content a day or two after it came out. If Blizzard didn't stagger patch releases, Arthas would have been dead before Christmas.

    In each instance, Blizzard ultimately lost players. Sure, they'd gain an increase in subscribers when the expansions were released, but shortly after people would stop paying the subscription. On the one hand, the casuals feel cheated when content is too hard and the hardcore guilds get bored because there is no content left for them. I've even seen Casual players argue that the heroic modes are too hard and that it isn't fair, despite the fact that the content is the same and the purpose of heroics is to keep the hardcore guilds happy.

    The end result is that Blizzard constantly changes their mind on who they focus on - casual or hardcore and ultimately appeases neither.

    --
    +1 IDisagreeSoHeMustBeATrollOrAnAstroturferOrAShill
    1. Re:Speaking for a hardcore WoW player... by GoodNewsJimDotCom · · Score: 1

      Yes, I played the noob dungeons. You can run 5 man PUGs solo and it isn't even challenging. The game was more difficult in 2004 than it is now.

      Blizzard made the wrong move doing this and I think I can explain why. Casual WOW players, if they retain their subscription, end up becoming strong in the long run anyway. Hardcore WOW players, simply beat the game with no challenge and leave. If Blizzard really wanted to do things right, they could have made two or three servers. Easy, medium, and Hard. The Hard server could even have special drops that are extremely rare so people who are even too good for Hard, have something to seek.

    2. Re:Speaking for a hardcore WoW player... by FrootLoops · · Score: 1

      Your chronology is a little garbled. Here's what happened on the PvE side:

      In Vanilla, raiding was not very accessible. You needed 40 players to do most raids, which was an organizational hassle, and most raid content was seen by only a few top guilds. The perfect example is Naxx: it was released at the end of Vanilla and was meant to give high level guilds something to do. I imagine less than 1% of the player base saw that content, which is unfortunate since it was huge and well-designed. Casual players either did poorly in the entry level raids or did lower-level 5-man content. Everything was new, so even the low level content was entertaining.

      In Burning Crusade, raiding became a bit more accessible. Raids required either 25 or 10 players, and the entry level raid instance was a 10-man (much easier to organize). The transition to 25-man content was painful logistically for many guilds after they completed the first instance. More guilds got a good ways through the second (of three) raid tier. The third tier was completed by only a few high level guilds. Again, Blizzard released an extra high-level raid, Sunwell, at the end of the expansion that was seen by only a few top guilds, and completed honestly by even fewer. "Heroic" 5-mans were also introduced this expansion, but they were incredibly hard without raid gear. I'm not sure where they were supposed to fit on the casual/hardcore spectrum, though they did give raiders something to do between raids.

      Along came Wrath of the Lich King, which made raids even more accessible. Every raid had 10 and 25 man versions. 10 was considered casual, and was tuned to be easier than 25. The entry level raid was a revamped version of Naxx (since almost nobody had seen it the first time anyway, reusing it was fine). The next tier was where Blizz first introduced optional hard modes, where you would kill the boss under more difficult circumstances for better loot. I imagine hard modes were introduced to prevent content from being wasted, which had already happened to the original Naxx and Sunwell, and to a lesser degree the other high-end raids in the previous expansions. With hard modes, high level guilds could have a challenge and low level guilds could kill the normal bosses, and everyone felt like they were progressing. Moreover, hard modes didn't require much work to add--extra testing and a few more mechanics, often quite simple ones like "boss hits 25% harder" or a timer. At the end of the expansion, Blizzard added a 5-man dungeon matchmaker system which automatically formed groups. It very much catered to casuals, though was convenient for everyone.

      Now we're up to Cataclysm, the current expansion. Everyone thinks it caters to casuals, and it does. You get some nice buffs if you use the 5-man dungeon finder system, making a quick instance easy to set up for those without much time. Blizzard added a second tier of 5-man heroics, reusing old raid content to do so. When they recently released a second tier of raid content, they greatly reduced the difficulty of the previous tier with the stated goal of allowing pugs (random groups of people who generally don't know each other) to complete those raids. I believe their goal is for the vast majority of raiders to see the vast majority of content this time around, even if it means making things easier and easier until the end of the expansion.

      There are many other things they've done to cater to both hardcore and casual (mostly casual) players, like various changes in loot distribution that make it much easier to get good gear with less time invested. 5-mans in Vanilla often took hours, while they take at most an hour now in Cataclysm, and usually much less. A thousand conveniences have been added to the game to make everyone happier and raiding less tedious (dual spec, no-aggro CC, raid marks, repair bots, mass rez, ...the list goes on). But, after so many years, I think people are just getting tired of the same old thing. The game is technically far better than it was originally, but "the thrill is gone", or at least is going away.

    3. Re:Speaking for a hardcore WoW player... by darkwing_bmf · · Score: 1

      Yes troll, it does take skill... or at least it did when I played it. You'd be surprised how hard it is to coordinate 40 people (or even 25) to do what they need to do, when they need to do it and have enough situational awareness to not die and keep each other alive during those boss fights. If you've never raided in wow then you wouldn't know.

    4. Re:Speaking for a hardcore WoW player... by Anonymous Coward · · Score: 0

      The same can be said about PvP and PvE players. Now is the rise of the specialized MMO's, PvE focused games, PvP focused games, etc.

    5. Re:Speaking for a hardcore WoW player... by fishbowl · · Score: 2

      Organizing a group of people toward a common goal turns out to be a challenge in *any* human endeavor. The fact that it is possible *at all* for a video game says something about the compelling nature of that game. Even if you are paying them a wage, it's hard to keep 25 people organized.

      --
      -fb Everything not expressly forbidden is now mandatory.
    6. Re:Speaking for a hardcore WoW player... by desdinova+216 · · Score: 1

      I wish I had mod points for you

    7. Re:Speaking for a hardcore WoW player... by Anonymous Coward · · Score: 0

      This is interesting as it essentially spells out the same mistake that cut UO's subscriber base nearly in half almost 10 years ago, they suddenly decided that their current subscriber base wasn't enough, they wanted to cater to the players who were playing other, different games also, which is when they started adding in everything from the mirrored "safe" world, and later the diablo-esque items system, which utterly destroyed the game as it was. Some people held on but the subscriber base never quite recovered after that period of time.

    8. Re:Speaking for a hardcore WoW player... by WuphonsReach · · Score: 1

      Your take is definitely a bit off.

      40 man raiding in Vanilla was just rough. It harkened back to the days of the original EverQuest with their 60-80 man raids, spending an hour or two getting everyone there, then spending a few hours downing the content.

      Burning Crusade raiding was decent. You had a pair of 10-man raids which were accessible to the smaller guilds and they introduced the Badge of Justice farming in heroics / raids so that you could buy items that just couldn't or wouldn't drop. Unfortunately for the smaller guilds, once you got done with the (2) 10-man raids you were at an absolute wall because there was no way to progress without forming a 25-man raid team. Which, frankly, was like herding cats and wasn't really worth it. The big activities back then were running battlegrounds for PvP gear (you could get pretty much everything from battleground honor, no need to do stupid arena PvP), running heroics (you had to form groups from the same server/faction and you made heavy use of your friend list), doing the weekly raids, or doing the dailies.

      Wrath was fairly decent. You finally had a real 10-man progression track as well as the 25-man track, and you had hard-modes which gave you slightly better gear drops. The big downside in the raid scene was that itemization SUCKED HARD. There was just a real lack of options for a lot of slots in Wrath. Plus Naxx was too much of a pushover, even for a starting raid. Then you had the disaster that was ToGC which was basically "everyone stands in a box and they throw monsters at you" - which was very boring and had none of the charm of a dungeon like Karazhan. Wrath also introduced the concept of cross-server LFG, which destroyed any need to build a friend list to find people to run with (in fact, they broke the same-server LFG tool completely). PvP became elitist where the only way to get current gear was to compete (and WIN) in the arena. Latecomers to the PvP arena party were at a severe disadvantage in gear and could never manage to win, doing not much more then buffing the scores of the early adopters who already had their gear.

      So, even going into the tail end of Wrath - a lot of us gave up after ToGC hit because it was bland and boring and uninspired. The final raid of the expansion (Icecrown) was at least somewhat interesting, even if some of the fights were stupid-difficult or stupid-easy.

      The other big problem with Wrath was the focus in the upper-end zones of "zoning" where once you completed a quest chain, you were in a separate instance of the area. You could no longer see or interact with anyone who had not completed the quest for that area. Nor could you go back and help fellow guild members, even if grouped. So unless you did the quest chains in lockstep fashion, you became distanced from your quest partner if you got out of sync.

      Now, take everything of the above - add it to Cataclysm. Which was a good expansion in that it revamped the old world but you were still stuck with the asinine cross-server LFG (people behaving mean towards others, on purpose, because you'll never see them again), PvP that focused on arena play being the only way to get the top-tier gear, excessive use of the dynamic zoning and solitary quest chains. And you ended up with a situation where a lot of us just didn't find it fun any more. (Cross-server LFG really destroyed the sense of community on the realms where you *had* to network in order to get groups consistently.)

      That and the sparkly ponies and critters that could only be bought with real world cash (not even a rare loot drop from a dungeon goodie bag or something).

      --
      Wolde you bothe eate your cake, and have your cake?
    9. Re:Speaking for a hardcore WoW player... by Anonymous Coward · · Score: 0

      You can please some of the people all of the time.
      You can please all of the people some of the time.
      But...
      You cannot please all the people all the time.

  10. What did it for me was by obarthelemy · · Score: 2, Interesting

    - the rampant immaturity and callousness. MMOs need a karma system, even several, where you rate your random-grouped partners on their skill, social behaviour, and efficiency.
    - the endless grind, which is harder to solve: either things come too easy to anyone, or one must grind them for hours...
    - the lack of new stuff. Blizzard has tweaked WoW, but not really added new game mechanisms over the years. My last fights a few months ago were very similar to whatever I was doing in Molten Core way back when.
    - the gross imbalance in Tank/Healer/DPS numbers, leading to 30+ minutes waits to run an instance with a DPS.
    - my guild insisted on doing 25-players raids, which I find top heavy and boring.
    - permanent balance issues. I think there were too many classes filling the same roles, but not equally. They never delivered on "take the player, not the class"

    --
    The Cloud - because you don't care if your apps and data are up in the air.
    1. Re:What did it for me was by Opportunist · · Score: 0

      As someone who played many classes, I can easily explain at least the trinity imbalance: Playing a tank is something I can't do while drunk to the point that I can't see the screen anymore. Something that is pretty easy with a dps class under most circumstances.

      The imbalance isn't something Blizzard enforced in some way. They don't keep people from rolling a tank. People just don't want to do it. Not even because tanks level slower (please... last time I whipped together another few 80s a year or two ago, I was surprised that the fastest leveler was actually a fully def spec'd warrior. In a nutshell, handling 2 enemies at once was a problem. Starting at 4 it got easy). It's simply that it seems that most people are a bit ... let's say overextended by the "burden" of playing a tank.

      Which is, admittedly, quite hard to believe considering WoW's general difficulty level.

      --
      We used to have a Bill of Rights. Now, with the rights gone, all we have left is the bill.
    2. Re:What did it for me was by Anonymous Coward · · Score: 0

      "the endless grind" is lack of content. The only reason games 15-20 years ago weren't very large was because they came on floppy disks or had to be installed on small drives. I still remember the time when Starcraft came out and it took up almost my entire hard-drive.
      Nowadays you can do that easily, and it's being done, look at Oblivion, Fallout 3 and their kind, they all provide hundreds of hours of gameplay. And you know what? It was done by just one or two guys. That's it. But if Blizzard decides they prefer to invest in marketing more, well, that's their business.

    3. Re:What did it for me was by mr_gorkajuice · · Score: 1

      Uhm... are you saying that Oblivion and Fallout 3 were created by one or two guys? Cause if you are, that's the most ill-informed quote to ever make it to slashdot. Go read the credits section in the manual of either of those games. It's several pages in a very small font.

    4. Re:What did it for me was by Anonymous Coward · · Score: 0

      I've run with a tank that was drunk most of the time. Made for some REALLY interesting raids!

      I've also run as a druid tank, and actually enjoyed it. And i started tanking in Burning Crusade, so I learned to do it right.

      In Wrath, tanking changed from "learn the instance so you know who to crowd control and who to kill first" to "grab every mob in a room and let your healer go nuts on you".
      then in Cata, they totally redesigned how all of the classes worked. Suddenly I couldn't hold aggro on more than one mob at a time. Yes, it was an attempt to make tanking more technical and challenging, but I was still stuck running with DPS that wanted to top some imaginary chart and would cut loose on anything that moved.

      Plus, the frequent nerfs due to PvP whiners, having to relearn my toon every major patch....it just got to be more like work and less like fun.

      so I let both of my subscriptions run out and switched to Rift....but that doesn't feel any different than WoW did.
      I'll probably be taking a break from MMOs for a while. The sun is shining, the birds are singing, and I don't want to spend the rest of my life in front of a computer screen.

    5. Re:What did it for me was by mosseh · · Score: 1

      - the rampant immaturity and callousness. MMOs need a karma system, even several, where you rate your random-grouped partners on their skill, social behaviour, and efficiency. - the endless grind, which is harder to solve: either things come too easy to anyone, or one must grind them for hours... - the lack of new stuff. Blizzard has tweaked WoW, but not really added new game mechanisms over the years. My last fights a few months ago were very similar to whatever I was doing in Molten Core way back when. - the gross imbalance in Tank/Healer/DPS numbers, leading to 30+ minutes waits to run an instance with a DPS. - my guild insisted on doing 25-players raids, which I find top heavy and boring. - permanent balance issues. I think there were too many classes filling the same roles, but not equally. They never delivered on "take the player, not the class"

      I played WoW for a while in several month bursts till I went to university, but I agree with pretty much all these points based on what I remember of Wrath of the Lich King. The following killed the game for me too:

      • Homogenization: Paladins and shamans for both factions. Making the healer classes too similar rather than keeping it so druids were better at HOTs or whatever.
      • Cross server battlegrounds: A lot of people were complaining about the big queue times, but removing the option entirely for in-server BGs really killed a lot of the camaraderie we had going with opposing teams and individuals. Same thing with cross-server LFG. Solved the issue of not having people to group with, but made random PUGs even less personal since you would hardly ever see the same people pop up again. This also led to having loads of ninja looters in PUGs.
      • Making everything too easy: Within weeks of a new instance coming out it always got nerfed. Practically every new item was 'epic' quality, which totally diluted the label. Where were all the blues? You mention the grind being partly necessary which I agree with. But why couldn't they just make things more difficult rather than requiring a huge volume of play? Perhaps this would alienate casual players. At the time I quit the 'heroic' 5 man instances were just really easy. In Burning Crusade it was much more fun when you actually needed a half decent group to do the more difficult 5 man heroics.

      The karma system is an awesome idea and I don't know why it's not there yet (perhaps it is for MMOs I don't know about; I don't play them these days).

    6. Re:What did it for me was by Anonymous Coward · · Score: 0

      Yes, a karma system is desperately needed. The community in WoW is atrocious. Blizzard manages to keep things civil on the forums. But with the dungeon finder, people are behaving like wild animals when running an instance.

    7. Re:What did it for me was by FrootLoops · · Score: 1

      Wrath 5-man tanking was fun for a while. I got very good at multiple group pulls, and being a long-time healer I was able to run my healers ragged without dying. Muahaha.

    8. Re:What did it for me was by phlinn · · Score: 1

      An awful lot of dpsers lost the old habit of waiting for threat to be established BEFORE starting to attack. Some of them never had it, just as some never learned what I meant by "LoS pulling".

      --
      "Pulling together is the aim of despotism and tyranny! Free men pull in all sorts of directions" -- Havelock Vetinari
    9. Re:What did it for me was by obarthelemy · · Score: 1

      Actually; Blizzard IS enforcing a tank imbalance: you need 20% tank for heroics, and about 10% for raids, so tanks are kinda dead ends for high level play.
      Plus, the effects balloons: since tanks are scarce in heroics, they gear up faster, and stop running them. Are turn into divas.

      --
      The Cloud - because you don't care if your apps and data are up in the air.
    10. Re:What did it for me was by desdinova+216 · · Score: 1

      I think what the GP was trying to say is that that just about all of the objectives in Oblivion and fallout 3 can be completed by 1 or 2

    11. Re:What did it for me was by Opportunist · · Score: 1

      Oh yes... there goes the pull arrow.... and behind it flies the crit fireball...

      --
      We used to have a Bill of Rights. Now, with the rights gone, all we have left is the bill.
    12. Re:What did it for me was by Opportunist · · Score: 1

      Well, given that I never had a problem finding a group (along with a friend of mine who was quite happy to have a tank near, being a DPSer), neither in the beginning nor in the end. Yes, you need fewer tanks higher up, but you again have fewer to choose from as well. I've seen a lot of people who went into "screw this, now I roll my own tank (with blackjack and hookers)", only to find out that they can't "do" it somewhere along the way. So you'll have your share of tanks in the lower ranges 'til the 80s, but then you suddenly get a sharp drop in numbers as people notice that it's not just "hammer 3 buttons 'til the boss drops". It has never been like that for the tank. Not even during that phase last year where it became silly easy to tank because pretty much anything you did including picking your nose generated more aggro than anything the DPSers could slug out.

      So that's why the "bad" people stop playing tanks. You also have "good" tanks that drop it because they don't want to put up with shit anymore. From time to time, you will get that idiot in your group that can't play and can't bother to learn. He will, invariably, get aggro (be it because he fires his superawesomespecial attack right after your pull-arrow left the bow or because he insists in choosing his own target, preferably the one that is mezzed) and will blame the tank for his stupidity.

      That was the reason why I simply quit. It's just not fun anymore. Few tanks I met are divas. Most are just so fed up with stupid people that they start to sound all haughty for being the tank, when in fact all they are is simply really pissed off.

      --
      We used to have a Bill of Rights. Now, with the rights gone, all we have left is the bill.
    13. Re:What did it for me was by WuphonsReach · · Score: 1

      the gross imbalance in Tank/Healer/DPS numbers, leading to 30+ minutes waits to run an instance with a DPS.

      Have you ever played a Tank/Healer in a group? For a long period? In a cross-server PUG?

      It's a completely thankless and tedious job because people will pull stuff that you don't want pulled, stand in fire (then bitch because you didn't heal them), and generally just act like idiots who need to be told how to wipe their nose. All because the DPS know that they won't see you again, ever, so they can act like assholes and *maybe* get kicked (if the kick timer isn't on cooldown).

      That's why there are 30+ minute wait times for DPS. Because the healers and tanks have said, "screw that, I'd rather solo quest or run only with build mates".

      (Cross server LFG needs to die. I played as a tank for 2-3 months after Cataclysm launched, ran lots and lots of cross-server LFG until I finally said "screw that" at the attitudes encountered.)

      --
      Wolde you bothe eate your cake, and have your cake?
    14. Re:What did it for me was by Rakarra · · Score: 1

      Oh yes... there goes the pull arrow.... and behind it flies the crit fireball...

      Haha, as a tank I actually didn't mind that, as long as I didn't have some large AoE pull and had to switch targets. If a dpser crits on the pull, then I can taunt and shoot up immediately in threat and not have to worry about any of the above dpsers. Starting a pull with a taunt, that was the mistake.

    15. Re:What did it for me was by Rakarra · · Score: 1

      you need 20% tank for heroics, and about 10% for raids,

      Mmmm, not for 10-mans at least! There are rather few 10-man encounters at the moment that require just one tank instead of two.

    16. Re:What did it for me was by obarthelemy · · Score: 1

      My main was a healer, my backup, a tank... and my almost-full stable of DPSes was languishing 'coz doing 30 mins of dailies per day, several times per day, is no fun. In the end, I was farming the AH.

      Indeed, being a DPS requires less rigour and concentration. As a tank, I always shouted loudly at the first DPS pull, and took the time to lead and explain strats if needed. And dropped group rather quickly if anarchy happened ^^

      --
      The Cloud - because you don't care if your apps and data are up in the air.
    17. Re:What did it for me was by Opportunist · · Score: 1

      That did work in the "good ol' days", and not even there it worked out always if the DPSers continue this habit. When the "oh shit" buttons become part of the standard rotation, something is NOT running right.

      --
      We used to have a Bill of Rights. Now, with the rights gone, all we have left is the bill.
  11. Deserves to die... by blahplusplus · · Score: 1

    ... World of warcraft set back single player RPG's and single player games in general hugely. As everyone tried to copy WoW or wow'ify their RPG experience and now with the whole rise of the free 2 play phenomenon one wonders if there will ever be good variety of single player RPG's ever again on the PC.

    1. Re:Deserves to die... by Opportunist · · Score: 1

      Not only the single player RPG market, they also pretty much killed the MMO market. Every friggin' MMO that gets created somehow reeks of WoW.

      It seems MMO makers are unable to fathom that people want to play their game not because it looks like WoW, but because it is not WoW...

      --
      We used to have a Bill of Rights. Now, with the rights gone, all we have left is the bill.
    2. Re:Deserves to die... by MemoryDragon · · Score: 1

      What are you talking about, the last two years there were Risen, Divine Divinity II Ego Draconis, Avadon and others which were/are excellent RPGs. I do not count anything from Bioware in anymore they are not RPGs anymore.

  12. Fresh Content. Right. Uh-huh. by RobinEggs · · Score: 1

    Reversing the loss of subscribers with 'fresh' content would be offering a drowning man a glass of water. The game doesn't need more of the same, nor does it need more of the suspiciously similar.

    The game is simply over. Eventually the whole Red Queen-syndrome of an MMO gets really, really old. Most players can put up with the invisible hand in the sky - that one that occasionally tells them all their end-game gear is suddenly vendor trash and they should go fight a bigger, differently colored monster which has conveniently appeared in the next village over- for exactly as long as the game remains interesting. The problem is that with the same engine, the same art direction, the same development team, the same corporate overlords, etc. the game can't remain interesting forever. You can't come up with truly new, practical ideas ad infinitum without reaching the point where the software can't take it or where with every New Thing (tm) you're changing the core experience and consequently losing at least as many players as you gain.

    Blizzard needs to prevent WoW from becoming The X-Files here; they need to notice that the interest level (and the natural story arc) are winding down and create a proper ending before the whole thing becomes a bloated mess destined to a messy, horribly unsatisfying conclusion.

    It's probably too late now.

