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Review: World of Warcraft: Mists of Pandaria (video)

In this video (with transcript) we review the newest expansion to World of Warcraft, titled Mists of Pandaria. This is the fourth expansion to Blizzard's successful MMORPG, and while the quality of the content remains high, it's becoming increasingly apparent that they're basing it on a game that's been under development for over a decade. On top of that, the MMORPG genre itself is evolving, and though World of Warcraft remains a juggernaut of the industry, juggernauts are tougher to steer, and less adaptable to players' changing demands. The question for the success of an MMORPG expansion isn't simply "does it entertain?" It is: "does it entertain, and for how long?" Mists of Pandaria succeeds on the first count — it refreshes the gameplay, dangles new carrots in front of the players, and brings much-needed improvements to older systems. But keeping players engaged for a long time will be much more difficult. Hit the link below to watch/read our review.

34 of 204 comments (clear)

  1. Mists of Dailyquestia by RogueyWon · · Score: 5, Interesting

    The review touches upon the issue of the ridiculous number of daily quests required. I've been playing MoP myself and I can confirm that Blizzard have got something very, very badly wrong here. The daily quests are too numerous, too essential and far too boring. With a small number of exceptions, they all tend to be variations on the old "kill six snow moose" themes. Except this time it's panda-mooses. And you usually have to kill more than six of them.

    It's worse still if you play as a tank or healer. DPS players can at least blitz through individual enemies quite quickly. As a tank or healer, the health pools for enemies take so long to chip down that the daily quest grind can actually take hours. Plus the daily quests are tied into the valor point system, so unless you are a hardcore raider, you're more or less tied into continuing with daily quest grinds even after you max out your reputation. JOY!

    In all honesty, I can't see myself sticking with this much longer. I returned to the game in the late Cataclysm era, having quit in the late Lich King era, thinking I'd stick with it on a casual basis. MoP has just turned that into a chore.

    It's hilarious to watch the official "blue" forum posters try to defend the daily quest overload. They can't claim that it's fun or enjoyable. They can't claim that it's interesting. All they can do is keep coming up with new ways of saying "yes, it's a boring timesink, but we're not changing it".

    I suspect Blizzard are desperate for ways of getting WoW development costs down so they can focus on other things. Their end-game content model is horribly inefficient and expensive. They create new raid and dungeon content, go through an exhaustive and exhausting testing and balancing process, release it, then have it rendered obsolete by the next tier, 4-6 months later.

    I suspect the best thing Blizzard could do in the longer term, if they really do want to concentrate on other projects (including a WoW successor) without cutting off their income stream from WoW subs, would be to get to more of a steady-state end-game. Stop raising the level cap (leave it at 100, perhaps, as that's a nice round number) and move from the current "vertical" end-game into more of a "horizontal" model, like the one used by Final Fantasy XI and some other older MMOs.

    They could re-tune all of the old raid content up to level 100 standards (which requires some work, but less than creating entirely new assets) and add multiple progression paths. They'd then be able to get away with adding new raid content far less frequently, while giving the player-base something to do that isn't an endless, tedious grind of soloed daily quests.

    1. Re:Mists of Dailyquestia by RogueyWon · · Score: 2

      It's a myth that every MMO besides WoW has failed. There have been successful ones before and since. Not on the scale of WoW, perhaps, but then they've generally not had the resources put into them that WoW has either.

      Before WoW launched, 500,000 subscribers was considered a massive success and very profitable. Many people have been able to get by on similar figures since.

      If Blizzard want to move people off WoW content and onto other projects, they need to work out something that gives players something to do without driving too many away. Daily quests overload isn't the answer.

      If you really believed what you were saying, you wouldn't be posting AC.

    2. Re:Mists of Dailyquestia by Hoi+Polloi · · Score: 4, Insightful

      Part of WoW's continuing business at this point is sheer momentum. People who have invested years of play in it who are unwilling to let it go.