    1. Re:Fresh Content. Right. Uh-huh. by RivenAleem · · Score: 1

      I am a current player in a good raiding guild (currently working on Ragnaros Heroic). I can definitely see what you describe in your post. I'm quickly coming to the realisation that no matter what Blizzard comes out with next, won't be enough to hold my attention any more.

      The current tier of content was only interesting for a week. Once you beat the bosses in normal mode, (which for our guild was not challenging at all) you had seen everything. The 'new' storyline could be summarised in less than 30 minutes of narrative. When you go back in the next reset to do heroic bosses, the fight is not new, just harder.

      I have recently started playing more single and two players games again, Oblivion, Borderlands, Never Winter Nights. I like that each game is different, has it's own story and I find these to be a better spend of my time, than going for 4 hours a night battling against my team-mates (and a some of my own I admit) mistakes/failures in an attempt to make 'progression'. This 'progression' is becoming less and less exciting, and more and more like work. Yes there is still the lure of new epics, but after the 11th time of a new tier, it has really become a stale exercise in devaluation of effort.

      Totally aside from that, there is still some major class issues. Everyone has something they really hate about their current Main. There is always, somewhere, a major flaw. In my own example, Frost DK's are stacking haste and dpsing in UNHOLY presence. This just makes NO sense whatsoever. The alternative is to go Unholy, which is under performing, or Blood which is also under performing. Ferals are complaining about threat, shamans are super squishy, etc. Every class has some major flaw that we are 'forced' to put up with. This flaw just seems to never get fixed.

      I can easily see myself quitting the game soon, likely when SWTOR or Diablo3 comes along. I might even stop for Skyrim. I did try Rift, but it's timing with the expansion may have crippled it somewhat. I may try again, though it did somewhat feel too similar to WoW for me. SWTOR with it's Sci-Fi theme may be fresh enough for me to break away from the Fantasy genre.

    2. Re:Fresh Content. Right. Uh-huh. by LordNacho · · Score: 2

      Blizzard needs to prevent WoW from becoming The X-Files here; they need to notice that the interest level (and the natural story arc) are winding down and create a proper ending before the whole thing becomes a bloated mess destined to a messy, horribly unsatisfying conclusion.

      Dude, my wife and I just finished watching the boxed set of the 9 seasons of the X-Files. We'd both seen the early episodes when we were younger, and thought we'd get the set to find out how the story ends...

      Finished watching the last episode, she turns to me:
      -OMFG. I've been poked in the perineum
      --How so?
      -A little up or down, and at least there would have been a sensation.

    3. Re:Fresh Content. Right. Uh-huh. by crashumbc · · Score: 2

      Blizzard needs to prevent WoW from becoming The X-Files here; they need to notice that the interest level (and the natural story arc) are winding down and create a proper ending before the whole thing becomes a bloated mess destined to a messy, horribly unsatisfying conclusion.

      It's probably too late now.

      It was to late the day Activision bought them...

    4. Re:Fresh Content. Right. Uh-huh. by MachineShedFred · · Score: 2

      I agree with a lot of what you're saying, and I think they've actually accelerated their approach to the end by recycling so much content from previous "eras" of the game. We're running the same damn dungeons we were running 4 years ago, except they've been updated to current spec and balance.

      These were old a couple months after they were introduced, and they're ancient now. Then, Blizzard has made it so that if you don't have a raid that clears the entirety of the one current-tier raid instance every week, you have to run the retread dungeons ad nauseum to make your "valor point" quota for the week, so that you don't fall behind in gear.

      That bullshit grinds people down after a short time, and they stop playing.

      --
      Slashdot still doesnâ(TM)t support Unicode after it was added to the HTML standard in 1997.
  13. Such a great game.. by Anonymous Coward · · Score: 0

    But I never enjoyed it quite so much as when it was first out and there were .. assholes roaming around making it hard for the time deprived, slower people to level. A bit of villainy is necessary. When mass confrontation did happen in the world (even if it wasn't all that well dealt with by server).

    I'm sure it would never have been as popular if it weren't so generic, but it's the reason to step away from it. Every quest you do is geared for you to pass. Every setback has virtually no cost. It's a brilliant game - but the highs and lows are gone. For me, anyway.

    For me, Blizzard failed at one thing. They should have catered to a wider level of expectation. If a person wanted to play on a server with a more cut-throat edge to it, there should be one. If a person wanted to play on a server that had a deliberate time limit on how long you could play, so that power leveling was virtually non existent and people who wanted to play for X hours a week could remain competitive - without feeling like they were missing the boat - there should have been one.

    Instead, everybody has to play with the people who just strip the fun out of competition by rushing through content. Everybody has to play on a server where you're only really permitted to pvp where they say you should (which is to say, where you can't be a rascal, if you so desire). Blizzard neither cater for the casual or the hardcore. Or the casual hardcore :)

    All in all, you eventually realise the game has neither highs or lows and you move on.

  14. As a ex-subscriber as of this month... by awjr · · Score: 2, Insightful

    The real problem is that the low level content has been invalidated by Bind on account equipment items that scale better than any other items you can get in dungeons/quests for your level and boost the amount of xp you get as well. Basically the only interesting content is the end-game raiding content.

    I play with a group of friends that get together once a fortnight to play WoW and we level new characters over the space of a couple of months. However we are dumping WoW in favour of Lord of the Rings. You can no longer fail at playing WoW.

    1. Re:As a ex-subscriber as of this month... by FrootLoops · · Score: 1

      I question how widespread your issue is (and how well-informed the people who modded your post are...you were quite assertive, so maybe they latched on to that). It seems like the vast majority of players play for the max-level content. Heirlooms were introduced to take some of the tedium out of leveling a new character when you already have a max level one. Since a huge fraction of active players with max level characters level another, heirlooms were a way to cater to the game's most numerous player type.

      I can understand heirlooms being annoying, since I leveled without them recently and would get outdone in dungeons by people with them, but I'm sure they only caused a small minority of players (not 1/12) to leave.

    2. Re:As a ex-subscriber as of this month... by halivar · · Score: 1

      I have the exact opposite impression. It wasn't until the 4.0 revamp of the 1-60 zones that I ever actually enjoyed leveling. It felt more lore-connected, and the quests were more varied and interesting. Before 4.0, I only ever leveled one character to 60. Since then, I've leveled 7 alts just to experience all the starter zones.

      Levels 60-70 are still suck-tastic, though.

    3. Re:As a ex-subscriber as of this month... by mlts · · Score: 1

      What made things interesting pre-cata was running all the quests in the original expansion before setting foot past the gate. Done right, you could end up 65-67, then the quests in that expansion were cinches, and you could just mop everything up and hit Wrath at 72 or so.

      With the 90% XP nerf, people are essentially forced into lockstep linear progression with no real choice of changing stuff around, especially with alts.

      Contrast this with EQ2, where one can level alts from 1-70 and almost not have a single quest shared between them. 70-80, one can grind dungeons or quest, and get a good head start on the 80-90 run. Or you can even stay at level 10, get 90 in crafting and be able to get epic level raid gear because there are tradeskill instances. To boot, once you get a character to max level in EQ2, every other char on that account gets an XP bonus of 10%, up to five characters/50% bonus. So, combine that with BoA gear, and EQ2 is very alt friendly, where you can roll a farm alt, then once he is 90, roll a dedicated tank or healer who will have an easy ride due to the XP bonuses and gear.

      Then, if you want a completely nonlinear levelling progression, there is always EQ1. EQ1 is not as hardcore as people think it is, as you can pick up a merc and go to town almost anywhere. Grab two other people and you have a fast XP group, then run tasks (EQ1's meta-quest arcs) to get geared up along the way, as well as get currency to buy gear as you travel between expansions.

      As MMOs stand right now, the one that seems to appeal to me the most just because it doesn't fit the boring WoW model is EQ1. SOE has had their issues, but EQ1 has kept up with the times in everything but the Bazaar system and character models, and has craploads of content to boot. Want to start a new character? Got 14+ newbie zones to choose from, and if bored with one, hopping to a second one is only a PoK run away.

    4. Re:As a ex-subscriber as of this month... by Rakarra · · Score: 1

      The real problem is that the low level content has been invalidated by Bind on account equipment items that scale better than any other items you can get in dungeons/quests for your level and boost the amount of xp you get as well. Basically the only interesting content is the end-game raiding content.

      But... you don't have to use those items or even buy them. In fact, they even added an NPC to Orgrimmar and Stormwind who would completely disable experience gains so that you don't out-level the content that you want to do.

      The problem that I've found is that even just using items found during questing, the content is much, much easier than it was. It's no challenge at all.

    5. Re:As a ex-subscriber as of this month... by Rakarra · · Score: 1

      What made things interesting pre-cata was running all the quests in the original expansion before setting foot past the gate

      Do you mean the original non-expansion, aka vanilla?

      With the 90% XP nerf, people are essentially forced into lockstep linear progression with no real choice of changing stuff around, especially with alts.

      I'm not really sure what this means. It's far easier now than it used to be to skip content. You get far more XP now from doing quests and dungeons than you used to, and the entire time from the release of Burning Crusade until the release of Cataclysm, you couldn't do old-world instances. No one wanted to do them, there was no facility for getting groups together. I'm doing instances like Wailing Caverns at level with alts for the first time in five years!

    6. Re:As a ex-subscriber as of this month... by awjr · · Score: 1

      They removed the ability to fail.

  15. SWTOR by Anonymous Coward · · Score: 0

    Probably those million are the people who are switching to SWTOR

  16. I doubt it by Sycraft-fu · · Score: 5, Interesting

    It is probably a combination of things:

    1) WoW is just getting old. Some people get bored of the same thing after a time. Yes they introduce some new content but the fundamental game hasn't changed much. That was why I canceled my account. I'd just had my fill. Perhaps I'll play again later, after all if yo leave something alone it can become new again, who knows?

    2) A solid alternative came out in the form of Rift. Most MMOs are complete and total disasters when they launch, they are all kinds of broke and you have to put up with a lot of shit. Not Rift, it was solid out of the gate, so you really could leave WoW and go enjoy it. Also Rift is solidly targeted at the same kind of gamer. It is a fantasy MMO, with quests, dungeons, etc. It's UI is extremely WoW like, and so on. I played it for awhile until I got too busy and I tell everyone "Rift is for you if you enjoyed WoW, but want new things in the same vein."

    3) Blizzard seems to be getting real schizophrenic on what players they want to target with WoW. So in the previous expansion, they seemed to continue more casual gamer targeting, at least for PvE content. They made dungeons a hell of a lot easier, toned down raids in normal mode and so on. Very casual friendly. However in the current one they turned the difficulty way up, dungeons were a real challenge and raid were more old school. Also in PvP they have continually targeted more and more hardcore people, putting emphasis on the "digital sport" type of thing. This leads to a problem because gamers can't get what they want and it makes everyone unhappy. Hardcore types get mad when it gets easier, causal types get mad when it gets harder. Everyone seems to get mad when things just suddenly change (even the people I knew who liked more challenging dungeons were pissed off at Cata heroics because it was a massive change, with no middle ground).

    This probably marks the end of WoW's glory years. It made MMOs in to something that all sorts of people play and really established the mass market. However it seems people are moving on. I doubt Blizzard will reverse the trend. Now I don't think WoW will die, I think it will be here for many more years, probably decades, but I think the player base will dwindle and settle at a much lower level.

    It's had its run, but many people are moving on.

    1. Re:I doubt it by shadedream · · Score: 1

      I agree with the above reasons but the two biggest ones for me were:

      1) The death of community. They started cross-realming everything and this ruined any community that existed on a server. Now joining battlegrounds or dungeons removes all accountability and respect. People have no reason to be nice or care how they treat anyone else. See here: http://www.penny-arcade.com/comic/2004/3/19/ There were this kind of people before, but they were known based on their reputation. There was the other end of the spectrum as well, you could generate a good reputation for yourself, and you knew other people on your realm besides your own guild. There was a much bigger sense of community.

      2) The death of world pvp. BG/Dungeon queues mean no one leaves a city unless they're doing a small subset of daily quests or leveling. They seem to be doing all they can to cut this out of the game. Battlegrounds are an OK substitute but they've forced them to be even more of a point grind. Half the people in there when I was still playing weren't there to win or even for pvp. They were just there for the easy purples. Probably on one of their alts. This also goes back to my previous point about community. There is none in BGs anymore and you get the same sort of trolls, but people try even less because they can get their gear without winning if they lose long enough.

      There are plenty of other reasons but these were the root of my lost interest in the game. I enjoyed raiding and battlegrounds, but I enjoyed them with friends or in a community of people I knew had a common goal.

    2. Re:I doubt it by Anonymous Coward · · Score: 0

      To play devil's advocate on point 1: I think WoW has shown us that MMOs do NOT have to be about the "social interaction", as often touted by MMO fans

      I mean, if WoW can basically "kill" the community while still retaining their subscription numbers for so long (and even though they lost a million, they still have a lot of accounts remaining), just how important is "social interaction" to an MMO?

      So is it really a bad thing that the community is dead? Is "community" what people really want, or are they just out for some instant gratification in the form of phat lewtz?

    3. Re:I doubt it by babywhiz · · Score: 1
      Being a Wrath Baby, I was very frustrated with healing, and still do get frustrated from time to time. I think their 'loss of subscribers' is more about losing the people that were the Wrath Babies, that enjoyed being able to log in for a short time, knock out some heroics for their badges, and still feel like they have a life while sporting decent gear. We lost our best healer and tank to a 4 hour Grim Batol at the beginning of Cata. Kinda sad that a heroic took longer than a scheduled raid.

      I think the reason people aren't having fun is because there is no way to 'be a hero, save the day, pulling out under incredible odds', because the fights are so unforgiving. If a healer dies, it's a wipe, no if's, and's or but's. They nerfed innervate, didn't provide pots that give enough mana back, and frankly, it's almost not worth rezzing the healer because they won't have enough mana to finish the fight. Battle rez is being used more and more for nothing more than having someone alive after the wipe to mass rez.

      As much as people are griping about the tanking change, it actually rescued some people that were getting ready to cancel their accounts. These are people that were main spec healing, hate the new model, rerolled a tank toon, and then was frustrated with how hard it was to keep aggro as the dps geared up. Something simple as detonating mushrooms was enough to pull a pack of lions off a fully T11 geared tank, even after waiting 10 sec for the tank to have aggro (and no, not talking about the jumping panthers...).

      On a side note, for those that gripe about the BoA gear for leveling, try rerolling on a new server with no money and no BoA's. Trust me, it's a wonderful experience that you are missing out on. There is a ton of really awesome content out there, even if it's not 'end game'.

      On a second side note, that 'Healers have to die' add on in PvP just pisses me off.

    4. Re:I doubt it by angel'o'sphere · · Score: 1

      1) WoW is just getting old. Some people get bored of the same thing after a time. Yes they introduce some new content but the fundamental game hasn't changed much.

      I completely disagree with that. The game changed extremely especially in the last 2 expansions.
      Bosses are super easy now, it is only a DPS race.

      The difference between a fresh leveled 85 and a high geared level 85 is like a factor of 4 or 5 or even more. (In old times where the max level was 60, the factor perhaps was 1.5 to 2.0).

      PvP became more and more retarded from expansion to expansion. Fresh leveled casters get easy killed by every melee (well, I quit WoW in April, no idea if they changed something), melee classes are semi immune to some of the most important caster spells. Or classes have so absurd high autohealing abilities (warriors e.g.), critical strike chances/damage etc. it is pointless to fight them.

      Everything that once was complicated is now super simple or is even more simplified by writing a macro.

      There is basically nothing left in the game that requires at least a little bit of brain.

      The new guild system, the random group finder, where you not even can do BRD in total but always only a small portion ... putting people on ignore to get no longer grouped with them, sometimes works, sometimes not ... annyoing like hell.

      Except for the landscape ... cataclysm was a big disappointment for me. WoW transformed into a game for kids ... and is even bad at that.

      --
      Cost free eBook I read (by iBook/Kobo/Amazon/ObookO/Gutenberg etc.): "The Green Odyssey" by Philip Jose Farmer.
    5. Re:I doubt it by Anonymous Coward · · Score: 0

      They messed up the scaling on healing big time. As several others have pointed out, when you hit level 85, even if you've gotten there by carefully questing and doing instances so that you have reasonably good gear, you really don't have the stats you need to heal the dungeons that have potential upgrades for you, let alone the heroic versions of those same dungeons. I think dps and tanks find similar difficulties.

      So, where there should be a clear progression of quests & easier instances -> endgame instances -> heroic instrances -> raiding, instead it falls apart in a muddle once you hit 85. Yes, if you and your group do everything exactly perfectly, you might be able to follow the above progression. But for 90%+ of the player base, they're not going to be *perfect* every time. And so you soon realize that there aren't any upgrades for you in the instances you can run, and you're left with the unappealing task of grinding reputation with a half-dozen factions, grinding gold to buy or farming mats to make a couple of minor upgrades, and endlessly running the same dungeons, watching piece after piece of useless loot drop, so that you can finally buy enough gear with points that you can move up to the next tier and do it all again.

    6. Re:I doubt it by Sycraft-fu · · Score: 3, Insightful

      The dungeon changes pissed a whole lot of people off, me included, because for some reason Blizzard seemed to misunderstand what a challenge is. Cata heroics aren't challenging, they are unforgiving. What I mean is if you do everything right, they are easy, if you make a mistake (even a single mistake when it first came out) you wipe. There's no in between. That's not a challenge. That is just having to know or figure out what to do and execute properly. There's not adaptation, reaction, that kind of thing.

      I too played a healer (and a drukitty) and I found it extremely frustrating. When people did what they should in a boss battle, all I did was conserve mana, using cheap maintenance heals, to be ready for the burst healing phase. It was easy as could be. However if something went wrong, nothing I could do. Spend the mana to fix the problem, even if I could heal fast enough and it was a wipe. Fail to spend the mana and it was a wipe.

      That appeals to some hardcore types, the "You do everything right or fuck you," approach. However it doesn't appeal to casual types and certainly not to me.

    7. Re:I doubt it by dbet · · Score: 1

      When people bring up Rift I tell them this: If you like WoW you'll like Rift. Some of the things are refreshingly better such as the talent system and the public groups. But if you're bored with WoW you'll get bored with Rift quickly after you hit 50. It's just another grind.

    8. Re:I doubt it by plastick · · Score: 1

      So in the previous expansion, they seemed to continue more casual gamer targeting, at least for PvE content. They made dungeons a hell of a lot easier, toned down raids in normal mode and so on. Very casual friendly. However in the current one they turned the difficulty way up, dungeons were a real challenge and raid were more old school. Also in PvP they have continually targeted more and more hardcore people, putting emphasis on the "digital sport" type of thing. This leads to a problem because gamers can't get what they want and it makes everyone unhappy. Hardcore types get mad when it gets easier, causal types get mad when it gets harder. Everyone seems to get mad when things just suddenly change

      That's one of the best explanations I've heard and it's 100% true.

    9. Re:I doubt it by Anguirel · · Score: 1

      I admit that I was rather annoyed to do the same dungeon with the same group at 85 that I had just run at 84 and suddenly I was out of mana when healing where at 84 I'd had no problems. The jump in mana cost was very steep, and even though I'd managed to maintain excellent gear it was still a very unsatisfactory shock to directly lose power because I gained a level (as opposed to losing relative power due to enemies being stronger, which would be just fine).

      --
      ~Anguirel (lit. Living Star-Iron)
      QA: The art of telling someone that their baby is ugly without getting punched.
    10. Re:I doubt it by Wildclaw · · Score: 1

      The difference between a fresh leveled 85 and a high geared level 85 is like a factor of 4 or 5 or even more. (In old times where the max level was 60, the factor perhaps was 1.5 to 2.0).

      Onyxia was 5-manned in vanilla.

      Everything that once was complicated is now super simple

      Are you kidding me. Vanilla raids were incredibly simple. The main thing stopping people from advancing was that the encounters were balanced around getting 40 people to do mindless grinding of elixirs, potions and gear. That, and the stacking certain specs. An organizational nightmare perhaps, but very simply fight mechanics.

      Everything that once was complicated is now super simple or is even more simplified by writing a macro.

      Remember back in Vanilla when you could spam a button and have the game automatically target people and cleanse those who needed cleansing. Not to mention that you could basically macro your whole rotation in one button. Or macro for automatically healing the person with the lowest percentage health.

      That is not to mention that the rotation of some specs basically involved casting the same spell over and over.

      Except for the landscape ... cataclysm was a big disappointment for me. WoW transformed into a game for kids ... and is even bad at that.

      You sound like a bitter old man who remember things of the past that aren't even true. If anything, Cataclysm has the most complex gameplay of any of the expansions.

    11. Re:I doubt it by angel'o'sphere · · Score: 1

      What is untrue in one of my points? Just because you found the vanilla raids simple it does not mean they where. Fact is: NOW RAIDS are simpler!

      You could macro a spell rotation ... and? What has that to do with the fact that now it is even more simple?

      What has the fact that some imba geared missbalanced classes could 5 man Onyxia to do with my point about raids? Nothing ...

      My points are still valid. The game is to easy now for hard core gamers. If you don't realize that you likely never played a complicated class and never tried to be really good in it ... e.g. once it was a difference when a warlock had 4 differenct non DPS curses, now he has *1*

      --
      Cost free eBook I read (by iBook/Kobo/Amazon/ObookO/Gutenberg etc.): "The Green Odyssey" by Philip Jose Farmer.
    12. Re:I doubt it by Rakarra · · Score: 1

      What is untrue in one of my points?

      I think the part where you said "Everything that once was complicated is now super simple."

      Fact is: NOW RAIDS are simpler!

      You could macro a spell rotation ... and?

      And what? Be a poor example of your spec? In vanilla a mage could do nothing but spam frostbolt. A warrior could mortal strike and whirlwind (and not much else). A paladin could dance until the raid leader told him to stop messing around and go back to healing. At least warlocks were always pretty complex, that was a class that was more interesting than the others from day 1. The recent redesign turned many classes that were formally strict rotations into priority systems, priorities that you have to properly use if you want to do top-end DPS. Sure, you can always spam the same keys in order if you want. But you could always do that.

      Some vanilla raids had some very challenging tanking mechanics (most of AQ40, some of BWL) but Molten Core was brain dead in design -- the encounters were of a level of ease that if they were done today everyone would claim they were totally half-assed. Even BWL, as much as I loved that instance, had a number of encounters that are dead simple compared to most Cata raid encounters. It wasn't until later that the concept of an enrage was even added, so the fight could last as long as you wanted it to last -- no pressure on the dpsers!

    13. Re:I doubt it by bckrispi · · Score: 1

      The dungeon changes pissed a whole lot of people off, me included, because for some reason Blizzard seemed to misunderstand what a challenge is. Cata heroics aren't challenging, they are unforgiving. What I mean is if you do everything right, they are easy, if you make a mistake (even a single mistake when it first came out) you wipe. There's no in between. That's not a challenge. That is just having to know or figure out what to do and execute properly. There's not adaptation, reaction, that kind of thing.

      I'd agree with you - if you made this post back in February. Running heroics now (with the better gear offered in 4.2) makes them much easier and forgiving. I think Blizzard did it right here. Remember, the heroic Grim Batol released last December will likely still be run 18 months from now, before the next expansion comes out. The core Wrath heroics were a faceroll after Ulduar came out. By the time ICC was released, those heroics were sickeningly easy. Every pull was the same: Tank, AOE. Tank, AOE. Making cata heroics difficult out-of-the gate might give them a little more longevity as "relevant" content when the last Cataclysm content comes out.

      --
      Xenon, where's my money? -Borno
    14. Re:I doubt it by bckrispi · · Score: 1

      A link to your Heroic Ragnaros kill achievement would be nice...

      --
      Xenon, where's my money? -Borno
    15. Re:I doubt it by angel'o'sphere · · Score: 1

      seems you miss my point:

      no pressure on the dpsers!

      Today it is a DPS race, and the tank as well only needs to DPS, no significant player ability for tanking is needed.
      DPS is coming from gear and not from secret DPS skills.
      I don't know about cata Raids, as I stopped playing. Cata non raid instances are certainly more easy than BRD or UBRS ... again you only need DPs and thats it ...

      You miss my other point about warriors, indeed they where a complex class in vanilla. Now they are not, especially in PVP they are simple macro bots.

      --
      Cost free eBook I read (by iBook/Kobo/Amazon/ObookO/Gutenberg etc.): "The Green Odyssey" by Philip Jose Farmer.
    16. Re:I doubt it by Rakarra · · Score: 1

      Today it is a DPS race, and the tank as well only needs to DPS, no significant player ability for tanking is needed.
      DPS is coming from gear and not from secret DPS skills.

      Mmm, I don't really buy that, I see a lot of dpsers who -should- be capable of far more DPS given their gear than they are putting out. Gear does not equal DPS, it sets a cap on the highest potential. With every boss having an enrage, soft or hard, there's a lot of pressure on the dps to maximize performance. DPS races are the new norm. I don't see how that's no pressure on the dpsers.

      And as a warrior who did top-end damage in both Wrath and Cataclysm, I can attest that DPS in general is far more difficult now than it was even just a year ago. The rage changes alone make resource conservation as important for a warrior as mana conservation is for healers.

      I'll concede PvP since I haven't PvPed in years (and not on a warrior since Vanilla).

  17. Heh. by Anonymous Coward · · Score: 0

    - permanent balance issues. I think there were too many classes filling the same roles, but not equally. They never delivered on "take the player, not the class"

    Show me a game that does, and I'll show you a game without the concept of classes.

    Or to quote some ramblin' dude from the days of text-based gaming (Hi, Tenny!):

    You could clone the warrior class and simply change the class name and the name of all the skills, and people would still bitch about balance.

    1. Re:Heh. by Spad · · Score: 1

      City of Heroes. You can run almost any content with almost any combination of classes, as long as the players are good.

    2. Re:Heh. by Walkingshark · · Score: 1

      Team fortress 2 does a good job of making each class have something unique to contribute, without making one so overpowered that it is the only one you see in play. Blizzard could learn a lot from Valve.

      --
      The world you experience is only a close approximation of reality.
    3. Re:Heh. by mr_gorkajuice · · Score: 1

      WELL, very little WoW content absolutely requires a certain healer and a certain tank - IF the players are good. If they're not, however, you'll likely want to avoid certain classes in certain roles that they officially support.
      So... even if all content is beatable by any class combination... are there combinations that have an easier time than others?

    4. Re:Heh. by VGPowerlord · · Score: 1

      Team fortress 2 does a good job of making each class have something unique to contribute, without making one so overpowered that it is the only one you see in play. Blizzard could learn a lot from Valve.

      And yet, the pro teams are almost always:
      2x Scout
      2x Soldier
      1x Demoman
      1x Medic

      --
      GLaDOS for President 2016! "Well here we are again. It's always such a pleasure." -- GLaDOS, 2011
    5. Re:Heh. by Walkingshark · · Score: 1

      I don't worry too much about pro play. It's always a distorted view of any game and tends to favor inhumanly fast twitch responses in FPS games. For normal people, the game is balanced and fun.

      --
      The world you experience is only a close approximation of reality.
  18. Convoluted Combat by Anonymous Coward · · Score: 1

    When I fight anything in WOW, I spend most of my time staring at my task bar, to monitor cooldowns and such.

    Needing to look at something other than what you are fighting, while you are fighting, always struck me as a pretty serious design flaw.

  19. WoW player, and loving it by ultral0rd · · Score: 1

    As a player that as been there since the days of Vanilla and playing almost non-stop in a semi-casual guild (and now as Guild Leader) I feel blizzard have been testing the waters for quite a while and have finally got it right. They have been experimenting with different ways of balancing PvP and PvE, as well as the difficulties of Raids and at which level they should be aimed at. In WotLK Naxx and TotC were complete and utter failures while Ulduar and ICC is rated as some of the best content to brace WoW since Vanilla. Come Cataclym, expectations where high, and though the first 3 Raid Dungeons were okay, they weren't great (besides Nef).. Because of peoples experience of WotlK (which I think was blizzards worst so far) people had already stopped playing and then when Firelands came out they didn't even bother levelling up to 85 ( http://www.mmo-champion.com/content/2413-Character-Activity-Stats-Poll-Trip-to-Blizzcon-Contest-MMO-Report ) But for those of us who have stuck it out, have finally been rewarded with Firelands... In my humble opinion, Blizzard has gotten Firelands 100% correct. It is hard, fun and epic. Firelands is about bringing the player, not the class It is about movement and tactics, not just standing still and smashing buttons.. Yes.. this has made organising raid nights harder as you can no longer carry players, but once you have weeded out those who are just not up to it.. It is definitely worth it.. The problem Blizzard are facing now is that because Firelands is so awesome, and hard casual players just aren't buying into it anymore, and so they are starting to pull the plug on subscriptions which looks bad, but it is probably the best thing that can happen.. This way blizzard won't have to cater for the n00bs who can't even play arcane mage :( I for once is finally enjoying WoW again (as I did back in Vanilla and TBC) and I can definitely recommend Firelands to any WoW player who has ended their subscription and has been thinking of trying it out again.

    1. Re:WoW player, and loving it by kickedfortrolling · · Score: 1

      I agree.. I really look forward to my weekly raid, we're 3/7 and had a pretty good shot at baleroc this week.. tbh, i can well imagine blizz not losing a second of sleep over this, heck even 2m would still be an amazing player base for a 6 year old game!

      --
      --AlexC
      Just because I dont agree with climate change doesnt make me a troll
    2. Re:WoW player, and loving it by cfalcon · · Score: 1

      Bring the player, not the class? We can't meet super-tuned enrage timers (of which there are two- I'm not counting heroic rag, because we aren't good enough for him) without finding some turkey to give us our last couple buffs in 10m. Meaning we will be sitting good players to find someone to let us break a deeps barrier.

    3. Re:WoW player, and loving it by Rakarra · · Score: 1

      I've been playing WoW for 6+ years, and I think WoW has definitely slipped and it has a lot of huge problems...
      But raiding is the big area that I think they've really gotten right and improved over time. Firelands is fantastic.

  20. Finally !! by matt007 · · Score: 1

    We need fresh games, now someone might create something and get a load of wow subscribers.
    I love mmorpg, but wow is now feeling like work more than fun.
    i liked the early casual-style just-for-fun pvp. hate arenas rated bgs and co.
    I like discovering new places, exploration, new dungeons... and that is severely lacking in WoW. Daily quests suck i dont like repeating day after day the same shit.
    Why cant they create stuff faster with their 100s of millions ?? like a new dungeon a month would be a MINIMUM.

    Everything is bound on equip, i liked Everquest style where people were more helpful and sharing stuff was fun.

    And above all, WoW attracts unpleasant kids. and they cant do anything about this.

  21. Game is Still Going Strong by Sharp-kun · · Score: 1

    We've talked about this in our guild a couple of times over the past year. The main thoughts from us are that the game in terms of PvE content is better than its ever been, but our problem is that we've been playing it for 6+ years now. After that length of time, things start to get old no matter what happens. At the moment the main thing keeping us together is the raiding - Firelands is brilliant. We're a small group of friends from Uni with a few others that have joined over the years. We meet up reguarly and we have relaxed raids where we have a laugh and everyone knows each other. It's good fun and we've not found another game that can match it, let alone the effort in getting everyone to rerole etc. I don't think this will be of any major concern for Blizzard. Their subscriptions could half and they'd still be the largest MMO in the world and the game would still be worth developing for. Even if subscribers drop, they can probably just cut back on some hardware and merge servers with no loss to players. Several times a year for the past 2 years I've heard of "WoW Killers" (Age of Conan anyone?) and how WoW is at the end of its life and won't last another expansion. That's rubbish. The game will last as long as its profitable, maybe even another 3 expansions. Eventually a game will come along that will deal it a big blow, but thats not happened yet, and even when it does, it probably won't kill it. Correct me if I'm wrong but isn't Ultima Online still going and didn't it get another expansion last year? As long as the game brings in money Blizzard will support it and maybe even a bit beyond that point as long as people play.

  22. I almost got an interview for Game Designer by GoodNewsJimDotCom · · Score: 1

    It was about 5 years ago. I was going to push for more content for a few reasons. First off, many people who quit the game do it out of boredom of nothing new to do. If you have lots of stuff for them, they won't leave, just keep making higher levels, and equipment and boards, and monsters, and quests. Next, if you make a good enough game, that it is a generational coming of age, you'll get a never ending stream of 10 year olds coming in, and they'll play til their 18 because of all that great content you ran up. Your game could be a permanent fixation on the Internet.

    What is cool is that I found a company to work with where I am a game designer, and this is our philosophy. Too bad it is a small company though because I also have to do the job of game programmer too. You gotta do what you gotta do.

    1. Re:I almost got an interview for Game Designer by darkwing_bmf · · Score: 1

      Well, you're wrong about the more levels part. The higher levels made it feel like I had to "catch up" to my friends and grind levels whenever an expansion came out so we could all do the raids together. It also meant that all the time and effort we spent together getting our gear was wasted (the new greens were better than the old purples). Anyway, I didn't last past one xpac.

  23. Lousy reinforcement model by mattsday · · Score: 1

    I quit about 4 months ago after about 4 years of playing the same class/role (warrior tank). The driving factor for me was that the game had massively shifted from being huge and exciting, with a real sense of achievement, to inevitable victories and reinforcement pellets.

    I used to love playing with my girlfriend, levelling and exploring the new content. We felt skillful completing raids with a group of people. We were never the best, but we worked hard and achieved our goals. Even when Wrath of the Lich King came out, it still felt epic and there was a lot of new content to explore and play.

    However, now it's just a Skinner box. See here and here for great articles on this.

    So, no new content, a lazy achievements system and uninspired story telling made me quit. This time, I don't think I'll ever go back.

    --
    Now there's one hoopy frood who really knows where his towel is!
  24. F2P by DrXym · · Score: 1
    There are too many free to play games for WOW to carry on the way it's going right now. Many subscribers are probably getting sick of the grind and wondering why they're forking over $15 a month for a game when they can play something equivalent to it (e.g. Everquest II, Lord of the Rings Online, Age of Conan, Freerealms etc.) for a fraction of that. Or nothing since free to play usually offers a substantial chunk of content gratis and then an a la carte micropayment system on top. It makes games very suitable for casual players who don't want to spend a fortune for something they only play for a few hours at a time. Some games even offer a traditional subscription style model too for more hardcore players.

    While it's a long time until the WOW servers get switched off, I think there will be a point where subscribers keep falling, servers keep getting merged and Blizzard will be compelled to go F2P. Their model simply doesn't work any more. I wouldn't be surprised if the same happens for other subscription based stalwarts like EVE too eventually.

    1. Re:F2P by ProppaT · · Score: 1

      Not to mention, these F2P games are better games for the most part. WoW is great to get your feet wet with MMOs. I remember starting with Everquest. That was a daunting task. You had no idea what you were doing, there was little explanation, unclear quests, etc. In retrospect, that's one of the reasons I ended up loving the game so much...it threw you in the world and let you learn on your own. Obviously not for everyone, but for RPGer's this is the kind of thing you want. WoW holds your hand through the entire game...which is great for the masses.

      Now that the masses have a bit of an understanding of how MMOs work, it's a lot easier to jump into these more complicated free games.

      --
      Wise men say, "Forgiveness is divine, but never pay full price for late pizza."
    2. Re:F2P by DrXym · · Score: 1
      I didn't think EQ was hard to play so much as being a primitive precursor to WOW. Things EQ that pioneered were often implemented crudely that when WOW appeared it appeared refined by comparison. For example corpse dragging was a huge pain in the arse. And camping. And trains. And the unbearable hassle of travelling huge distances. And crafting. And all the nerfing (e.g. moss covered twig). As was the broken economy. As was the shitty fullscreen client.

      I do have EQ to thank for training me in spotting grind. WOW is more refined but the grind is just as bad. LOTRO had a lot of grind too when it was subscription based but they seem to have loosened off a lot. I assume that now the game is F2P they want people to progress rather than get stuck otherwise they won't be buying expansions, level packs, mounts and everything else that comes with progression.

  25. Too mechanical - and not enough freedom by RogueyWon · · Score: 5, Interesting

    I got out of WoW at the end of April 2010. I'd been a fairly hardcore player for a couple of years up to that point (having been fairly hardcore in Final Fantasy XI beforehand). However, by the start of 2010, it was clear (and probably had been for some time if I'd been looking for the signs) that the game was past its prime.

    I think the trap Blizzard have fallen into is being too prescriptive towards their player base. In the Blizzard model of the world, everybody is basically working down a set progression path, with very little else to do. This is a theme that runs through every facet of the game.

    In terms of overall progression, Blizzard have made it very clear that they want all of their players to be working on the same raid content at the same time. An expansion hits, raises the level cap and renders all previous raids obsolete. The new expansion has a tier of raid content, which everybody jumps into. A few months later, the next tier of content is added. At the same time, the previous tier is adjusted so as to be ludicrously easy - and the rewards from it quickly become obsolete. Then a new patch comes a few months later, and the previous content is all nerfed down again. After this repeats a few times, you get a new expansion and the cycle begins again.

    What this means is that the game ends up not actually feeling like a persistent world. There's a treadmill that everybody has to stay on - with very little real potential to either pull ahead of the pack or - provided you are at least minimally competent - get left behind. This really diminishes any sense of achievement associated with the thing. Worse still, it's an entirely linear path that you have to tread; there are no credible alternative routes to gearing up and making progress, not least because the stats required for PvE and PvP are so completely different.

    Now, I understand that there isn't a quick and easy fix to this and that some games have gone too far the other way; one frustration in FFXI was that a lot of the best gear in the game actually dropped from the "ground kings", who were some of the oldest (and most irritating to find) bosses in the game. Given the game's... what... 8 years old now, that starts to look a bit pathetic. But WoW's habit of doing a "soft reset" with every patch and a "hard reset" with every expansion is even more infuriating.

    The lack of choice also runs through the character classes and the balancing. I always felt that Blizzard made a huge mistake in tying PvE and PvP balance together - they should have switched the game to different rules entirely whenever PvP was invoked. As it is, because of the constant tweaks required to maintain PvP balance, Blizzard got into the habit of constantly tinkering with every class in the game - and then fundamentally redesigning classes largely just because they felt like it.

    There's no freedom in WoW to develop your class in ways that Blizzard hadn't anticipated. They know how they want you to play a class and if you don't go along with their scheme, they'll just patch it so that you have no choice. By contrast, when players found that FFXI's Ninja class, which had been designed as a damage-dealer and debuffer, actually worked best as a tank, Square-Enix followed their players, and while they did end up tweaking the class a bit, it was aimed at fitting it in alongside the other tank classes, rather than trying to reinforce their original intentions. Blizzard, by contrast, would likely just have banned the people playing the class as a tank for "exploiting" and then patched the class so that it could only be used as a damage dealer.

    I think what I'm trying to say is that Blizzard's big mistake with WoW has been to let themselves become too interventionist, so that the game feels less like an exciting online world and more like a sequence of arbitrary hoops to jump through.

    1. Re:Too mechanical - and not enough freedom by Walkingshark · · Score: 1

      I think once they're done milking the current crowd of WOW players and they've lost enough people, they'll probably patch something where levels no longer have meaning. Everyone is just "max level" and monsters are all like, -1, equal, +1, +2, +3, and "skull" level. Then all of a sudden all the old content is viable as "something to do."

      Hell, I don't know why they don't do this now, except that because LOLESPORT they feel that player "silouette" is very, very important. More important than the game being fun.

      --
      The world you experience is only a close approximation of reality.
    2. Re:Too mechanical - and not enough freedom by Tridus · · Score: 1

      They could ditch levels if they used the talent system instead, because levels are just an artificial thing that gets in the way. But for new players (and players like my wife who play very casually) having stuff to gain is a good thing by questing. Also if you threw every skill at her at once at level 1, she'd just get really confused.

      This game isn't only played by super hardcore types that read the forums for cookie cutter builds and know everything on day 1.

      --
      -- "So they told me that using the download page to download something was not something they anticipated." - Bill Gates
    3. Re:Too mechanical - and not enough freedom by Walkingshark · · Score: 1

      You could always unlock talents a few at a time by completing various tutorial achievements / quests. Or have some other way to ease people into the game without levels. Overall, in fact, I think people would be happy if they could roam openly across the world and choose which zones they wanted to explore.

      Of course, now that they made the story from zone to zone more linear I guess this won't work as well.

      --
      The world you experience is only a close approximation of reality.
    4. Re:Too mechanical - and not enough freedom by RogerWilco · · Score: 1

      The lack of choice also runs through the character classes and the balancing. I always felt that Blizzard made a huge mistake in tying PvE and PvP balance together - they should have switched the game to different rules entirely whenever PvP was invoked. As it is, because of the constant tweaks required to maintain PvP balance, Blizzard got into the habit of constantly tinkering with every class in the game - and then fundamentally redesigning classes largely just because they felt like it.

      There's no freedom in WoW to develop your class in ways that Blizzard hadn't anticipated. They know how they want you to play a class and if you don't go along with their scheme, they'll just patch it so that you have no choice.

      I agree with this. The game has become a lot more cookie-cutter and railroading over the years. I wish you could still talk about Moonkin tanks, or Hybrid builds. I think linking PvP balance to PvE, took a lot of the fun from PvE.

      I have some other things to add:
      1) I've just recently come back to the game. The thing that made Blizzard great was their level of support for their games. It took me an entire evening to get my addons in a somewhat functioning state again. Sure there's Curse and their client that fills part of that hole, but I feel like Blizzard dropped the ball in a big way there. There should be one central location for all addons, preferably so they are browsable and installable from in the game, and your settings are saved online so you can move easily between multiple computers.
      2) UI design. It was pretty good for when it started, and the addons helped. But they should have done more, much more, to improve it. Especially the healing interfaces are still very bad.
      3) Solo vs. group play. The game needs different roles to support it's group play: tanks, healers, ranged and melee dps. But these are nowhere nearly equally effective for the solo play, which is also an important part of the game. Sure Dual spec has helped, but I still see it as a fundamental design flaw.

      --
      RogerWilco the Adventurous Janitor
    5. Re:Too mechanical - and not enough freedom by ljw1004 · · Score: 1

      How is any of this "past its prime" ?

      It sounds like what you're describing has always been the way that WOW worked. The game hasn't "gone off", gone passed its prime, like food left out of the refrigerator. What you're describing sounds like a maturing process in YOU rather than the game...

    6. Re:Too mechanical - and not enough freedom by RogueyWon · · Score: 1

      Maybe to a degree - it had certainly been like that for a while before I quit. But honestly - things had changed quite a bit from when I first started playing in early Burning Crusade - and according to people who had been in since vanilla, they'd changed even more since then. I played a Holy Paladin as my main class and it was pretty stable right through Burning Crusade. Certainly, there was more than one valid way to build it back then as well.

      It was, I think, only with the Lich King launch that Blizzard realised that they quite enjoyed the wholesale rebuilding of classes. My class was changed significantly under me about 3 times during the course of Lich King, because Blizzard had a new bright idea about how they wanted people to play it. It was the news that it was getting a total overhaul for Cataclysm that was the final straw that led me to quit.

    7. Re:Too mechanical - and not enough freedom by Anonymous Coward · · Score: 0

      I got out of WoW at the end of April 2010. I'd been a fairly hardcore player for a couple of years up to that point (having been fairly hardcore in Final Fantasy XI beforehand). However, by the start of 2010, it was clear (and probably had been for some time if I'd been looking for the signs) that the game was past its prime.

      I think the trap Blizzard have fallen into is being too prescriptive towards their player base. In the Blizzard model of the world, everybody is basically working down a set progression path, with very little else to do. This is a theme that runs through every facet of the game.

      In terms of overall progression, Blizzard have made it very clear that they want all of their players to be working on the same raid content at the same time. An expansion hits, raises the level cap and renders all previous raids obsolete. The new expansion has a tier of raid content, which everybody jumps into. A few months later, the next tier of content is added. At the same time, the previous tier is adjusted so as to be ludicrously easy - and the rewards from it quickly become obsolete. Then a new patch comes a few months later, and the previous content is all nerfed down again. After this repeats a few times, you get a new expansion and the cycle begins again.

      What this means is that the game ends up not actually feeling like a persistent world. There's a treadmill that everybody has to stay on - with very little real potential to either pull ahead of the pack or - provided you are at least minimally competent - get left behind. This really diminishes any sense of achievement associated with the thing. Worse still, it's an entirely linear path that you have to tread; there are no credible alternative routes to gearing up and making progress, not least because the stats required for PvE and PvP are so completely different.