      --
      It is by the juice of the coffee bean that thoughts acquire speed, the teeth acquire stains. The stains become a warning
    3. Re:Mists of Dailyquestia by subanark · · Score: 2

      Blizzard did not sell out to Activision. Their parent company used a large chunk of their stock in the company to get Activision while retaining controlling stock. Yes, Activision's president runs the new "company," but in reality they aren't involved in Blizzard's games aside from physical distribution in Europe. Activision knows that Blizzard is a company that knows how to make good games, and they aren't going to kill the goose that lays that egg.

      As to your second statement, yes, Blizzard is a company, they will keep doing what they can to get players to keep paying their monthly dues as long as it doesn't hurt their reputation, this hasn't changed since the merger. Sometimes they will decide to hold off on short term money making opportunities in order to help the long term health of the game. As an example, up until a few months ago you could pay $2.00 a month to be able to use the in game auction house from your web browse or smart phone and talk online to your guild mates from your smart phone. For some unknown reason Blizzard cut this service and gave these benefits to everyone.

      Blizzard also (about a year ago) made a controversial move to make one of their pets you can buy with real money tradable to other players (although with the trading card mounts they already had). The reasoning to this was as much as they would like to keep real money separate from the game (in that everyone who pays their $15 a month fee is on equal footing), there was too much fraud in game with people making unofficial transactions. Placing some of these more common transactions in a in-game secure system would help reduce fraud even though it encourages players to use real money to get benefits. Diablo 3 developers decided to make virtually everything sellable on the real money auction house as an experiment to see how it affects pride in the game, "I earned all this cool stuff," vs being unhappy that "other people took the easy way out and just bought all their stuff".

    4. Re:Mists of Dailyquestia by runeghost · · Score: 2

      EVE Online is generally viewed as quite successful commercially and critically. Despite having "only" 400,000 players, it's still going strong almost a decade after launch.

    5. Re:Mists of Dailyquestia by runeghost · · Score: 2

      So, the only non-raid sources of level 289+ gear are... player crafted items and dailies. A quick search reveals that there are exactly two crafted items available for any given spec, AND that making those items takes a fair amount of rare materials that... only come from raids. In other words, to get the best gear before raiding you need to run dailies. Claiming they're optional or that players don't need to do them appears rather disingenuous. If players aspire to be at the top of the game's internal hierarchy (and let's be honest, that's the whole point to playing for many if not most players) then dailies are only optional in the same sense that playing the game is optional.

    6. Re:Mists of Dailyquestia by UnknownSoldier · · Score: 2

      > The gear progression is what makes old content obsolete. Plus who wants to do the same thing beyond 4-6 months.

      That is true, however, you're talking to someone who has ~2000 hours of L4D playtime in. We don't do it for the gear (there is none!) -- we do it because the core game play is _fun_ with friends. If the old content is obsolete you need to ask WHY? Why aren't the old dungeons dynamically scalable? I'm not saying this is a trivial problem, or that only Blizzard doesn't get it -- the flaw is with the design decision of MMOs in general. Why would I waste time "grinding" for gear, when every expansion pack all your gear is immediately obsolete?

      The fact that you have to queue up for dungeons and pvp tells me the developers don't respect my time, and are not interested in learning how to.

    7. Re:Mists of Dailyquestia by ShakaUVM · · Score: 2

      Oh, lord. Dailies. Hated those damn things.

      Thank you for inoculating me against any desire to buy Pandaren. =)

    8. Re:Mists of Dailyquestia by theangrypeon · · Score: 2

      Right, I think it's wrong to say dailies are optional.

      But, it should be noted that maxing out on every single conceivable daily every day is definitely optional. You definitely can reach the valor cap quite easily without doing dailies at all, and with the valor cap still being 1000 pts/week, It takes 2-3 weeks to usually to get enough valor for 1 item.

      If you did your leveling in the Dread Wastes, you should be close to revered with the Klaxxi already (I think it took maybe 3-4 days of dailies to hit revered). I'll give you that the Golden Lotus grind is ass, but you don't have to do it every single day in order to make sure you're weekly valor gains aren't "wasted".