      Now, I understand that there isn't a quick and easy fix to this and that some games have gone too far the other way; one frustration in FFXI was that a lot of the best gear in the game actually dropped from the "ground kings", who were some of the oldest (and most irritating to find) bosses in the game. Given the game's... what... 8 years old now, that starts to look a bit pathetic. But WoW's habit of doing a "soft reset" with every patch and a "hard reset" with every expansion is even more infuriating.

      The lack of choice also runs through the character classes and the balancing. I always felt that Blizzard made a huge mistake in tying PvE and PvP balance together - they should have switched the game to different rules entirely whenever PvP was invoked. As it is, because of the constant tweaks required to maintain PvP balance, Blizzard got into the habit of constantly tinkering with every class in the game - and then fundamentally redesigning classes largely just because they felt like it.

      There's no freedom in WoW to develop your class in ways that Blizzard hadn't anticipated. They know how they want you to play a class and if you don't go along with their scheme, they'll just patch it so that you have no choice. By contrast, when players found that FFXI's Ninja class, which had been designed as a damage-dealer and debuffer, actually worked best as a tank, Square-Enix followed their players, and while they did end up tweaking the class a bit, it was aimed at fitting it in alongside the other tank classes, rather than trying to reinforce their original intentions. Blizzard, by contrast, would likely just have banned the people playing the class as a tank for "exploiting" and then patched the class so that it could only be used as a damage dealer.

      I think what I'm trying to say is that Blizzard's big mistake with WoW has been to let themselves become too interventionist, so that the game feels less like an exciting online world and more like a sequence of arbitrary hoops to jump through.

      I like many others think its unfair about drop rates on mounts thats what makes the game boring or everytime they come out with a new tier gear they make it almost impossble to get thats why its so boring and nerfing the crap out of locks and other classes and they dont offer any help really on how to play your class like other games

    8. Re:Too mechanical - and not enough freedom by Anonymous Coward · · Score: 0

      One of the things that initially fascinated me about WoW was when Lord Kazzak was kited into Stormwind and caused havoc for a while. I saw that Youtube video and it was one of the reasons I started playing. I loved the thought of something exciting and random like that happening. But now you can't kite anything more than a few hundred yards and that is so frustrating. I know some people might call it "griefing" to kite high level creatures to low level area, but I also see it as a break from the tedium of the Daily Grind.

  26. I blame Minecraft... by bwcbwc · · Score: 1

    ..and Indie gaming in general.

    Actually, the "Great Recession" probably has even more to do with the decline -- when people do have money to spend on games, they won't be spending it on a monthly subscription. They'll buy a cheap pickup game like Terraria and get a couple months worth of entertainment out of it for the price of a single month on WoW. Or they'll play a "free-to-play" MMO that is more geared toward their style of play.

    --
    We are the 198 proof..
    1. Re:I blame Minecraft... by Taim · · Score: 1

      For the record, I'm currently playing Minecraft on a private multiplayer server. There are still a bunch of my guildies on Vent raiding every day, but I feel more community playing MC and cancelled my three WoW accounts this month. I hadn't played in a while, and my kids (who shared the other accounts) were playing MC more and more instead of WoW.

      Not sure if your comment was intended to be serious, but it's certainly true at my house. I now own 5 MC accounts, 2 from Alpha and will probably pick up a couple more before release for my kids' friends.

    2. Re:I blame Minecraft... by bwcbwc · · Score: 1

      Well, I was serious -- but more in the sense that Minecraft is emblematic of the overall Indie gaming movement grabbing mindshare among gamers over the big commercial productions like WoW. Interesting that it was Minecraft in particular that pulled you off of WoW. I agree that I like the community experience on Minecraft servers over MMOs. Just the fact that anybody with a paid license to MC can set up their own server makes a big difference in the type of community you get.

      --
      We are the 198 proof..
  27. Horrible writing and lack of content by Tridus · · Score: 2

    Something that's not been mentioned is that the writing has taken a sharp decline. I mean we're talking about a Blizzard MMO, the story was never spectacular. But in Vanilla and BC (and some of Wrath) it was good enough to do the job. It made sense. It drove things forward. It gave you reasons for why stuff was going on.

    Cataclysm is just pathetically bad in this regard. Things routinely happen that aren't explained in the game (go buy a godawful Richard Knaak book!). When things are explained, they're hackneyed and don't make sense. It looks like it's just been set up so the team has an easy excuse to create PvP. The Horde has gone back to being the rather flagrantly evil faction, though mostly because they have one flagrantly evil member (the Forsaken and their plague warfare) and the rest of them say "hey don't do that!" then remain blissfully ignorant that it's going on anyway.

    Also, content is a problem. Being 85 basically obsoletes everything except 85 content. Except that after release they went a very long time without any. When 4.1 hit and we got new dungeons, it was recycled troll dungeons from previous versions of the game retuned for 85, and that's it. So. Very. Weak. The raids in 4.0 were too hard for many people who had been able to raid in Wrath (they're easier now, but those people got bored and left with nothing to do). Now something apparently good came out in 4.2 but the damage is already done.

    Combined with the general fact that the game is now getting old and every few months there needs to be a fan revolt to keep Blizzard from making some braindead decision they'd never have done in the past (real ID forum names, more recently trying to charge an extra fee to group with your real ID friends) and it's clear things just aren't what they used to be.

    Finally, the competition is catching up. Blizzard had the advantage for years of other games not learning anything from WoW and having lousy UIs and unpolished releases. Not anymore.

    It had to happen eventually, and here we are. The question now is just how many people it'll lose, and if they can get those people back with their next MMO.

    --
    -- "So they told me that using the download page to download something was not something they anticipated." - Bill Gates
    1. Re:Horrible writing and lack of content by Stormy+Dragon · · Score: 1

      Blizzard has also repeatedly screwed players who were interested in going through the game slowly to enjoy the story rather than just rushing to level cap as quickly as possible. I didn't have access to broadband internet until long after WoW began, so I didn't get into it until about three years in. I made a descision to work my way through all the original content because I wanted to appreciate the story. Right as I was getting to the original end game dungeons and raids, Cata launched and the stuff I was actually doing at that momment was all ripped out of the game. Even the stuff that's left has been fragmented. For example, one of the major plot points in Wrath of the Lich King, the Undercity events after the Wrath Gate, is gone.

      Now I'm basically stuck with the last few chapters of a book I haven't read. I could just pick up with the remaining bits, but I have trouble making the effort to figure out a story that I have no real way of understanding at this point, and which the authors apparently don't consider worth preserving in any form. Meanwhile, the stuff that's left makes absolutely no sense. The current state of the game has characters inexplicably jumping backward and forward in time for no reason, dungeons have been completely ripped out of story context, the big bad is essentially a giant space flea from nowhere (and yes, I know Deathwing was in Warcraft II, but the WCII version really has very little in common with the current one).

      Meanwhile, I'm looking at the stuff GW2 puts out, and it seems like they deeply care about telling a story, so I increasingly find myself looking forward to that.

    2. Re:Horrible writing and lack of content by bonch · · Score: 1

      Anyone wanting some evidence of Blizzard's atrocious writing should check out the recently added Thrall questline, where you help his girlfriend Aggra free him from the elements. It's embarrassingly bad. At once point, she actually calls him the "orc I fell in love with," and it ends with a wedding. I realize Warcraft's story was never more than a comic book plot line, but I keep waiting for Blizzard to take things just a little more seriously.

  28. Wow locks content behind grind by Anonymous Coward · · Score: 0

    I want to raid, their content looks fun and interesting. The problem is, I barely managed to get 1 character to 85 with a LOT of encouragement from friends. But raiding as 1 class gets old, and getting a new class to raid with takes WAY to much wasted, unfun grinding. Thus, I left wow for games with lower barriers of entry on the "fun" elements.

  29. Cataclysm wall about fixing Arena's and PvP by Shivetya · · Score: 3, Interesting

    The biggest change in Cataclysm was the healing model. Once a character passes level 80, the highest of the previous expansion, their costs to use healing spells increases to where by the time they are level 85; the new top level; their mana to healing cost has gone up four times. It is never a good idea in any game to make a player feel less effective as they progress. This one change alone had a very detrimental effect on players with many guilds report losses of people playing healers if playing at all; for some this was the only role they wanted and they when they stopped feeling effective they could not play.

    The problem Blizzard had with PvP and especially Arenas which they put so much effort into is that it was all a burst affair. Those who could unload the fastest and most coordinated won. So what did Blizzard do? They jacked up the hit points of characters. When an average mage had 20k health at level 80 in the previous release they now have 100k health. This caused a new problem, healers would just make PvP (specifically Arenas) play drag on and on. So they eliminate the effects of burst attacks with immense health pools and in turn keep the games from going on forever by nerfing the healers so strongly they cannot afford to heal effectively for any period of time.

    Blizzard causes all these problems through gear inflation. Its a common joke that your gear is better than your character, hell a mage's staff can double if not triple or more their ability. People used to make jokes in the previous release about how it was bound to happen when caster weapons would offer +999 spell power - well they do and actually do triple that.

    So Blizzard balances a game around X, then they monty hall it to death and wonder why the model no longer works. To fix the problem they create the nerf players all under the guise of providing a challenge. When one side of their development team does not operate within limits how do they expect to balance a game. Worse, they lied to their players. They claimed for months leading up to Cata they wanted to give healers a more challenging and rewarding play style. They didn't bother to ask and when people complained they merely deleted threads.

    What Blizzard forgot is that the majority of their players play to have fun. Having fun means being able to be a hero, saving the day, pulling it out under incredible odds. When they turned the healing model upside down they stripped that feeling from a large amount of their player base. Now I here they want to do the same to tanking as its "not engaging enough". Random groups already make DPS players wait nearly 30 minutes to get in (standard five man mechanics and needless to say more people play dps) so I can only imagine the pain coming forth.

    --
    * Winners compare their achievements to their goals, losers compare theirs to that of others.
    1. Re:Cataclysm wall about fixing Arena's and PvP by ATMAvatar · · Score: 1

      Through their "bring the player, not the class" balancing goals, they also marginalized 4 of the 10 classes in the game. In a world where every class capable of playing a DPS role is able to do so just as effectively as any other class capable of doing a DPS role, those classes that can only do DPS become inferior classes.

      I personally quit because my main was a Mage. I knew that logically, I needed to level up a hybrid character that could switch roles on the fly to get the most out of the game, but the time I had already put into developing my Mage in terms of achievements/gear/items put a huge psychological wall up against that, so much so that I felt just as much at a loss trying to play my much newer Paladin character full time. In the end, I was left with the feeling that I was cheated out of the character I wanted to play because of the new balance direction.

      --
      "They that can give up essential liberty to obtain a little temporary safety deserve neither liberty nor safety."
    2. Re:Cataclysm wall about fixing Arena's and PvP by Anonymous Coward · · Score: 0

      What Blizzard forgot is that the majority of their players play to have fun. Having fun means being able to be a hero, saving the day, pulling it out under incredible odds.

      This exactly. My wife and I both played WoW since vanilla and finally gave up with the new Expansion pack. The Burning Crusade will always be our favorite expansion pack because there were still room with enough skill/knowledge of gameplay you could be a hero. Example: In Botanica there was a room of nothing but Satyr. Our tank accidentally pulled the whole room. I'm playing my warlock, my wife is on her holy priest. The tank and other DPS goes down, but rather than wipe, I'm able to Enslave the highest HP Satyr, use him to "tank" the rest until he's almost dead, and then switch to the next highest HP Satyr. The two of us took down 50% of the mobs in that room. The tank and the others were just astounded and enjoyed the entire show.

      With Cata however, it was just the basic grind and the only challenge was if your net had a hiccup then the stupidly scripted boss fights could be hard. They took skill out of the picture and as long as you could line up pixels and had latency of 150ms, you were golden.

    3. Re:Cataclysm wall about fixing Arena's and PvP by realityimpaired · · Score: 1

      The biggest change in Cataclysm was the healing model. Once a character passes level 80, the highest of the previous expansion, their costs to use healing spells increases to where by the time they are level 85; the new top level; their mana to healing cost has gone up four times. It is never a good idea in any game to make a player feel less effective as they progress. This one change alone had a very detrimental effect on players with many guilds report losses of people playing healers if playing at all; for some this was the only role they wanted and they when they stopped feeling effective they could not play.

      Yup. My main characters were a shaman (Resto/Enh), and a priest (Disc/Shadow). Nobody wanted to let me play DPS, and I was seriously gibbled when it came to healing, especially with idiots who felt that the way to play was to pull everything and let your healer sort things out. I cancelled my subscription in January, and haven't looked back.... actually, I haven't even turned my gaming system on in almost 3 months, as I found that I really don't enjoy what's become of gaming any more. WoW is just one example of a major trend in gaming these days, which is a subscription-based service where they extract their monthly tithe for the privilege of wasting hours on end in an endless grind for moar stuffs. I do have a couple of free-to-play mmo's that I log in to when I'm in that "kill something" kind of mood, but other than that, I'm done with gaming.

      I do intend to, at some point, buy a copy of Alice 2 and play that one through. I suppose that means I'll have to turn the gaming system back on, because the linux-based laptop with Intel graphics probably won't be beefy enough to run it.... >.> But that's mostly for nostalgia than anything else, as I just don't see a point in gaming much any more.

    4. Re:Cataclysm wall about fixing Arena's and PvP by fishbowl · · Score: 1

      I mothballed my druid for no other reason that not being able to play the tree form full-time. I must admit that I did level a mage to 85, just to see all the new zones and dungeons. I also have to admit that it's been fun, but there is no way I'm getting into any mode of play that requires me to deal with other players or do any kind of PvP.

      --
      -fb Everything not expressly forbidden is now mandatory.
    5. Re:Cataclysm wall about fixing Arena's and PvP by fishbowl · · Score: 1

      I've noticed that my mage's single-target damage is usually the lowest compared to any other class. I attribute some of that to my gear, and some of it is because I don't have any sort of overachiever rotation.

      --
      -fb Everything not expressly forbidden is now mandatory.
    6. Re:Cataclysm wall about fixing Arena's and PvP by phlinn · · Score: 1

      About the only think I actually liked in Cata was the reformation of the low level content, and Vashj'ir. Everything else was meh... and since I was leveling up as a healer, I got really pissed that in the same gear, same dungeon, i was WORSE at higher levels than when I first did them. Stonecore regular was harder for me to heal at 83 than it had been at 80, and the tank had levelled and gained a bit of gear. I sort of liked that they attempted to make mana actually matter for healers again, but their implementation sucked.

      One of my complaints about every expansion is that they broke their item scaling with each one. They should not have changed their formulas for the next tier of gear.

      --
      "Pulling together is the aim of despotism and tyranny! Free men pull in all sorts of directions" -- Havelock Vetinari
    7. Re:Cataclysm wall about fixing Arena's and PvP by mlts · · Score: 1

      That is one of the reasons I left WoW behind. Classes with dual or triple roles could easily switch armor sets and specs for tanking or healing, which means almost zero queue wait times. My poor lock and mage end up pretty much on the wayside waiting 30-45 minutes until something pops up, and when it does, DPS gets treated like crap when it comes to player interaction.

      It becomes no fun to play a class when you know that you have wasted all your time levelling it to 85 and gearing it out, while someone who spent the same time with a dual/triple purpose class will always have a raid spot... and do as much, if not more DPS.

      At least in RIFT, all four archetypes have a hat they can wear that isn't DPS. Rogues can tank, mages can heal, priests can tank and heal. Warriors tend to have a lot of abilities, so they can use a soul set for tanking one group stuff, flip to a set for raids, while having a set for PvP and then general grinding. You never feel like you wasted your time levelling a class to 50 there because there is almost always some role available. RIFT isn't perfect though, but I have a "wait and see" attitude with it.

      Another good MMO is EQ2. There, even DPS classes do far more than just hammering on a mob. Scouts can debuff. Mages have buffs which help the party/raid for DPS. Priests have buffs which can spike a raid's DPS every so often, and warriors can absorb incoming damage from the tank to help mitigate incoming DPS spikes. EQ2 also has a varied heal system, from the shammies which do wards (similar to power word: shield in WoW), to templars that do reactive heals (they heal when someone takes damage), to druids that do heals over time.

      Personally, RIFT has a lot of promise. I subbed to it for a year even though I'm not playing because of this. However, EQ2 seems to be useful for holding attention because it just has a lot to do other than grinding to max level and hunting armor.

      WoW had the catbird seat when it came to MMO gaming. However what is killing the game are above mentioned items as well as the lock-step progress of levelling, the fact that healing is a PITA compared to BC or WotLK, and the fact that people with pure DPS classes strongly feel that their time has been wasted, as opposed to playing a druid or paladin which can do just as much DPS (if not more), and can do other roles to ensure they do more in WoW than just wait for queue openings.

    8. Re:Cataclysm wall about fixing Arena's and PvP by Americano · · Score: 1

      The problem Blizzard had with PvP and especially Arenas which they put so much effort into is that it was all a burst affair. Those who could unload the fastest and most coordinated won. So what did Blizzard do? They jacked up the hit points of characters. When an average mage had 20k health at level 80 in the previous release they now have 100k health. This caused a new problem, healers would just make PvP (specifically Arenas) play drag on and on. So they eliminate the effects of burst attacks with immense health pools and in turn keep the games from going on forever by nerfing the healers so strongly they cannot afford to heal effectively for any period of time.

      The sick thing is that, even with all these increased health pools, arenas are *still* mostly about burst. A well geared rogue coming out of stealth - smoke->kidneyshot->unload will drop an opponent to very close to death in seconds. Ferals, Mages, too; even spriests to an extent, if they can get a few lucky procs during their opener. Rets, Warriors, and DKs all have stupid amounts of uptime on any class except frost mages, and warlocks get ridiculous control, self-healing, and damage with dispel protection.

      The amount of stuns, silences, fears, roots, disorients, etc. in the game are ridiculous as well - I've had matches where I *literally* manage to do no damage or healing because I'm stunned, trained, and dead from the first second of the match. Trinketing out of a kidney/bomb and trying to run away from the rogue's dk or warr partner is just a few seconds delaying the inevitable. It's entirely possible to have absolutely no control of your character for the entirety of the match, as well - your only contribution is to press your trinket button once, and end up cycloned or stunned or blinded or deep freezed again immediately.

      And yeah, healing was made incredibly painful and punishing - they made my enjoyment of healing subject to the fact that half the bads in my group don't know what fire is, much less that you shouldn't stand in it. So yeah, "you stood in fire, you died, working as intended," is the official reason for the wipe, but everybody sits there going, "Is the healer sandbagging? Could he have saved us? Why didn't he save us? Maybe he's bad." And mana management is absolutely retarded for healers - if anybody in my group is a little slow, I have to burn all my resources keeping them alive, and once again, Blizz is punishing the healer for the bad connection and/or bad awareness of the other players.

    9. Re:Cataclysm wall about fixing Arena's and PvP by cfalcon · · Score: 1

      "This one change alone had a very detrimental effect on players with many guilds report losses of people playing healers if playing at all; for some this was the only role they wanted and they when they stopped feeling effective they could not play."

      As guild leadership, I can 100% assure you this is accurate. I have ranted in our officer-chat about this, while outwardly being as optimistic as possible about it. This was a huge redesign on the healing classes, done with no goddamned player input or desire, and many of my amazing ICC healers started falling on their face the moment we walked into new content. It's so super that this game design decision totally fucked us socially.

    10. Re:Cataclysm wall about fixing Arena's and PvP by Anonymous Coward · · Score: 0

      The amount of stuns, silences, fears, roots, disorients, etc. in the game are ridiculous as well

      This becomes painfully evident in the lower level battleground where characters have a limited number of abilities and counters. Playing as a healer at 70 vs 39 battlegrounds was hilarious. At 70 I'd get chained CC'd, but at 39 I'd get hit by an occasional fear, but could still PLAY THE GAME. All of those abilities gained to "ballence" PvP at max level basically meant anyone who recieved focus fire just sits there and dies, with the person unable to save themselves.

    11. Re:Cataclysm wall about fixing Arena's and PvP by Americano · · Score: 1

      Yeah, and I'm sympathetic to their argument that they "have to balance around max level" - that makes sense, the game isn't meant for a bunch of players to stay at level 39 forever... but the cc chains, and undispellable nature of some of the cc/snare/root/silences is just killing any sense of fun in pvp. I don't mind losing to a better player who gets the drop on me in the open and works me over, but it's incredibly UN-fun to sit there stunned, unable to do anything, while you get destroyed over the space of 3-4 GCDs.

    12. Re:Cataclysm wall about fixing Arena's and PvP by jnpcl · · Score: 1

      Starting Cata as a Holy Priest wearing mostly 251 gear with some 264 gear, the thing I found difficult with the changes to healing wasn't the increased HP of the tank, the higher mana costs of my spells, or even the one-goof-and-you-die mechanics..

      It was learning to play my class with the Cata changes, rather than continuing to do the same stuff I did in Wrath.

      Once I figured out which heal to spam, which cooldowns to use, and how to handle bad situations, it got a lot easier. To the tune of "The boss just died and I have 90% mana."

      Playing my Tank/DPS characters, the only healers I've seen that fail are the ones who spam their big-healing-but-huge-mana-cost spells and go OOM halfway into the fight.

    13. Re:Cataclysm wall about fixing Arena's and PvP by Anonymous Coward · · Score: 0

      A well played mage should be comfortably competitive against any other class for most fights. Some fights will be noticeably more difficult for certain specs.

      The final boss in ZG is murder for me on my spriest, I usually end up around 7-10k, when I can generally push 17-22k on the other fights. Most of this is due to the cast speed reduction of the deadzone mechanic in phase 1, coupled with the constant target switching required in phase 2 to manage the adds and keep them from steamrolling the healer. But nobody generally complains, because that's just how it is - the fight is less about raw dps than it is about managing those adds, and as ranged, managing adds generally falls to me.

      If you're lagging behind most other dps as a mage and your gear is of similar quality to theirs, then you're just being lazy - as evidenced by your claim of not using an "overachiever" rotation. There *is* a "best" way to play most specs, and if you're not doing it, you may be having fun, but you're also forcing the rest of your team to work a little harder to carry you. Nobody'd draft a player in the NFL if he insisted on constantly running back towards his own team's endzone, nobody'd draft a soccer player who insisted on shooting on his own team's goalie.

    14. Re:Cataclysm wall about fixing Arena's and PvP by dave562 · · Score: 1

      I stopped playing WoW because I can't sit in front of the computer for the hours upon hours that it takes to raid. As a healer (holy priest), I found the changes to Cataclysm to be exactly as Blizzard advertised them. They introduced challenge to healing again. I cannot speak to other healing classes, but for the priest they made Heal the primary spell again. Before Cata, the primary spell was Flash Heal with the occasional Greater Heal. In Cata, Flash Heal cost too much mana so you had to use Heal instead. It healed as much as Flash Heal, but took three times as long to cast.

      They modified the gear and made Haste very important for priests (and other healers I'd assume). It became very important to be able to cast those spells as quickly as possible.

      The game became a challenge again for healers. Instead of being able to rely on a couple of spells I found myself having to use all of them as the situation dictated.

      As for PVP and healing, is it really a problem? I used to PVP pretty heavily before arenas were introduced, and I PVP'd a bit in Cataclysm. As a healer, I'm the target. I don't last very long. If I'm healing myself, my party is dying. If I'm healing the party, I'm dying.

      Even though I canceled my subscription, I miss the game. Blizzard seems to do a good job of keeping it as fresh as they can within the limits of what the game is. Some of the boss fights I was in required a lot of coordination. They were not the kind of fights that you could just stumble through with a bunch of random strangers, no matter how well geared people were.

    15. Re:Cataclysm wall about fixing Arena's and PvP by emt377 · · Score: 1

      It becomes no fun to play a class when you know that you have wasted all your time levelling it to 85 and gearing it out, while someone who spent the same time with a dual/triple purpose class will always have a raid spot... and do as much, if not more DPS.

      This isn't really true. Tanking dungeons is vastly quicker in terms of queue time, but it's also more demanding and you're not just going to roll more than 2 or 3 back to back before you need a mental break. As dps you can play for hours and it's no big deal. Tanking can't be simplified to rotation with a few variations, and watching single-target threat level. Second, it's actually harder to find a raid spot as a tank than dps; guilds aren't inclined to put the weight of their raid night on the shoulders of some random pickup, but they will happily pug a substitute dps or even heals - assuming they don't already have a ton of members eager for a chance to play the content they're paying for.

    16. Re:Cataclysm wall about fixing Arena's and PvP by mlts · · Score: 1

      I'd say tanking/healing are easier than a DPS role. Far easier. As a tank, if you keep agro and everyone makes through the instance alive, you have done your part. A healer has the same objective. DPS is far harder, because the sole thing you will be judged on will be how many HP you are knocking off a mob per unit time. Healers tend not to be judged on heals/sec assuming there are no wipes. Same with tanks and damage mitigated. However, no matter how well an instance or a raid does, a DPS that doesn't make the numbers will be thrown out on their ear, possibly deguilded.

      Other MMOs, DPS isn't judged like that. Someone judging an enchanter in EQ1 for DPS will be laughed at. Same with someone judging a debuffing scout in EQ2.

    17. Re:Cataclysm wall about fixing Arena's and PvP by Rakarra · · Score: 1

      Most of this is due to the cast speed reduction of the deadzone mechanic in phase 1,

      Are you sitting in the deadzone the entire time it's up? You don't have to, you only need to be in it when Jin'do is channeling his AoE. But the Jin'do fight is a very gimmicky fight anyway, and I'm generally not a fan of that sort of thing.

    18. Re:Cataclysm wall about fixing Arena's and PvP by Anonymous Coward · · Score: 0

      Know how I know you've never played anything but a Hunter?

    19. Re:Cataclysm wall about fixing Arena's and PvP by Rakarra · · Score: 1

      My poor lock and mage end up pretty much on the wayside waiting 30-45 minutes until something pops up, and when it does, DPS gets treated like crap when it comes to player interaction.

      Eh? I play characters who collectively fill all three roles, and I have to say DPS might be treated poorly.. but not as poorly as healers, and almost no one gets treated as poorly as a tank. Pick-up groups are full of people who think they know it all and have absolutely no tolerance at all of 'bads' or anyone trying to learn their class.

      It becomes no fun to play a class when you know that you have wasted all your time levelling it to 85 and gearing it out, while someone who spent the same time with a dual/triple purpose class will always have a raid spot...

      It's no fun when you play and are geared as a certain spec in your class, and then you have to play something different in that class to get a group. I play a dps warrior, but if I need to do heroics, what do I queue as? Well, both tanking and dps, but of course I only ever get selected for tanking. I don't particularly want to tank, but someone has to. A big part of that reluctance is due to the above attitudes in PuGs. I don't really mind tanking five-mans for my guildies.

      You mentioned DPSers being able to do things in EQ2, and it's not like aren't debuff/other things DPSers can frequently do in WoW as well, but I've noticed something that in encounters that call for that sort of thing, a lot of people don't want to have to be the person to do it. Everyone wants the biggest numbers, everyone wants to get top spot on the damage meters, and debuffing and such (mildly) impacts that. As a DPS warrior, again there are few fights where I do absolutely nothing but DPS. It's my job to make sure sunder armor stays up at three stacks, increasing all raid physical dps. In several fights it's also my job to AoE slow mobs that are running around (say, obsidian oozes on Heroic Rhyolith). There are alternate things that many classes and specs, even the pure ones, can do, but many people don't want to be bothered.

      WoW had the catbird seat when it came to MMO gaming. However what is killing the game are above mentioned items as well as the lock-step progress of levelling, the fact that healing is a PITA compared to BC or WotLK, and the fact that people with pure DPS classes strongly feel that their time has been wasted, as opposed to playing a druid or paladin which can do just as much DPS (if not more), and can do other roles to ensure they do more in WoW than just wait for queue openings.

      I'd say I actually enjoy healing in five-man PuGs in Cataclysm, far more than during Wrath, which was frankly brain-numbingly boring. Now, it's interesting, dare I even say, fun. However, healing in general, especially in pvp, is a pita (one of the many reasons why I haven't pvped in years).

      and the fact that people with pure DPS classes strongly feel that their time has been wasted, as opposed to playing a druid or paladin which can do just as much DPS (if not more), and can do other roles to ensure they do more in WoW than just wait for queue openings.

      I'll address the dps issue last, and say that, in general, the "pure" dps classes are still overall superior in DPS to the hybrids, and the intelligent raid leaders will covet them, especially since the raid that overstacks hybrids will have a lot of balance problems and likely not do as well as they'd thought. The exceptions would be shadow priests who are still a little crazy in terms of overall damage, and balance druids are close to that. Also, rogues need a little love at the moment. I don't think your paladin example is a great one though, as retribution is still pretty down in the dumps, and that's the paladin's best damage class. In terms of best-of-class dps, they only beat out rogues and shaman. That's now, though. Next month? Who knows? The very best classes in terms of dps? Arcane mages. M

    20. Re:Cataclysm wall about fixing Arena's and PvP by redJag · · Score: 1

      I can't believe I'm actually posting on a WoW thread :P but have you actually tanked or healed seriously before? My main was a warlock way back in the day (vanilla WoW) and I played as a priest/warrior/druid in BC (main tanked 20 man raids, healed 20 man raids, solo healed a couple runs of karazhan for fun:) and while you are right about being "judged" almost solely on your DPS.. that is because your task is so much easier that all you have to do is damage the right target as much as you can without pulling aggro. Also, if you think tanks don't take shit from healers for not mitigating enough damage or not building enough off-target threat to keep every mob's attention then you're just in the dark.

    21. Re:Cataclysm wall about fixing Arena's and PvP by brkello · · Score: 1

      Healers were broke. They did not have to worry about mana making healing in dungeons and raids a joke. If you can't kill something in PvP because it endlessly can heal itself, that is broke as well. The game is pretty well balanced with so many unique classes and ability. If Blizzard listened to its players, the game would be the worst thing on the planet. The arrogance of people who think they know better than Blizzard is astounding. You are clueless to how difficult what they do is.

      --
      Support a great indie game: http://www.abaddon360.com
    22. Re:Cataclysm wall about fixing Arena's and PvP by Rakarra · · Score: 1

      And yeah, healing was made incredibly painful and punishing - they made my enjoyment of healing subject to the fact that half the bads in my group don't know what fire is, much less that you shouldn't stand in it. So yeah, "you stood in fire, you died, working as intended," is the official reason for the wipe, but everybody sits there going, "Is the healer sandbagging? Could he have saved us? Why didn't he save us? Maybe he's bad." And mana management is absolutely retarded for healers - if anybody in my group is a little slow, I have to burn all my resources keeping them alive, and once again, Blizz is punishing the healer for the bad connection and/or bad awareness of the other players.

      When healing, I don't see it as punishment. I long ago stopped feeling bad for not being able to save someone when they do something bad. I've done a number of late night pugs, and surprisingly, I almost never never get into a group which is filled entirely with idiots. When someone asks "why did I die?" and the answer is, "you gotta get out of that fire," most just take that on faith because everyone's now used to the fact that many instances of fire (or poison, or whatever) will damage you beyond most healers' ability to rescue you.

    23. Re:Cataclysm wall about fixing Arena's and PvP by Rakarra · · Score: 1

      Playing my Tank/DPS characters, the only healers I've seen that fail are the ones who spam their big-healing-but-huge-mana-cost spells and go OOM halfway into the fight.

      This. Oh man, this. All the healers (including my alt) in my guild are in the same boat.
      The only exception I've seen is when a brand-new very-poorly-geared tank tries to do content that he's not yet ready for. Encounters -should- be challenging enough so that greatly-undergeared or underprepared players just can't do them. The game still has folks who want to shortcut it. :-)

  30. wow sux by crutchy · · Score: 0

    starcraft & broodwar kick arse!!!!

  31. 12 Million Customers... by Anonymous Coward · · Score: 0

    ...Give or take a million, not to mention the fact that 6 million are easily playing WoW from China as their job/prison sentence.

    So let's say five million.

    Five. Million.

    Yeah, it seems MMO makers fathom the correct thing: They need to emulate WoW if they want the big bucks. I'm not going to argue how shortsighted that is (every game that has gone up against WoW has failed - and no, Rifties, your shiny game hasn't proven itself yet), or how disappointing it is for fans of the genre. But it's the monetary, corporations-have-a-duty-to-enrich-their-shareholders truth of the matter.

    1. Re:12 Million Customers... by Lonewolf666 · · Score: 1

      But... at the same time, you have dozens of competitors emulating WoW too. And all of them taken together will likely take away only a small part of WoW's market share. The little they take is then somehow divided up amongst these dozens of copies.

      So each WoW copy will acquire much less customers than they think, and I guess it is actually a bad monetary decision to copy WoW ;-)

      --
      C - the footgun of programming languages
  32. People are developing resistance to content cycle by Anonymous Coward · · Score: 0

    When new stuff comes out I may be found wondering back into the game here and there. But lately the content cycle has create somewhat of an immunity in most. I have not even bothered to visit Firelands when it came out. I used my free 7 day return pass to mostly twidle my thumbs in Orgrimmar. The thought of doing another instance made a gulp of vomit come up my throat mere moments after I clicked to join the PvE queue, prompting me to just close the game down. They really need to come up with new, interesting, and exciting things to do. Just riding the same horse around, parading it in-front of people, just won't do anymore!

  33. Gear killed it for me... by CFBMoo1 · · Score: 1

    Aside from progressing the character I like getting things that make my character look different from other characters. WoW didn't allow you to do that very well because by the next raid tier or expansion that fancy staff you really like for Character X was no good anymore and had to be tossed. I always said Orgimmar or Stormwind looked like the broken photocopier capitals of Azeroth.

    --
    ~~ Behold the flying cow with a rail gun! ~~
  34. Wrath was good. Revisit not. by unity100 · · Score: 2

    Wrath of the lich king was a rich expansion - its content was fresh, epic, grand, taken from world's own mythology (titans to dragons nords to nagas). And it was huge - even a single zone like dragonblight had more content than 5-6 original vanilla zones confined.

    Then they revisited original azeroth. a lot of people made a lot of applause for that in online forums, but these were mostly people who were in nostalgia because they were people who played original vanilla wow. when in a chat-channel (city-wide) discussion, i queried whether it was more the people they played with, and the stuff they did and its nostalgia rather than really content in original azeroth were they missing, some admitted that it was more nostalgia than content.

    and it is true. imagine stepping down from titans, giants, dragons and nords, that kind of epic, historically plausible myths and sagas down to 'original azeroth revisited'. most of what is in there are stuff that was made up by warcraft's own lore. good or bad, they are inevitably less interesting than titans or dragons.

    i said to myself, this will be a boring step down. and unsubscribed when the expansion launch was near. didnt return since and i dont think returning unless they produce epic setting and stories like northrend again. i noticed a lot of people talked and acted similarly while i was unsubscribing back then.

    1. Re:Wrath was good. Revisit not. by Billly+Gates · · Score: 1

      That was my impression too. It seems like the same developers who made the BC made Cat. It is like there are 2 teams at Blizzard.

      The only resemblence of style were the new quests starting out. For example to introduce the Lich King, your first quest is to talk to him when you are reborn as a DeathKnight and he gaves you the first quest. Now when you choose a new undead character in Cat, a banshee rezes you and immediately informs you that you are subject to a new undead queen and you take quests from Sylvannas herself at level 12. Pretty sweet

      I also noticed as I progressed my undead character that Thral and Hellscream are introduced and they give a little plot away too and gives hint about Sylvannas becoming the next Lich Queen. Hellscream hates her guts.

      Anyway other than that and the much better graphics I feel there is no content. I will see if my prediction is correct when we hear about the next expansion and to see if the other development team exists

  35. Revamped system by setrops · · Score: 1

    I believe that many of the unpleasantness that came with the latest expansion has also had a major impact on subscribers. I have friends that I have made over the years in WoW, they may not be the best players but they truly are good people. The skill needed for the beginning dungeons in Cataclysm was a bit too steep. You could not avoid the mechanics of a fight anymore as in the previous expansion.

    Blizzard put in minimal gear requirements for doing harder dungeons and I believe that they might not have been quite high enough.So many of my friends are just not playing anymore. The players you encountered using Blizzard's random group matching system became unbelievably rude and intolerant.

    Then some people got offended when they reduced the difficulty on previous raid content. (This to me was just childish).

    The total revamp of all classes did not help either. You had to re-learn a class that you have been playing for the past 5 years.

    But as others have said previously, this expansion sure does feel much more of a grind than the previous. WoW, when it first started removed many of the old style MMO grind. The death penalty was just some gold, items did not decay, you did not lose experience when dying.

    For Cataclysm it seems that they are heading in the opposite direction the started in.

  36. Free to play by Feef+Lovecraft · · Score: 1

    Not WoW it is free to play but with quite crippling limits, I think what's really hitting WoW numbers most is the rise of the free to play model amongst other MMO's none of which have anywhere near as crippling limitations as WoW take a look at the free to play on steam section and there are 4 MMO style games all of which are free with microtransaction support that offers a substantial boost but is not required to actually participate even at high levels with no problems. Compare that to WoW where you can get to level 20 and have severe limitations on your character and i'm going to gravitate my time and effort towards the free to play game that for sure. The one i've been spending most time with is Spiral Knights, very simple persistant world game that's remarkably fun and you can do excpetionally well in without spending a single cent.

    1. Re:Free to play by CFBMoo1 · · Score: 1

      I;'ve been doing that with Champions Online myself. It's nice to be out of the sword and board fantasy games for a bit. Even still you can make sword and board characters in there. I do a lot of RP'n and I actually made a pretty decent looking Darkspear troll with their character creator. Best part is it can wear whatever I want it to wear regardless of progression. Same thing goes with my Forsaken warlock nemesis I built. Or I can just be the tight wearing costumed hero if I want.

      --
      ~~ Behold the flying cow with a rail gun! ~~
  37. customer service by Anonymous Coward · · Score: 0

    I played this game way to much. I went to Blizzcon. My family had two accounts and three for a little while. I had two mobile auction house accounts. The quarterly magazine. I did the paid arena tourney. Blizzard was making money from me on everything except plush toys.

    I could put up with players in their various methods of anti-social behavior.

    However, one day one of those kids submitted a ticket. They suspended me for 3 hours. I was not upset, but when I asked via email exactly why I was suspended I got a form mail. We exchanged emails various times. I always got a different person to respond and gradually blizzards responses became more to the point. Finally a supervisor answered my email by sending me a copy of section 8 of the terms of service which said we can suspend or ban your account for anytime, for any reason without explanation and then up my suspension from 3 hours to 3 days. This was after my suspension was over by the way.

    Never in the email exchange was I rude. I was even to the point of being nice. I simply wanted to know what exactly did I do wrong to get a suspension, so that I would not do it again. I never has a blizzard customer support person use a name. They always had some name like frobozz or treya. The first set of emails were form letters, some of them were not even on subject. One, I kid you not, was on you need to discuss business opportunities on the forums or some nonsense. To be honest, I don't even think the people who answered the emails spoke English. I think they were just posting form letters since they could not understand my email. Even in the end, the supervisor did not give me a personal email other than "Please review the following" before inserting the section 8 boiler plate.

    As a result, I quit and started spending my money elsewhere.

  38. once again by Anonymous Coward · · Score: 0

    Once again, the masses at slashdot prove why they consume games rather than create them. (Similar could be said of cell phones, automobiles, or damned near anything.) What a bunch of whiny dipshits who somehow think their worldview is not only not absurd, but is ubiquitous.

  39. Mass marketing is a double edged sword by sarbonn · · Score: 1

    I'll add the disclaimer right off the start that I play WoW and will continue to play it for years to come. But I'm one of the hard core players that has played since day one. Now, having said that, one thing I've always realized was a danger was the desire to make WoW big, as in creating a huge player base. It was always thrilling to hear the numbers go up (3 million, 7 million, 12 million....) but there was always the realization that this was catering to a casual crowd that doesn't play hard core MMOs. It was great that they got a lot of non-players into playing the game, but then that meant that they had to keep them. And THAT was the problem. Casual players rarely become hard core players, and when they get bored, they leave and don't come back. A hard core player who gets bored tries something else for a month or so and then come back. What happened was they kept those numbers climbing but common sense tells you that a lot of those millions weren't playing the game any longer. So each "new" subscription or starter was not adding to the numbers but replacing many casuals who left. Such a model is not sustainable for growth. It's sustainable for playing, as long as you realize that the numbers can't keep increasing forever. But because MMOers are famous for loving the demise of the strong, any loss of growth is immediately seen as a failing game, which common sense should tell you otherwise. WoW will continue strong for some years to come, but if they think they can keep attracting new people (or even the people they already had), they're chasing after false profits, and every goblin knows that there's no profit in that.

    --
    Sarbonn's blog: http://www.sarbonn.com/blog
  40. Nope, it's a few things. by MachineShedFred · · Score: 3, Insightful

    Here they are in no particular order:

    1. Summertime in the northern hemisphere. People go do stuff when the weather isn't terrible
    2. The current state of the game. This entire expansion has been a rerun of content that was already in the game, with a little extra material thrown in. You can either do the same PvP arena grind that hasn't changed in a couple years other than new class abilities and scaled gear; or you can run the same two heroics over and over, which are retreads of instances they released years ago; or you can do the one current-level raid. THAT'S IT.

    3. They've become lazy in their development. You could see it starting with the last expansion when they recycled Naxxramas and Onyxia from the original game. Now Blizzard has taken to recycling 5-man dungeons, and taking 10-man raids and turning them into recycled 5-man dungeons. New content keeps MMOs alive. Retread content gets people looking for the unsubscribe button.

    They've managed to obsolete all the content in their game by having ridiculous scaling. The only reason to go into any raid instance other than Firelands is for tourism. The only reason to do the ~11 5-man dungeons made available in this expansion is if you don't have the gear necessary to get into the two retread troll instances, so you can grind them over and over again until you get to your weekly cap on "valor points."

    The game has no content for someone that doesn't like endlessly repeating the same crap, or endlessly repeating the same crap on a different class. Hardly surprising that they lost ~8% of their subscribers in 6 months.

    --
    Slashdot still doesnâ(TM)t support Unicode after it was added to the HTML standard in 1997.
    1. Re:Nope, it's a few things. by MisterZimbu · · Score: 2

      I mostly agree with what you're saying here, but your 3rd point is a tad disingenuous.

      - Naxx was more or less recycled, but to me this is okay because very little of their population saw it when it was relevant.
      - Onyxia wasn't really "content" for the last expansion that was supposed to mean anything. It was literally a bonus raid added in celebration of their 5th anniversary.
      - The two (yes, only two) 5 mans that got "recycled" are only the same instance in name and layout only. The content inside the dungeon (you know, the part that counts) is completely different. The bosses are completely different, the drops are completely different, the trash is completely different. They are effectively brand new instances.
      - Likewise, the 5 man Zul'Gurub is literally nothing like the Vanilla Zul'Gurub raid. Zul'aman is pretty much the same though. However, these two instances were patched into the game. The 4 instances added in WoLK after the expansion's release weren't exactly shining examples of creativity, either. Before that? In TBC and Vanilla you simply did not get new 5 man instances patched into the game.

    2. Re:Nope, it's a few things. by SydShamino · · Score: 1

      1. They killed our raid alliance by making 10- and 25-man raids mutually exclusive. I said it would ruin lots of raid groups where the core players pushed 10 on hard but enabled larger 25 groups to play on normal, and it did. Grats Blizzard, the 15 that got excluded aren't having fun any more.

      2. I hate Zul Gurub, and I played Zul Aman to death for my mount back when. I made it halfway through a ZG after that patch before I bailed and logged, and I haven't done an instance since.

      3. With nothing else to do to advance my character, why bother logging on? I already have like 300k gold in the bank.

      4. I have no interest in replaying content with alts.

      --
      It doesn't hurt to be nice.
    3. Re:Nope, it's a few things. by MuValas · · Score: 1

      Likewise, the 5 man Zul'Gurub is literally nothing like the Vanilla Zul'Gurub raid. Zul'aman is pretty much the same though. However, these two instances were patched into the game. The 4 instances added in WoLK after the expansion's release weren't exactly shining examples of creativity, either. Before that? In TBC and Vanilla you simply did not get new 5 man instances patched into the game.

      Except for, you know, Maraudon and Dire Maul, two 5 man instances patched into Vanilla. In addition to the raids Blackwing Lair, Zul'Gurub, An'Qiraj, and Naxx. Burning Crusade had Sunwell, in addition to its raids.

    4. Re:Nope, it's a few things. by MisterZimbu · · Score: 1

      IIRC those 5 mans were instances that were planned for launch and weren't ready for release. Not instances added as new content.

    5. Re:Nope, it's a few things. by bonch · · Score: 1

      - Onyxia wasn't really "content" for the last expansion that was supposed to mean anything. It was literally a bonus raid added in celebration of their 5th anniversary.

      Of course it was content. The reason for its existence is irrelevant. Blizzard provided itemized gear for it which means it was intended to be raided by the players.

      In TBC and Vanilla you simply did not get new 5 man instances patched into the game.

      There were 5-man instances patched into both TBC and vanilla.

    6. Re:Nope, it's a few things. by Anonymous Coward · · Score: 0

      I live in Phoenix. The weather is terrible right now, and NOT terrible during the winter. Your logic doesn't apply to everyone in any hemisphere.

    7. Re:Nope, it's a few things. by Anonymous Coward · · Score: 0

      Here they are in no particular order:

      1. Summertime in the northern hemisphere. People go do stuff when the weather isn't terrible
      2. The current state of the game. This entire expansion has been a rerun of content that was already in the game, with a little extra material thrown in. You can either do the same PvP arena grind that hasn't changed in a couple years other than new class abilities and scaled gear; or you can run the same two heroics over and over, which are retreads of instances they released years ago; or you can do the one current-level raid. THAT'S IT.

      3. They've become lazy in their development. You could see it starting with the last expansion when they recycled Naxxramas and Onyxia from the original game. Now Blizzard has taken to recycling 5-man dungeons, and taking 10-man raids and turning them into recycled 5-man dungeons. New content keeps MMOs alive. Retread content gets people looking for the unsubscribe button.

      They've managed to obsolete all the content in their game by having ridiculous scaling. The only reason to go into any raid instance other than Firelands is for tourism. The only reason to do the ~11 5-man dungeons made available in this expansion is if you don't have the gear necessary to get into the two retread troll instances, so you can grind them over and over again until you get to your weekly cap on "valor points."

      The game has no content for someone that doesn't like endlessly repeating the same crap, or endlessly repeating the same crap on a different class. Hardly surprising that they lost ~8% of their subscribers in 6 months.

      >>.The game has no content for someone that doesn't like endlessly repeating the same crap, or endlessly repeating the same crap on a different class. Hardly surprising that they lost ~8% of their subscribers in 6 months.

      That's why I quit .. about 8 months ago. So I'm not even in their loss stats wonder what the 12 month loss stat is? 10%?

    8. Re:Nope, it's a few things. by damiangerous · · Score: 1
      In TBC and Vanilla you simply did not get new 5 man instances patched into the game.

      Magister's Terrance would like a word with you.

    9. Re:Nope, it's a few things. by Rakarra · · Score: 1

      1. They killed our raid alliance by making 10- and 25-man raids mutually exclusive. I said it would ruin lots of raid groups where the core players pushed 10 on hard but enabled larger 25 groups to play on normal, and it did. Grats Blizzard, the 15 that got excluded aren't having fun any more.

      It sucked... SUCKED going through ICC multiple times per week on the same character. Having different 10 and 25-man groups meant you got sick of doing a specific raid much faster than in days of yore. This was even moreso for Coliseum, which had different instances and lockouts for heroic versions of the same group number, so if you were particularly masochistic you could do that instance four times in a week on the same character. Not that groups going through 25-man heroic Coliseum would see any gain from going through 10-man normal.

      This was particularly a problem when ICC was the last major instance of the expansion, and the next expansion didn't come out for a full year afterwards. If the same happens here (the next raid, featuring Deathwing, will be the last raid of Cataclysm) and the next/final expansion comes out late 2012, I think the cancellation numbers will make last quarters' look like a drop in the bucket.

    10. Re:Nope, it's a few things. by SydShamino · · Score: 1

      It sucked... SUCKED going through ICC multiple times per week on the same character.

      How about grow some willpower and Just Say No? Since you couldn't handle it you complained enough that they took away the option for people who could.

      --
      It doesn't hurt to be nice.
  41. Oh Stop Whining by Anonymous Coward · · Score: 0

    I read all these posts and see a lot of QQ.

    Wow has evolved over the years, things have changed in it over the years, its not the exact same mechanics as it was in Vanilla and BC. Vehicles, more interactive quests (throwing bears from a tree?), and that sort of thing. Blizzard has tried to appeal to the masses, but where is the fault in that? What is wrong with a company trying to appease everyone, why are all of you complaining because a company is actually trying to give you your moneys worth?

    I'm not totally disagreeing with what has been said, it is true that wow has failed at balancing classes for PVP vs PVE, Casual vs Hardcore, etc. Stop and think though, would you all rather them have just ignored everything and done nothing? How many people would still be playing wow if it were exactly like it was when it was v1.0, and no tweaks or changes were made. All of you posting on here must be top advisors at a company that has a MMO that actually competes with wow because of how much you know about what players want, and what demographic plays Wow. I'm sure had they brought you in on their no doubt numerous meetings, they would have near 20million subscribers, to think... the things mentioned here must have NEVER came across the meeting table at Blizzard..

    IMO whoever posted this is a troll, trying to start a heated debate amongst nerds who think they are never wrong, and I wouldn't doubt if most of the people posting here QQing about wow, are going to go home and log in tonight and raid, and QQ in the raid about their class getting nerfed, then QQ about their loot not dropping.

  42. Could Easily Have Been Gold Farmers by b3x · · Score: 0

    While loosing almost 10% of the player base is significant, people are making too big of a deal over it. The vast majority of these accounts could easily have been gold selling accounts, multi-boxers who lost interest, etc. There was a huge surge in the popularity of multi-boxing at the end of wrath, and fads which gained popularity due to boredom, will fade once new content is released. As many have pointed out, there is more competition now too ...

  43. Why end it by ph0rk · · Score: 1

    when they can wring money out of it all the way down?

    --
    semantics are everything!
  44. World of Raid Craft by Anonymous Coward · · Score: 0

    If you want to craft, you have to raid.

    If you want the top recipies you have to raid.

    If you want the materials for the recipes, you have to raid.

    There is almost nothing to be done in the game that does not involve or even require raiding to reach the top levels. You have to raid even if you just want to pvp. Why? Because wow is heavily gear dependent and because if you aren't in the top tier of pvp'ers and dedicated to grinding it out you won't get gear and you will get roflstomped.

    They wanted gear parity between pve and pvp but forgot that all of their pve encounters are scripted and follow a set path. Pvp is against real people who are not scripted and who excel at min-maxing, exploiting the fact that blizzard does not balance character classes for pvp. So if you want to do well at it you either have to be a god, or you have to switch to flavor of the month class. Everyone else who is not a pvp god has no chance of maintaining gear levels and gets roflstomped. Unless of course they want to.... Wait for it.... Raid.

    So, if you don't want to raid, and your not capable of competing at a high level in pvp, what's left?

    I used to enjoy Alterac Valley, it was big enough that I could not have the top tier gear and still feel effective. It was epic. Then it was nerfed and became the race to the boss. 40 v 40 where both sides just raced past each other and almost never scored a single kill. The elemental lords were never seen again.

    I played to 85, and even enjoyed a couple of dungeons I would never have seen if it weren't for the dungeon finder. But after doing them two or three times I was no longer interested. I'm not a pvp god and I don't enjoy raiding. Once I had leveled a few 85 toons there wasn't anything left for me.

    WoW is raid or die. I don't need it to survive, it was fun for a while. It does need people like me though. There are a finite number of hard core raiders and arena junkies. I'm guessing those people alone can't pay for the work involved in creating content and maintaining the game. Based on the last time I had free game time, realms which were once high population are now low population. It's raid or die, if the people who don't want to raid leave there's only one option left for the game.

  45. Moving to LotRO by warrior389 · · Score: 1

    Everybody I know has been moving over to LotRO

    1. Re:Moving to LotRO by Slider451 · · Score: 1

      LOTRO is great. The Tolkien lore is wonderful. True Free to Play (not limited to level 20) sucked me in to LOTRO last year and I've been here ever since. The last MMO I played was EQ ten years ago.

      --
      Nostalgia isn't what it used to be.
  46. Way to not pay attention to your fanbase. by JustAnotherIdiot · · Score: 1

    Morhaime said Blizzard plans to reverse the trend with fresh content.

    Now, I don't play WoW, but from all my friends who did and quit? The new content is the bloody reason.

    --
    What do I know, I'm just an idiot, right?
  47. Wow is dead by Anonymous Coward · · Score: 0

    When Cata came out and I saw the new items for PvP I said to myself, this game is dead. Everyone is walking around with exactly the same stuff on. Everyone looks the same, has the same gems, has the same weps, etc etc etc. Dead game. Why do I still play ? Because I have 4 lvl 85 chars with a lot of gear that took a long time to get. I will jump ship the instant I find something interesting.

  48. 1 millions less whiners, yay! we upgraded by Anonymous Coward · · Score: 0

    OMG Pandaren monks on the way!!

    I was bored with the game and felt like leaving but one of my buddy started playing and suggested we should level goblins. Whatever criticism you have about Cataclysm I sure hope it doesn't include goblins, they are the best race so far (not in term of number but in term of fun to play) and their storyline is quite entertaining. I decided I would play a tank, I thought it might be boring after all those big numbers I am used to see on my mage, the role of tank might have a bad reputation but it is actually very fun to play.

    I guess if you are a hardcore player you might be disappointed at the complete dumbing down of the game but I love pvp and just basically playing with my friends so I am not even close to the nerd rages I hear everywhere about trivial crap from the game.

    Raid have gotten much more interesting also, the boss mechanics are in most case entertaining.

    Basically, I am not leaving soon, I do play less however, I guess burning crusade was the perfect balance between casual and harcore to me and cataclysm redefined questing in the game, I actually enjoy questing, a lot now, and the storyline finally make sense and the world seem alive, they haven't fucked everything, at all.

  49. It's so easy to beat up on Blizzard by SteelAngel · · Score: 1

    ... if you expect that they will produce perfection always.

    A lot of people grew up on WoW, and have such rosy memories of vanilla or BC. Cataclysm has been a seriously hit-or-miss expansion. Some things are awesome, and some things are terrible. Here's why:

    Blizzard is trying to cater to too many factions in their playerbase. They need to please the maximum number of players in order to keep their subscriber numbers up.

    There's one faction that will steamroll through content. They have 7/7 Heroic Firelands done, finished the legendary and are now bored.

    There's another faction that doesn't. My guild is 2/7 Firelands -normal-, and my raid group is 0/7 Firelands because after 4 weeks we cannot down Shannox or Beth. (For all people in the previous faction, how do you find that content so easy?)

    There's one faction that doesn't care at all, and there's too little for them to do. The same 5-mans all the time are obnoxious, and there seem to be far fewer of them in Cataclysm compared to Wrath.

    There's a faction that cares WAY TOO MUCH about PVP. And RAGE on the FORUMS using ALL CAPS because THEIR MAIN IS SO NERFED.

    And then there is the faction of players that pine over their childhood and wish that WoW never changed because it's so not cool anymore, 'cause back in the day you had to walk barefoot up Blackrock mountain with 39 friends to get a rare pair of shoes that has a 10% chance to drop off a boss that you might be able to get to after 2 hours.

    I mean, how do you please all of those competing interests? You don't. You do your best and sometimes ideas just don't work out so well as you'd hoped.

    1. Re:It's so easy to beat up on Blizzard by Anonymous Coward · · Score: 0

      "(For all people in the previous faction, how do you find that content so easy?)"

      A lot of it is practice. How many hours a week are you wiping on Shannox? What is causing your wipes?

      Normally, the biggest difference I have seen between failing and succeeding on regular content that is overtuned (and firelands reg is a bit overtuned) is that the players who fail are doing the same stuff that has worked before because they know how to play, and its' not quite holding up, and they don't care enough or are too busy IRL to research what is going wrong.

      If you are wiping on Shannox reg this far in, my assumption is that either your dps is terrible (unlikely that they are all bad), or your strategy or execution is off.

      Here is a normal Shannox strat that we use:

      First, clear the trash that you have to clear anyway. We just pull by the long section of road he pats by, I believe it is in an eastward direction. We set up raid marks across the area we expect to fight in- that way we can communicate with stuff like "I'm tanking at purple" or "Moving to green now".

      You have two tanks. One of them hits Riplimb nonstop. The other hits Shannox nonstop. One healer is assigned to follow the Riplimb tank, the other keeps up Shannox, the last one helps on the Shannox tank but also the raid heals.

      The melee begin damaging Rageface, as to the ranged. Instruct your raiders to watch their feet- tell them that it's totally possible to avoid every trap, because when the trap appears on the ground, there's about two seconds before he fires over something that makes it "go live".

      The tanks have a lot to do on this fight, positioning wise. First, in reg mode, the Shannox tank should start him near one of the colors you marked, and once that area is getting lousy with traps, move the raid over a bit. Then you will be in areas with less traps. You can repeat this several times throughout the fight.

      Once rageface is dead, Shannox will begin doing more damage, but the raid healer should have a lot less to do. At this point, we normally put melee on Shannox and ranged on Riplimb. If Shannox gets to 35% or less with Riplimb still healthy, pull the melee off him. If Riplimb gets to less than 15% with Shannox above 40%, pull the ranged off him and on to Shannox. Your goal, simply, is to get Shannox to about 31-34% and then kill Riplimb, which launches the final phase of the fight. In the final phase, his fire move is much more dangerous- when the fire goes out, tell everyone to not be standing on the little plumes, or they will die. A good heroism here and you should have him.

      Things that kill you:

      1- Stacks not dropping. You probably know that Shannox stacks a bleed when he attacks with his spear, and Riplimb stacks a bleed when he attacks- and both stop when he throws his spear, and Riplimb goes to fetch it. I prefer to have a DK tank on Riplimb, because he can easily chains of ice him- he becomes snareable when he goes into "find the spear" mode. You have two ways to drop stacks. First, the Riplimb tank can get out real far- 80 to 95 yards- and then snare the dog (or someone snares him), and he stays really far away. This should give enough time. This is hard, and if you go more than 100 yards both get a huge buff and you will likely wipe ("Separation Anxiety"). There are addons to show the range. Second, and much easier, you tank finds a crystal trap, and he tanks Riplimb like 15-25 yards from it. When the spear is thrown, QUICKLY swing him near the trap. This gives you a lot of time. When the trap runs out, snare him, then move a good distance away.

      2- People getting trapped- you simply have to tell them to watch their feet, but an organized migration over vent should let you move the whole party far enough over to not have to worry about traps as much.

      3- Burn phase- The tank should have cooldowns for this, and ideally healers will too. DPS should use personal cooldowns towards the end of the fight to survive the fire blasts.

      Hope this helps!

    2. Re:It's so easy to beat up on Blizzard by DamienNightbane · · Score: 0

      The point is that you don't try to please all of those competing interests.

      Back in the vanilla days, there was only one difficulty level for content. There were no heroics. There were no badges that had to be farmed on a daily basis for welfare gear. Blues meant something and purples were something most players never actually saw. PVP only existed in the world and battles between the factions were long lasting, had real implications on the PvE part of the game, and wasn't affected by some twink faggot's balance issues. There was no such thing as nerfing a class' PvE ability just because it happens to screw over another class in PvP, because PvP was part of the environment and not a focus of the game itself.

      One of the reasons WoW worked so much better back then is because Blizzard wasn't holding anyone's hands because something might be too hard or confusing. The world was huge. You could level from 1-60 without even setting foot in half of the regions, so there was always something new to see. Dungeons and raids were meant to be a challenge, and there was no pulling punches. If you wanted to get to MC, you first had to go through LBRS and then to UBRS, and none of it got any easier when new raids were released. It took real honest to god work to get to end game content, and there was no coasting along for the ride and getting carried simply because the content was actually difficult and the gear rewards weren't handed out like candy. Getting to Naxx actually meant that you accomplished something, and once you got there it took even more work to finish it. Most people never got there, so there was still some prestige and wonder associated with the feat. Compare that to today where a half decent tank and a half decent healer can carry three retards who can't stay out of the fire through any dungeon in the game and then be able to faceroll through the raids as well just by derping through five mans over and over for weeks so they can buy their welfare epics and sit in the LFG for a 10 man.

      The biggest difference between then and now is that back when WoW was good, Blizzard wasn't catering to anyone. They made the game as they envisioned it and presented it to the players as is.

    3. Re:It's so easy to beat up on Blizzard by bckrispi · · Score: 1

      Then you remain stuck with the problem Blizzard didn't fix until Wrath: Only about 10% of your playerbase gets to see end-game content.

      --
      Xenon, where's my money? -Borno
    4. Re:It's so easy to beat up on Blizzard by DamienNightbane · · Score: 0

      That's not a bad thing. If everyone can do it, there's no accomplishment in getting to end-game content. It's a MMORPG, not Portal.

  50. they need to stop being greedy by hesaigo999ca · · Score: 2

    The problem is that blizzard is just too damn greedy...the "5 billion in the bank is not enough" attitude, is sickening.
    I have been an avid player since the beginning, and have lately stopped playing for a few months at a time...to avoid repeated play time...so that when an expansion comes out, i grind it to a certain level long enough to feel comfortable, yet not long enough for blizzard to make too much money off of me.

    This being said, I did not understand why they would also turn around and do only to lvl 85 instead of lvl 90 on the last expansion...again being greedy.
    No one is going to play your game forever, and now that you are trying to really squeeze more out of your players that have already spent an arm and a leg playing your damn game,...you realize "oh crap" we should not have done that....

    With all the hacked accounts as well, or p0wning going on, when someone complains about something, take care of them, offer them real compensation for their troubles, else they will leave, we know how hard it is to grind stuff...so offer more goodies more often...this 5 eggnogs and cookies as christmas gifts sucks,....bring out the cool weapons instead...help the player along...

    1. Re:they need to stop being greedy by SteelAngel · · Score: 1

      this 5 eggnogs and cookies as christmas gifts sucks,....bring out the cool weapons instead...help the player along...

      "Waa Waa Waa give me free stuff just for playing, I'm entitled to it, I'm a paying customer!"

      I forgot that faction in my previous comment.

    2. Re:they need to stop being greedy by Anonymous Coward · · Score: 0

      Most corporate tools no longer look at profits, they look at profit margins. It's not enough to be profitable, you have to be continuously more profitable. It's stupid and leads to purely greed-based decisions.

    3. Re:they need to stop being greedy by Krater76 · · Score: 1

      "Waa Waa Waa give me free stuff just for playing, I'm entitled to it, I'm a paying customer!"

      I forgot that faction in my previous comment.

      That's the generic bullshit comment you see all the time when it comes to WoW - the myth of people 'crying' for free stuff. However, it's the little things that keep people around and Blizzard knows that, or at least knew that.

      Case in point, their 5th anniversary they gave everyone who logged in a non-combat pet (polar bear cub). Nothing for the 6th anniversary but with the excuse that those were saved for 'special milestones'. Isn't every year an MMO is around a milestone? It's not like games like this live forever. The Summer Olympics in China had a 'Spirit of Competition' pet you could get by doing a little PvP. Nothing for the more recent Winter Games. Maybe the Olympics in London will yield something? Unlikely. It doesn't have to be an epic sword in the mail, non-combat fun stuff if just as interesting to a lot of the population. Blizzard has unfortunately put all that stuff into the card game bonus cards or their micro-transaction store.

      Little things make people want to log in every once in a while and chase the carrot. A multi-week unlocking of a zone, Firelands, which is just a rehash of the Crusader's Pinnacle line, is not the way to do it. It's boring doing the same dailies over and over again for multiple weeks. That's why I haven't done any of them - I unsubscribed when I read all the grind stuff about the new zone.

      --
      "Is life so dear, or peace so sweet, as to be purchased at the price of chains and slavery?" - Patrick Henry
    4. Re:they need to stop being greedy by Rinikusu · · Score: 1

      /* It's not like games like this live forever. */

      Tell that to Everquest.

      I'm sure they have a profitability chart somewhere that shows where the "break even" point is. Falls below that, and it's not worth maintaining anymore. EVE gets by comfortably on around 60k accounts, I believe, and I have no idea who's left in EQ, but they're still cranking out expansions.

      --
      If you were me, you'd be good lookin'. - six string samurai
    5. Re:they need to stop being greedy by hesaigo999ca · · Score: 1

      you obviously have not been playing since day one, where i could say i now am in the 4 digits for this game.....
      how much have you payed so far?

    6. Re:they need to stop being greedy by hesaigo999ca · · Score: 1

      Thank you for setting this guy straight, I know I am not alone when I think blizzard is just too damn greedy....of course SteelAngel seems a bit on the immature side...probably one of those chanting on the trade chat all the time about their conquests, or charging in shouting Leeeroy Jenkins!

  51. Blizz goign one way, their players the other by jasendorf · · Score: 1

    I've played solidly since vanilla and I can tell you why I've been "on break" for the first time since I started playing... there's too much shit to keep up with anymore. Blizzard's main demographic has grown up, with more pressures on their time than they used to have. At the same time, Blizzard is adding to and changing the game mechanics so radically and so often that the bulk of their players can 't keep up anymore. Last month I'm stacking X (with gems and reforging and enchants and on and on and on and on) ... this month that stat is crap? Really? I gave up on this latest patch... it's just been too much.

  52. Re:PvE Gameplay by Phrogman · · Score: 1

    I can't speak to WOW of course. I played it during beta, signed up for the first month and quit after about 2 weeks because the game was way too boring and simplistic. I am sure it has changed since then, but it seemed to me and my friends at the time that it was MMORPGing on "easy mode" and intended to get people interested in the genre, without actually challenging them in any real manner.

    Of course I "grew up" in MMOs on Everquest (yechh, ptuie), Dark Age of Camelot (one of the best games ever, despite its flaws), and Star Wars Galaxies (the most ambitious and my 2nd candidate for best game ever, in its first incarnation, despite huge massive flaws). In my opinion WOW did everything right, but nothing inspired.

    If they have lost the PvE market though, they have joined a long line of MMO game companies who have made that mistake. Despite the fact that PvP players shout the loudest and insist vehemently that their style of gameplay is the most important and only valid form until they are blue in the face, the majority of MMO players prefer to play PvE style gameplay, although they might dabble in PvP from time to time. Game companies who continue to tailor their game to the concerns of PvP players at the expense of their much larger PvE population (most of whom seldom visit or post to forums), are doomed to lower subscriber populations. I have PvPed a lot, but I have spend 20x more engaged in PvE gameplay either because I preferred it (5 Years or so in City of Heroes, probably the best coded MMO ever) or because it was required to engage in PvP (most games seem to make those who hate PvE engage in a lot of it so they can engage in the PvP gameplay style they prefer, go figure).

    I suspect that the continued support of PvE gameplay is the reason Everquests I & II are still in existence. The focus on PvP gameplay has shrunk the populations of DAOC and SWG (which is now cancelled of course).

    I think the only game that ever got the mix right was the aforementioned Dark Age of Camelot - and they quickly moved to break it and offend their customers with the Trials of Atlantis expansion which pissed absolutely everyone off.

    --
    "The first time I got drunk, I got married. The second time I bought a chimpanzee, after that I stayed sober" Arian Seid
  53. I stopped playing quite a while ago. by idbeholda · · Score: 1

    Around the time Blizzard announced the new level cap was 85, and barely any new content would be available, I decided the game was no longer worth playing. Predictably, I was told later on that the experience had become cheapened by a lot of people who had played for quite some time. Call me what you will, but the price, along with the monthly subscription fee is not worth the circle jerk Blizzard put out this time.

  54. Good riddance to the one million lost by xQuarkDS9x · · Score: 1

    Good riddance indeed - it means all the bad players from the WOTLK and earlier era's are now gone that had no clue how to gear up, play, raid, and to NOT STAND I. I have really, really enjoyed Cataclysm immensly.

    --
    You must master your joystick like a fisherman masters bait! - Gimpy
    1. Re:Good riddance to the one million lost by Anonymous Coward · · Score: 0

      Good riddance indeed - it means all the bad players from the WOTLK and earlier era's are now gone that had no clue how to gear up, play, raid, and to NOT STAND I. I have really, really enjoyed Cataclysm immensly.

      Enjoy your time while you can. The majority of WoW players are horrible and they are leaving. Experience every dungeon as if it's your last because it will be soon enough.

  55. Levelign Too Easy, Raiding Too Hard by Anonymous Coward · · Score: 0

    I am in a very large raiding alliance on Silver Hand--Leftovers.

    On our forums--where the point is raiding--we agree that leveling is too easy, gearing up at 85 too hard and raiding is such that you can't carry your weaker players. You have to raid to win or not raid--there is no raid to have fun as of 4.1.

    Easy leaving + hard raiding = bad.

    The 80-85 game is on rails too. This is the first expansion where I only had 1 max level character and 0 desire to see the content again.

    And lastly--the game came out in 11/04--and I had been playing about that long. After 6 years in the same game I am just burned out. EQ lasted about 5.5 years for me. Could I come back after (with luck) a 5+ year relationship with SW:TOR? Yes, for a bit at least.

  56. Now? by Anonymous Coward · · Score: 0

    I think it's time for them to finally release Diablo 3 and get those players back

  57. I tried WoW by Anonymous Coward · · Score: 0

    and frankly it feel like a daunting chore. It is not beginner friendly at all. The problem is that the game itself and other players are way too hardcore. Come on, there are players who make statistics and advanced math to determine optimal damage and combinations. That's what made me quit. Everyone looks down at you and before you can have any fun you have to kill a million boars.

  58. PVP Twink XP/NO-XP change by Cutting_Crew · · Score: 1

    a LOT. and i do mean a LOT of people were playing the game in the 19,29,39,49,59,69 levels(twinking) - because that was the only thing that was fun. I was one of those people. I had a lvl 69 rogue - yeah he was maxed out and hit like a truck(i beat lvl 73s and 74s) but then they decided that they would allow people to get XP by going into the battlegrounds. Whether that change was motivated or not by people(with no twink gear) complaining about being killed too easily or whether blizz didn't like people who stuck at a low level without leveling or both reasons is left up to debate.

    But players, regardless of twinking ever being a factor or not should not have allowed people to gain XP. Then they allowed people to gain XP by merely gathering items relevant to their profession. Like myself, people with twinks usually were using that character on a different account(you have two computer and you run your twink with your lvl 80/85/whatever through all the higher level dungeons to get all the twink gear). So of course the merging of ALL battlegrounds to be merged cross realm solved that but that means everyone moved to lvl 70 and turned off XP. What they should have done what that they should have allowed people to turn off XP and still play with people who didn't - but then you think they made it to where you couldn't that they didn't like twinks. This is one example of Blizzard trying to horde too much control over how people choose to play the game. Lots of people with lvl 80s and 85s dont want to make another toon and go all the way up to 85 again. Why should we have to level when we want to have fun at a certain level? In many cases I suspect because of what I have just explained, is that a LOT of those sub losses are a combination of multiple account removals or people that decided that they would just go all the way and cancel their subscriptions altogether. (The main purpose of having the main high level toon was to furnish money, pvp items/tools to the twink).

    1. Re:PVP Twink XP/NO-XP change by Cutting_Crew · · Score: 1
    2. Re:PVP Twink XP/NO-XP change by Anonymous Coward · · Score: 0

      For the longest time players were often limited by crappy gear, and twinks had something vastly overpowered, but with the slow gradient inflow of greens while leveling, the gear difference was much less than it traditionally has been. Not taking enchantments into account. Segregating and killing off the twink community was completely unnecessary. Honestly it's pretty dumb for that matter as they were some of the most dedicated of the player base.

    3. Re:PVP Twink XP/NO-XP change by Anonymous Coward · · Score: 0

      In this comment: whiny little bitch whines about how he's not allowed to roflstomp inexperienced, poorly-geared players. Oh, and what a surprise, he's a human, with ridiculously op racials too.

      Yeah, Blizz should totally cater to you twink assholes. I'm sure there's ONE MILLION of you leaving the game.

      Man up, level to 85, and come play in the arenas and rated battlegrounds, tough guy, or enjoy dying to your fellow twinks.

  59. Crossfire. by CountBrass · · Score: 1

    You can run LOTRO inside Cross fire from Codeweavers (free two week trial available).

    I run it on my MBA when I'm away from home.

    Or you could run bootcamp, which is what I do on my Mac Pro at home.

    If you like LOTR then the lore/back story in LOTRO will really appeal.

    --
    Bad analogies are like waxing a monkey with a rainbow.
    1. Re:Crossfire. by wwphx · · Score: 1

      I have considered Bootcamp, but I don't have enough disk space. I intend, when I do my Hackintosh, to dual-boot 10.7 and Win 7, then a lot more of these games becomes more viable. Thanks for the Crossfire rec, I'll have to look in to it.

      --
      When you sympathize with stupidity, you start thinking like an idiot.
  60. I dropped my account by MBGMorden · · Score: 1

    I personally dropped my account a while back. I had pretty much stopped playing for the 4-5 months before Cataclysm hit. The expansion brought me back for another 2 months or so, but after that I was bored again and just dropped the subscription.

    Overall, being a competitive person, what really did it for me was the dumbing down of the content and trivializing of the gear. Don't get me wrong, I'm no elitist - I actually got very little of the top level gear when it was hard to get because I simply didn't have the time or energy to raid hardcore to get it. Still though, I raided occasionally, and when I did manage to attain something, it felt like a true achievement. When I finally downed a boss - even if it was on a raid instance from 2 content patches ago - it felt like I DID something.

    They basically killed that. They hand out gear like its candy. Nothing feels special anymore, because the only thing needed to attain that gear is pure boring GRIND. Content gets easier over time - not only because they keep handing out better and better gear on a schedule, but they actually nerf the content as time goes on.

    It means nothing now. Even when I wasn't doing the upper tier content - when I wasn't dripping purples, I was having more fun because it felt like what I DID have, I earned.

    Naturally its their game, and their perogative, so they can do what they will, but in its current incarnation I have little interest in playing. I've gone back to mostly single player games, and now have more time to actually do outdoors things (like REAL fishing, and USPSA competitions - where I still suck, but I still enjoy it despite them not bending the scores so that everybody "wins").

    --
    "People who think they know everything are very annoying to those of us who do."-Mark Twain
  61. Absolutely by mozumder · · Score: 1

    The Pandaraen brewmaster was my favorite hero in Warcraft III, a kick-ass kung-fu panda hero character that split into 3 (earth, wind, fire) mini characters for his special power.

    Haven't played WoW in years (boring shit, too much damn walking, not enough fighting) might have to get back into it.

  62. No big deal for Blizzard by Anonymous Coward · · Score: 0

    There is nothing new or unexpected here... There are now several very good MMOs for players to choose. Blizzard had a top 12M active subscribers accounting for more than 50% of the market. This is not a market where it is possible to get to 60, 70, 80% market share just by doing price and propaganda. This is a hardcore gaming market and Blizzard will eventually lose more and more subscribers to other MMOs. They know it, they plan for it, that's why they have other games under development. That's why they merged with Activision. This has nothing to do with the actual game content or mechanics.

  63. It's just too hard for the quasi-gamers. by GodInHell · · Score: 4, Insightful

    WoW has been attracting new and untested gamers into the whole concept of gaming for years. I'm talking about folks that never played a videogame more involved than tetris until their buddy or their S/O sent them a free trial. People like my wife, who like to follow my friends and I around healing and got decent enough to raid with us, or my friend Joe who has aggrophobia and enjoys the opportunity to socialize without having to take a bunch of meds. But these folks are NOT gamers. They don't have a ton of coordination, and they don't have this concept that trying to do the same jump 40 times until you get it right is somehow enjoyable. They play, they enjoy playing, but severe difficulty is, for them, a wall.

    In Wrath of the Lich King, these folks could play everything in the game. The most difficult fights were unlocked by triggering optional hard-modes, and the basic level of difficulty was set low enough that even my wife and my friend Joe could do their part and we'd make decent progress from week to week without burning out. For me, that all changed in Cata. It started with the truly bad players who we carried at the end of Wrath of the Lich King -- but once they were gone there was another layer of players who tried hard, liked to play, wanted to succeed, but for whatever reason couldn't hack it. Cata, even the five man dungeons, was way too hard. The poster above captures one element of that, the changes to the healing system made it hard for healers (and hey, guess what role tends to get asigned ot the guy that dose not game and dosen't really know what to role they want to play). That in turn makes it hard for tanks (and let me tell you, dieing because my healer runs out of mana when the boss is at 50% health, NOT a fun experience for a tank). That in turn makes sucess impossible for the DPS, who's key roles are to (1) not take damage and (2) do as much damage as fast as possible.

    For me, and for my guild, we enjoyed raiding with people we actually liked as, you know, people. Once the difficulty level goes up I was forced to choose again between finding some raiding guild full of elitist sh*theads (and always that one guy who's REALLY good at playing the game and also a total racist/mysogenist pig) OR not getting to play end-game and just tooling through 5 man dungeons over and over until I got my teir pieces... whee. I chose option three, RIFT and wait for TOR.

    Now -- watch for the elitist responses blaming the players for not being up to the challenge. I guess my response would be, okay, say you're right -- I'm still not going to pay for a game that is set to an unadjustable difficulty level that is so hight that my wife and friends gave up and quit.

    1. Re:It's just too hard for the quasi-gamers. by Anonymous Coward · · Score: 0

      Once the difficulty level goes up I was forced to choose again between finding some raiding guild full of elitist sh*theads (and always that one guy who's REALLY good at playing the game and also a total racist/mysogenist pig)

      Now -- watch for the elitist responses blaming the players for not being up to the challenge.

      This here demonstrates the attitude that has been/is/will be killing WoW (at least, its community)

      People have this notion that basically everybody but their group of friends are somehow filled with "sh*theads ", or "elitists", or "jerks" etc. It's some sort of reverse-elitism: people look down on others/other groups as being full of jerks

      Yet, if that's the case, if it is indeed true that the game is full of jerks, then... WoW wouldn't be losing so many subs. If the game is full of hardcore elitist jerks, then there shouldn't be that many nice people and quasi-gamers like the parent's wife and friends, so their departure wouldn't have caused such a large drop in subscriptions

      See, most WoW players are probably NOT jerks. Oh, jerks exist, but nowhere as many as people think. Many people, are, however, scared - scared of each other. So they suspect each other as jerks.

      It's some sort of prisoner's dilemma: if everybody just trusted each other a bit more, things would be a lot better. But, individually you're better off suspecting others to be jerks and just cuddle in the corner with your own group (only giving minimal interaction to the outside if you need to pug something). But when everybody does that, it ends with a less desirable outcome: everybody feeling negative and passive, game stagnates, people quit.

    2. Re:It's just too hard for the quasi-gamers. by Skuld-Chan · · Score: 1

      This is similar to the reason my real-life friend quit - the dungeons were too hard for the reward level offered - and he was a hardcore player (had a Starcaller title for instance).

    3. Re:It's just too hard for the quasi-gamers. by GodInHell · · Score: 1

      You'd have a point . . . except that with the LFG tool people get a LOT of exposure to other gamers outside their group. Let me tell you, this is not a positive feature of the system. However, as terrible as it is to wind up grouped with some random foul-mouthed tool that wants to rush every pull and rolls need on everything the system allows him to roll on, its STILL significantly better than most of the raiding guilds I've played in.

      Before WotLK I played in a number of raiding guilds. In vanilla I raided 40 man content as a healer. In Burning crusade I had three 70's a Warrior, a Paladin and a Druid -- each a tank. I had three toons because, as the expansion went on, I was given the choice between leveling the new "optimal" tanking class, or getting the boot. When I say that progression guilds are full of sh*theads, I mean, the progression guilds I have played in have always had an inordinate number of elitist pricks and sh*heads. Moreover, as you said, its both common and accepted for WOW players to acknowledge that the raiding guilds are filled with Elitist Jerks. (No surprise, one of the better theory and method forums out there is called ... elitist-jerks.com).

      However, yes, there are MANY nice guilds filled with nice people. However, those nice guilds with nice people CANNOT do the raiding content in Cata, at least not as it existed before I quit. When your guild is failing on heroic dungeons... yeah.. not going to happen.

    4. Re:It's just too hard for the quasi-gamers. by Anonymous Coward · · Score: 0

      Replying as Anon as I've already moderated in the thread.

      You're spot on. I enjoyed healing in Wrath, tremendously. I felt useful and while there were occasional spots where the shit hit the fan and I had to do some tremendous playing to keep everybody alive, on the whole my decent play was enough to roll us through the dungeons alive and enjoy the trip.

      Cata turned it into "all shit hitting the fan, all the time, and then downtime. sit and drink motherfucker."

      running out of mana playing with good players with good gear who knew what they were doing means "what the hell bliz".

      I've played since open beta, including the 7-day-a-week 2nd job era of vanilla where I was in one of the top 80 progression guilds in the world, and I'd never hated the game as much as Cata. I got to the point where all I did was level alts, enjoying each along the way "wow this hunter is pretty fun" or "man I love prot paladins" and as soon as I got to 85... id' just go on to the next alt. The idea of doing 85 content was just too sour. I'd roll through 3 or 4 random dungeons a night in Wrath, and I think I've done like 30 -total- dungeons in cata.

      also, as much as people complained about the community all throughout the game, I've never encountered so many assholes as I did in the past 6 months. people purposely griefing each other for shits and giggles. standing at the entrance to dungeons demanding that you kick them. purposely pulling 30 mobs to watch as you die as soon as you zone in to a half-completed dungeon, etc.

      6 and a half years after the start, I finally brought myself to cancel the account. I still have draws to it like an old nicotine habit, but I know it is just the rose-colored memories.

    5. Re:It's just too hard for the quasi-gamers. by Anonymous Coward · · Score: 0

      Looking for groups makes it too easy to find another group, thus eliminating the need to be nice to the one you're in.

      And yes, the dungeon / raid system has been fucked up for ages. Back in the burning crusade, our nice friendly guild worked our asses of to get attuned to Karazhan, and then had our sunday night raid. Karazhan was epic and we had a great time slowly working our way through it and getting the rewards that came with it.

      Unfortunately now the formula is run daily dungeon with unpleasant randoms, get tokens, repeat until you have far too many, buy overpowered gear, repeat. Once you've done that enough you might be able to get into a raid. I really don't know why attunement went away, it was so much better than grinding daily dungeons for tokens to buy gear.

    6. Re:It's just too hard for the quasi-gamers. by Anonymous Coward · · Score: 0

      You'd have a point . . . except that with the LFG tool people get a LOT of exposure to other gamers outside their group. Let me tell you, this is not a positive feature of the system.

      Nah, LFG doesn't affect my point, since my point extends to even before the days of LFG tool.

      Ever since the beginning (even before WoW), there's the stigma of "elitist hardcore raider" and "pugging sucks"

      When you have such a belief, cognitive dissonance kicks in and you'll spot jerks when otherwise you wouldn't.

      I'm pretty sure I used the same LFG as anybody else, and I did my share of raiding, but my experience have been quite positive, from beginning to end. How do I do it? Simple: I don't start off assuming the game is full of jerks. I think for myself instead of just following the "common" and "accepted" beliefs about elitist jerks.

      However, yes, there are MANY nice guilds filled with nice people. However, those nice guilds with nice people CANNOT do the raiding content in Cata, at least not as it existed before I quit. When your guild is failing on heroic dungeons... yeah.. not going to happen.

      You might have a point if people aren't pugging heroic dungeons every day, even before when heroics got nerfed

      No sir, that's a false dichotomy. There are more than two choices of "jerks with progress" and "nice but no progress"

    7. Re:It's just too hard for the quasi-gamers. by damiangerous · · Score: 1
      Looking for groups makes it too easy to find another group, thus eliminating the need to be nice to the one you're in.

      If you're only nice because you "need" to be, you're a jerk.

    8. Re:It's just too hard for the quasi-gamers. by blahplusplus · · Score: 1

      "Now -- watch for the elitist responses blaming the players for not being up to the challenge."

      WoW is as casual as it gets, everything in the game is automated outside of menubar clicking from time to time and moving. The real issue is the real-time nature of the game. In a turnbased game even the most absolute newb doesn't have to worry about getting wacked. Truth is MMO's are basically these hybrid anti-game's, they do nothing for core gamers attract tenuous and casual gamers on mass and out of those casual gamers there is an 'elite core', since MMO's are casual games by definition because they cater to a mass audience.

    9. Re:It's just too hard for the quasi-gamers. by Anonymous Coward · · Score: 0

      If you're only nice because you "need" to be, you're a jerk.

      That was the point. (Just making it clear.)

    10. Re:It's just too hard for the quasi-gamers. by brkello · · Score: 1

      I guess I didn't have the same experience. I did random dungeon groups through the dungeon finder and it was rare to get a group that couldn't finish. It wasn't super easy, but it didn't seem it was all that bad once you learned the fight and installed some mods like gtfo. The game is just old..people were going to move on eventually.

      --
      Support a great indie game: http://www.abaddon360.com
    11. Re:It's just too hard for the quasi-gamers. by Rakarra · · Score: 1

      And yes, the dungeon / raid system has been fucked up for ages. Back in the burning crusade, our nice friendly guild worked our asses of to get attuned to Karazhan, and then had our sunday night raid. Karazhan was epic and we had a great time slowly working our way through it and getting the rewards that came with it.

      While I remember the attunement was a total pain in the ass. Hey, we have a Karazhan raid coming up. Player X is signed up, he's never been to Karazhan before (note: this happened almost every week). We need to run Mana Tombs, Sethekk Halls, Shadow Labyrinth, Steamvaults, Botanica, Mechanar, Arcatraz, Old Hillsbrad Foothills, and Black Morass. And yes they have to be done in that order (mostly -- you have to do prerequisite dungeons just so you can get attuned to Shadow Lab, Arcatraz, and Black Morass. If you've done the prereqs (lots of new 70s haven't) you can skip some of those dungeons).

      Tier 5 raiding had a lot of huge problems that were mostly fixed by Tier 6. Bleugh.

    12. Re:It's just too hard for the quasi-gamers. by Rakarra · · Score: 1

      Whoops, memory is a little hazy. Sethekk could be skipped if anyone in the group had a Shadow Lab key.
      Also, I had some guildies who were, honestly, lazy. They "couldn't afford" the gold required to purchase a flying mount that you needed to get to Arcatraz. That was always fun.

    13. Re:It's just too hard for the quasi-gamers. by Rakarra · · Score: 1

      running out of mana playing with good players with good gear who knew what they were doing means "what the hell bliz".

      Actually, I think that's good healer design. A healer should not have infinite resources, that necessitated horrible, HORRIBLE fight mechanics for Wrath. Well-geared tanks were getting nearly one-shot on many high-end heroic encounters. Without the threat of low mana, tanks had to be in great risk of being two-shot for healing to be challenging.

      However, I think at least in raids, there should be much much faster ways to restore mana when you're out of combat than currently exist.
      Why do healers have to sit and drink for 20 seconds? How does that increase gameplay value? It seems like an artifact from a time when healers rarely ran out of mana, so sitting and drinking was an unusual situation.

  64. The players WoW is losing are the socializers... by rocket+rancher · · Score: 1

    ...and that is not a bad thing. Casual gamers want to be able to socialize and be rewarded with peer recognition. Farmville, Angry Birds, Foursquare (the last is not a game, per se, but the socialize-peer recog mechanic is identical) provide exactly that. Socializers want rewards for doing things they *like* to do, and they want their friends to know about it, instantly. That just doesn't happen in WoW. As it stands in WoW right now, socializers face a stunningly steep learning curve and a long, tedious grind to the level cap before any of the social aspects (such as they are) of the game are available. And when they do get to the level cap, they face continuous, scathing criticism from gamers who could care less about the number of pets somebody has when they need a 'lock who can actually melt face in a raid. Social forces are culling the herd that is the WoW subscriber base -- I see the drop in subscribers as reflecting the gamer/socializer divide, and that is why it is not a bad thing for WoW gamers. I think Blizz's rock-paper-scissors approach to game balance has been pitch perfect; what is happening is Blizz is not really catering to the socializers, so they are departing in droves, creating a smaller but more pure gamer community. This isn't a death knell for WoW -- even if half the subscriber base turns out to be socializers who are looking for instant gratification via non-challenging, non-threatening venues like Angry Birds or Farmville, that still leaves BC - level numbers of real gamers to raid and PvP with.

  65. Re:The players WoW is losing are the socializers.. by babywhiz · · Score: 1
    Then you should come to our server! We are pretty much nothing but a server of socializers! Sure, there is some of the normal trade chat stuff, but our server is probably one of the last 'social community' servers. We have political discussions, class discussions, religious discussions....you name it, we discuss it...for the most part without trolling, in trade.

    We are that one waaaayyyy at the bottom of the list on WoWProgress...yea, that very last one....That's us. We have fun. It's like being in 'Cheers' every time you log in. Most people in Stormwind are in their RP gear, with the newest acquired mount/pet/funTrinket, chatting up a storm. We even have a Museum of Traveling Debris!

    Sure we are a lot slower on progression, heck, we don't even have a single 25 man kill on any Firelands boss, but everybody knows your name.....and you know who you can turn to in order to finish filling up that last raid spot.

  66. Re:The players WoW is losing are the socializers.. by bonch · · Score: 1

    A million lost subscriptions is $1.5 million less revenue per month.

  67. HAHA PWNED! by Anonymous Coward · · Score: 0

    Blizzard, you got PWNED :)

  68. Re:The players WoW is losing are the socializers.. by UnknownSoldier · · Score: 1

    > Then you should come to our server! We are pretty much nothing but a server of socializers!

    Sounds interesting... Which server?!

  69. Re:The players WoW is losing are the socializers.. by sarbonn · · Score: 1

    Wouldn't that be $15 million a month, not $1.5 million? Or does only every tenth person pay for their account?

    --
    Sarbonn's blog: http://www.sarbonn.com/blog
  70. Karma by sarbonn · · Score: 1

    The karma idea is the greatest, in my opinion, but of a different variation. I think a rating system by players on other players would immediately be exploited by griefers and cliques to the point where it would be useless, unless they did something to really make it work right. However, I would love to see something more aligned with what was done back in the day with Ultima Online when you got karma (both good and bad) for doing certain things and killing certain types of monsters. Having titles that reflected that immediately gave you an indication that the guy you ran across might not be the most trustworthy fellow on the planet. Sometimes you got fooled, but not as often as you would think.

    --
    Sarbonn's blog: http://www.sarbonn.com/blog
  71. Re:The players WoW is losing are the socializers.. by babywhiz · · Score: 1
    The Scryers. Our community has always been slow progression, and even tho there are so many different guilds, there are a lot of collaboration between guilds. Infinite Asylum and Excessus both got together to do a fund raiser for a member of IA that lost a family member suddenly. Excessus has done several Red Cross donation events.

    We have done some fun World PvP with Promade. A bunch of people got together to do 25 man Ulduar for the drake achievements, which was a huge deal for us. Other servers can just toss out a 'LFM', but on our server, it's a very creative process to get people to go do things. In the end, however, it ends up being a ton of fun, friends are made, and true community spirit is alive and well.

    Please note, progression is minimal. Expect to see mages with agility enchants, hunters with spirit gear, and pally tanks wearing leather. Don't set your hopes up on 'making it the best possible server ever', as the community will eat you alive. We have had several 25 man progression guilds transfer in to get the realm firsts, only to be endlessly mocked until they transfer back off. This server eats hard core progression guilds like a fat kid with candy.

    But if you are looking for a change of pace, and a chance to feel part of the community, stop on by! Don't forget to bring Thunderfury

  72. WoW has been losing players for years by Anonymous Coward · · Score: 0

    This isn't the first time WoW loses subscribers, it has been losing subscribers for years. It just managed to get enough new subscribers to disguise that fact. But the game world consistency has been going downhill since the Lich King expansion, and most of the original and Burning Crusade players have left (the ones who aren't addicted, anyway). Most servers (especially the newer ones) are full of 13 year old jerks who play WoW because Counter Strike requires too much skill (and note that Counter Strike actually requires very little skill).

    Blizzard has clearly put WoW into "management" mode. Most of the original designers have left Blizzard (or moved to different projects within Blizzard), and WoW updates are just new random content (some weird rooms with weird creatures in them, with no connection to the game world and no logic) or random stat reshuffles, to try to keep people from cancelling their subscription after the first month (which is how long it takes to realise the game is just a chore simulator).

    WoW was never really a RPG (it was more of a multiplayer RTS), but up to the Burning Crusade, the game world made some sort of sense and the character classes had some personality.

    The only things that could save WoW at this point would be 1) a designer (singular) with a vision and the balls to make unpopular decisions and 2) a reputation system, where players could rate others after playing through an instance with them, with actual consequences (ex., the bottom 25% of players would get longer queues or be banned from using the automated dungeon finder, and the top 25% would get shorter queues or free play time).

    But Blizzard will never do either of these things, because they're focused on short term results. They'd much rather keep getting the subscription fee from ten jerks than hold on to nine good players. And the result of that is that only jerks (and addicts) will stay for long.

    1. Re:WoW has been losing players for years by TheCabal · · Score: 1

      Back when I was playing, I put a lot of thought into suggesting what could be done to fix the problem with the cross-server 5man randoms. A reputation system came to mind, but the problem with this is that the system would get gamed by griefers. Even with perfect play, some people would rate down everyone in the party just for the lulz. In my situation, I was fortunate enough to have most of the asshats coming from a single server. But I realized that any system that relied on player input was going to be ripe for abuse. The extended dungeon cooldown timer for ragequitters didn't do anything to relieve any of the problems either.

    2. Re:WoW has been losing players for years by bdenton42 · · Score: 1

      2) a reputation system, where players could rate others after playing through an instance with them, with actual consequences

      Don't think that is necessary. The biggest thing they could do is to allow cross-realm grouping, friending/ignoring, and chatting outside of the instances. Doing this would tend to move randoms a bit away from the "blind-date" aspect back into social groups.

      Cross-realm guilds would be interesting too.

  73. And the next generation matures... by loom_weaver · · Score: 1

    I spent many a year playing good ol' text muds (renegade outpost).

    Then played Dark Age of Camelot for about 5 years.

    When WoW came along I played for about 2 weeks and said, "been there, done that" and promptly closed my account. When you realize that you're spending months of your life to flip a bit on a hard-drive in a server farm somewhere, the traditional MMORPG loses its appeal.

    Just like every other MMO out there, I predict that WoW will slowly collapse into a few servers but will never die. Players will migrate to the next big thing that Blizzard or some other company comes along with.

  74. Yup by Bensam123 · · Score: 1

    As others mentioned there are multiple reasons why WoW is now going down hill.

    -The formula got old. People have finally gotten sick of marginally better upgrades that are just reskinned old items. Over the course of the entire game remarkably little has actually changed in terms of gameplay mechanics and actually adding NEW things (of course the hardcore fans will argue this). Essentially little has really changed even after all this time.
    -Blizzard seems to have no real direction anymore. With each expansion pack they usually targeted a different game. BC was GW, Wrath was WAR and Aion, Cata on the other hand had nothing like it. They decided to target themselves... well their past selves more precisely. Adding to that that most of the development team moved to Titan didn't help anything.
    -Blizzard just doesn't seem to care and the players can tell. The half ass slap on of a couple dozen hot fixes. The raids that are shut down for a week after the content comes out to readjust trash drop rates (they didn't think of trash farming?).
    -Classes are no longer unique. Everything has finally been normalized to the point that every class that can do the samething as another class (tank, dps, heal) is pretty much one in the same
    -Adding to that classes have been over simplified. They removed tons of abilities, but that's really what made WoW, well WoW. The best I can tell they did this to make it more like other MMOs, such as GW, but in essence removed one of the unique attributes that made WoW unique.
    -They finally killed off twinking in Cata. This was a huge one for me. You can argue this all you want, but even max level can be considered twinking. Some people simply wanted a level where they didn't need to ride the gear escalator. they could simply log on six months later and still have the best gear. Nothing to do, just play the game.
    -Rift was released. This ties into the game simply getting old. Rift amounts to WoW 2. If WoW was made six years later. It not only incorporates a completely overhauled system and graphics, it also adds some new play elements... such as Rifts. That isn't suffice to say it's the silver bullet. Rift, too, will also die out as it simply doesn't have anything measurably better then WoW. It's another combination of every other mmo out there, which will abruptly end when the big boys finally hit (Guild Wars 2 and Old Republic)... right now it's simply new.
    -This is more speculative and may be giving them too much credit, but I honestly believe Blizzard is trying to kill off WoW. Not necessarily actively, but passively. In a efffort to make sure their fan base doesn't turn completely rabid when Titan comes out. When that happens they will need to make a choice and rather then have their fans feel jerked back and forth between two mmos they're laying them out to fallow (so to speak) so they build up enthusiasm for Titan. If they have two top of the line MMOs running it's a overall loss for them, but if they have one mainstream one running and one designed to keep churning out expansion packs so the hardcore players that will never leave will keep playing it's win-win.
    -Five level expansion pack simply so they could add more expansions later on makes players feel cheated.
    -Waaaay too much phasing simply removes players from interacting with others. It essentially started turning the game into GW, where you can no longer interact with others because they aren't in your phase (this takes place at 80-85 for the most part). It also removes player freedom from the game).
    -Recylcing old content continually from the game. They went beyond just reskinning items to redoing dungeons and raids. Which is part of what leads me to believe they're trying to kill off the game. The sharp drop in the quality of their work to save some money.
    -Adding to all of this is the community that is now going rabid because they have nothing to do so they're bored and troll people 'for fun'. I suppose that's what happens when the main driving factor for people playing your game is not fun, bu

  75. WoW players are moving out of mom's basement! by cyn1c77 · · Score: 1

    The core problem is that the evolution of the average WoW player is at odds with the evolution of the game.

    Think about it: The Warcraft series has been out since 1994 and WoW was first released in 2004. Someone who was a freshman in college in 1994 would have graduated in 1998. If they want for an advanced degree, most would have received it by 2004. The end of schooling would result in a massive decrease in the available time for gaming due to the typical life progression after education: start a full-time job, get married, and have kids. With a 9-5 job and a wife it is possible to play WoW. But add on a child and/or a job requiring take-home work, any meaningful WoW experience is just not possible... even if you don't have to sleep!

    Meanwhile, we have seen WoW evolve from a predominately PvE environment to a highly specialized PvE or PvP environment requiring more time input. It used to be possible to have a high level character with good gear and do well at both PvE and PvP. That is no longer true. WoW now requires players to input a massive dungeon effort to get the right PvE gear. To enjoy PvP, you have to put in similar time into the battlegrounds for top-notch PvP gear. Blizzard has stratified the gameplay such that it is simply not possible to survive in either (the PvP or PvE) environment unless your character abilities and gear are specialized for that specific environment. And all that is on top of the base grinding time requirement necessary to maintain any character.

    As you get older and have more responsibilities outside of WoW, maintaining your characters turns into more of a job. This is exacerbated by the fact that you can no longer enjoy both PvE and PvP unless you double your time in game. With a max-level character and good (but not great) gear, playing WoW is about as fun as doing chores around the house, and it costs more. I think many adult WoW players are starting to realize that.

    If Blizzard wants to increase their subscriber base, I would argue that they need to make WoW more accessible to players with limited play time. Decrease the grinding necessary for high-level characters. Have some (large) portion of dungeons be negotiable with a pick-up group. Merge the PvP and PvE gearsets. Start some WoW servers with in-game parameters tuned for players with busy lives (lower difficulty, higher grinding return, merged PvP/PvE gearsets, more dungeons completable in 1 hr).

    Making the gameplay more elite with an aging subscriber base is a bad idea, until that subscriber base hits retirement age!

  76. Money by TarrVetus · · Score: 1

    I've been playing since release. Over the years, I have heard a lot of people quitting for various reasons--and I see that almost all of them have already been mentioned. But lately, when I ask people why they are quitting, I hear one reason much more than ever before:

    Money.

    A chunk of the fanbase may be becoming more cautious with their spending. I don't want to go off-topic, but people who are already worried about money (no job, less pay, etc.) may have an easier time quitting the game, and cancelling their subscription. Few that I've talked to have said that the $15 per month subscription was the only reason they were quitting, but many of them have mentioned it soon--if not immediately--after complaining about , gear, stale content, etc.

  77. Also the fucked up on what the problem was by Sycraft-fu · · Score: 2

    Anyone who has played DPS and either healer or tank to any amount can tell you that there are way too many DPS to tanks/healers. In Wrath as a tank your dungeon Q was instant, as a healer, 2 minutes at most, and usually closer to instant. As DPS? 30 minutes easily. This tells you that despite needing 3 DPS for 1 each tank and healer, there were still many more DPS. I mean on my druid I'd Q as tank and DPS and I never, ever, not even once, was chosen for DPS. The game always needed tanks.

    Ok fine, but that means if you want to make something harder to do, it is not tanks or healers. You want them to be easier, and DPS to be harder. That might encourage more players to play tank/healer or at least to try it as an off spec. Instead they made the specs there weren't enough of harder, thus making things worse for everyone.

    Also as you say, they screwed the difficulty curve up in that they didn't have one, they had a wall. Quests? Easysauce. Regular dungeons? Nearly as easy, particularly the low level ones. Heroics? Seemingly impossible. There was this massive jump, and it happened quickly. Doesn't take long to go form 80 to 85 and get tired of running the couple of regular dungeons over and over. However heroics seemed to be for uber players only. So.... then what for everyone else?

    Good games feature a nice gradual difficulty curve. You get trained by doing something for what comes next. You are able to slowly move up because the game prepares you for each next step. Now eventually you may hit a level you can't go past, because of inherent skill limitations, but you don't hit a wall suddenly. Things just get harder and harder for you as you progress until you find you can't progress anymore. Or, maybe you find that you learn and you go all the way.

    That doesn't happen with drastic jumps. People get frustrated, can't figure out what to do, and give up.

    1. Re:Also the fucked up on what the problem was by emt377 · · Score: 1

      In Wrath as a tank your dungeon Q was instant, as a healer, 2 minutes at most, and usually closer to instant. As DPS? 30 minutes easily. This tells you that despite needing 3 DPS for 1 each tank and healer, there were still many more DPS. I mean on my druid I'd Q as tank and DPS and I never, ever, not even once, was chosen for DPS. The game always needed tanks.

      This is even more the case in Cata (or at least was before I bailed). The dungeons are harder, but dps requirements low. I tanked heroics where as a tank I did more dps than two of the dps - and not gettting past bosses because dps simply couldn't burn them down before heals ran out of mana. Second, because the dungeons are harder if you run into a tank who says they've never played this dungeon before, could someone help them with pointers? - they will soon be the only one left. Because unless the dps is monumental or heals infinite, there will be lots of wipes. And repair bills. And "wasted" time - dps and heals will ask themselves if they'd rather queue another 30min or spend 90min wiping with nothing to show for it? Most tanks either stfu about not having ever run a particular dungeon before (and learn fast and blame others for wipes if there's finger pointing, and nobody likes to blame the tank anyway, with 30min queue times and whatnot), avoid queueing until they're ridiculously overgeared to compensate for not knowing it (which adds to the lack of dungeon tanks), or they have a guild or friends who will patiently show them the ropes (seeing it as an investment). The latter probably only happens if you're in a hardcore raiding guild. None are really satisfactory.

    2. Re:Also the fucked up on what the problem was by brkello · · Score: 1

      I think for once in my life, I disagree with you. I think the majority of people out there want to just see massive damage numbers. Doesn't matter how hard you make it, most people want to be the killer in games. Tanking and healing are less glorious and attract less people. It was easier for raids since the ratio of tank/healer to dps is better. Maybe that should be the lesson...you need to tune the size of the group...maybe dungeons should be 6 man so they can add another dps to deal with the issue...or even 7. Either that or make it so that you can hire ai tanks and healers that are ok as long as you dps quickly enough and hit your interrupts. I honestly don't think making DPS harder would change anything.

      --
      Support a great indie game: http://www.abaddon360.com
    3. Re:Also the fucked up on what the problem was by brkello · · Score: 1

      I just watched tank videos on how to do the dungeons. I found that to be an option that worked just fine.

      --
      Support a great indie game: http://www.abaddon360.com
  78. Very simple why by Shorty1911 · · Score: 1

    The game died once they changed the portals and removed all the content that was important to the game. The game now SUCKS!!!.. Sorry. Oh hey my prediction was correct. Just like DAOC they listen to the really stupid people and not the gamers. Good going BLIZ ..

  79. I am an addict. by Rinikusu · · Score: 1

    I involuntarily gave it up a bit over a year ago when Blizzard finally phased out powerpc macs. My workstation still handles audio and video editing well, and browses the web like a champ, so no reason to upgrade.

    I think the shaking's stopped, though.

    On the flipside, I actually do more audio/video work now that I don't have WoW to distract me.

    --
    If you were me, you'd be good lookin'. - six string samurai
  80. The obsolence of not-current-tier by NorthWay · · Score: 1
    Blizzard seems obsessed with pushing everyone to current-tier. That has had a few odd consequences, like killing off content (Naxx40 - even leaving behind questlines that can't be completed, Onyxia40(?), Zul'Gurub) - who in their right mind destroys content?

    It also means that any item that could be even remotely useful in a current/higher tier gets removed or nerfed: All items with "%" based modifiers are gone, the rogue cape with reduced fall damage is gone, the warlock thing that let you summon your voidwalker without a shard in 3.0 (obsoleted now), gear from Naxx40 (imagine how easy it would have been to take a few 80s and run 60s through Naxx40 to gear them out with the first _proper_ itemized gear in the game - gear that lasts you until Northrend).

    The Bind-on-Account items that WotLK introduced has been cut back on - now you have to grind each and every alt to exalted to get access to enchants, and the old BoA gear wasn't lifted to support level 85.

    And why they piled on the the difficulty layer in 4.0 I don't know. Add in the straightjacket of the new talent trees with no hybrid spec'ing, and you're slowly but surely sucking the fun out of the game.

  81. aha by unity100 · · Score: 1

    That was my impression too. It seems like the same developers who made the BC made Cat.

    precisely it feels that way. BC was also devoid of content, and was a mindless grind. it was as if it was a filler for Wrath to be completed. It was known that wrath was in development, but, if im not mistaken age of conan or some other mmo was coming up, so BC was hastily put out.

    if so, it means cata is another utility/revamp/filler like BC, until they complete the new, real expansion that matches with Wrath's cycle.

    if so, and if it comes out with an epic, epic storyline, grand epic settings like wrath, i may buy and play it.

  82. Re:PvE Gameplay by Opportunist · · Score: 1

    What killed off DAoC wasn't the focus on PvP, it was the Trials of Atlantis expansion and the introduction of its horribly overpowered killer equipment, coupled with the fact that you needed full groups of people who want to go in there to get it. Which invariably doesn't work out when you're late to the party, since you won't find people to go in there with you anymore. You can't really compete in RvR combat without, though, and, essentially, that's all that is in DAoC when it comes to "endgame", so... well, stuck in the creek without a paddle you are.

    They tried to recover by creating the "classic" servers, but let's face it, the year was, IIRC, 2006, the MMO world has changed and ... well, facing the question whether start over again in DAoC on another server or just drop it and move on, people opted for the latter.

    Aside of that, I agree. Mostly. I think the largest player group is simply the quiet one. The ones that play the game, engage mostly in PvE, enjoy a bit of the world, enjoy a bit of gameplay, go on a raid or two if it presents itself, but who don't really swing fully one way or another. Casual, but not too casual. And WoW served them quite well for most of its life. You could participate in WoW without giving up your life.

    --
    We used to have a Bill of Rights. Now, with the rights gone, all we have left is the bill.
  83. The ones who leave are the quietest by Anonymous Coward · · Score: 0

    There was a few things that destroyed my enjoyment of WoW:

    1) People. I cannot believe how vulgar, selfish and stupid a few individuals can be in-game. I think this partially stems from a lack of 'RP' in the game.

    2) It's all about grind and gear. Someone with only an hour a day can't compete with everyone else in PVP, and PVE is repetitive to the hilt (mind the pun).

    3) The cost.

  84. Solution? by Anonymous Coward · · Score: 0

    I quit over 6 months ago after playing since vanilla. Personally I only enjoyed PVP (PVE raids took too much of my time and it was frustrating playing with players who weren't of the same skill level) but Blizzard got the class balance wrong over and over again. I stopped playing my warlock because for so long it was impossible to compete against melee classes.. so you ask yourself "why am i paying X amount a month just to not have any fun or even be able to compete". It's the same with PVE players and raids being too hard/easy. It use to annoy me seeing casual players having similar rewards to me when I put in all the extra time and effort.. but when I didn't have the time to play as often it was frustrating not being able to keep up with my friends.

    Of course it's going to be impossible to cater to everybodys needs, but they didn't even get close. In my opinion Blizzard should somehow introduce servers which you can play each expansion on. So there should be servers you can play Vanilla (as it was before the expansion hit)... Burning Crusade... and the other expansions. I'd definitely pay to be able to go back and play Vanilla or TBC again and i'm sure plenty others would too. In fact, they need to look at vanilla much more closely... where you could be level 50+ and still compete vs level 60's. The scaling and difference between levels is far too big.

  85. Life Happens by elwing · · Score: 1

    I started playing WoW on day 7. I just canceled my account this February. I still enjoy the game, but in the last several years, I've gotten married (which affected playing time slightly), and in January had a baby - which completely killed all available playing time. I wasn't going to pay to not play a game I didn't have time for any more. Now, my games consist of facebook games, because I can play for 5,10,15 minutes and drop it and take care of the baby - not possible in WoW. Maybe when my daughter doesn't need as much attention, and I don't need to sleep every chance I get, I'll re-join, but until then, I'm one of those non-subscribers.

    I suspect that I'm not the only person who's gone through several life stages over the last several years, and well, that's what happens.

  86. Casual players saying goodbye. by Anonymous Coward · · Score: 0

    What Blizz did in Cata was alienate the casual player. Ghostcrawler for one should be fired. Harsh words but true. I am a casual player and have been playing since vanilla. The dungeons in Cata were to difficult for me and my buddies which took the fun away. Like other casual guilds, people in our guild started peeling off just after the launch of Cata. IMO, I believe what Blizz didn't get was that most caual players such as myself do not post on their forums and most don't even go to the forums. So again, IMO, if Blizz even listened to what people were saying on the forums they were expressed by a more serious playing crowd and were not expressed by what I feel was the majority. Blizz catered to the big guilds and left the little guy on the porch. This is always a risky step to take. When a company lets it's smaller customers go to focus on it's big customers is risky. Obviously, when you lose a big customer you lose a big piece of the pie. I think the majority of people playing WoW are casual players.

    Making the game more difficult is not going to bring in new people let alone keep existing ones. Making the game playable by all should be the target focus. RIFT is a great example. I invested many years in WoW and enjoyed the time played but now it's time to say goodbye.