      I still think it's a bad system, regardless, but it's not nearly as bad as people make it out to be.

    9. Re:Mists of Dailyquestia by Anonymous Coward · · Score: 2, Insightful

      No, they did indeed sell out. There was a noticeable decrease in developer competence and quality of gameplay corresponding with the sale.

      It's not development staff that swept through, it's precisely the management you point out. Blizzard was the talented people who were there for Starcraft, Warcraft III, and Diablo 2. Those people aren't there anymore.

    10. Re:Mists of Dailyquestia by Ironhandx · · Score: 3, Insightful

      The queue system isnt that bad. The gear system is basically what makes or breaks an MMO.

      Points grinding systems are garbage and always have been. Gated RNG bosses(and LOTS of them) as per Vanilla WoW and 3/4 of TBC are the BEST way to go. In fact there was no need for the burning crusade when it was released at all. They could have easily spent another year with minor updates to Vanilla. The biggest complaint I heard from most active guilds at the time was they were excited for the new content but they didn't really see the need.

      It can get bothersome for the few hardcore players who are geared out the wazoo and need that one last piece of gear to complete thier epicness but it made the whole game feel more epic. Due to the RNG of it all etc seeing someone even in thier full Tier 1 set after tier 2.5 was released was pretty awesome. The old content got played and replayed and overgeared players could help newer players learn the content and essentially learn to raid at the same time. There is no learning curve now. Its gone. They've tried to replace it with bolted on and very frankly BAD systems that just don't work.

      The raids are EPIC. They are what the designers spend a shitload of time on. The devs got pissed because at the end of Vanilla most people still hadn't even SEEN nefarian and they spent quite a lot of time designing BWL, not to mention AQ40 and harder content. The thing was I didn't see a lot of people complaining about that. All I saw was "Well my guild finally managed to down Ragnaros this week! On to Razorgore!!!!"

      The move to 25 man raiding was also bad because it put too much emphasis on every single person in the raid performing at 100%. With 40 guys it was a bit easier to have someone not perform 100%, but at least play to the mechanics to make sure the raid didn't wipe. In fact many of the fights were doable with far less people than the maximum 40, which was entertaining in its own right.

      Plus there are always those guys that are awesome and hilarious to have around that just aren't that good at playing. We carried at least two of these guys all the way through AQ40 purely for the entertainment value.

      They've lost sight of it.

      You may have someone in your L4D group thats bad but you like him IRL or something so he stays in because the other 3 of you can carry him. Same thing applies for MMOs.

  2. Is this supposed to be humorous? by crazyjj · · Score: 4, Insightful

    I'm not a big WoW fan, but I have to ask, was this whole "Kung Fu Panda" thing supposed to be a joke in a Blizzard meeting that somehow made it past the joke stage, or something? Because that seems like a REALLY silly addition to me in a game whose players ostensibly take very seriously. A mean, little bits of humor are one thing, but I wouldn't add a little blue race to the Halo universe called the "Smurfias."

    --
    What political party do you join when you don't like Bible-thumpers *or* hippies?
    1. Re:Is this supposed to be humorous? by Nidi62 · · Score: 3, Insightful

      was this whole "Kung Fu Panda" thing supposed to be a joke in a Blizzard meeting that somehow made it past the joke stage, or something?

      Basically, yes. The Pandaren were added in (I beleive) WC3 as something of a joke/just to have a little fun (think Cow Level in Diablo II). However, they actually became rather popular within the fan base. The fact that they were added into WoW, though, tells me that Blizzard was running out of ideas (and players), and threw in the pandas as kind of a finger in the dike scenario, and to try and lure back players that had left. However, as a poster above noted, its new content, but same old carrot on a stick grinding gameplay, which is what drove many people away in the first place. It really isn;t enough to bring people back, myself included.

      --
      The only thing necessary for evil to triumph is for it to be pitted against a slightly greater evil
    2. Re:Is this supposed to be humorous? by Hoi+Polloi · · Score: 2

      It really feels like they took a vanity pet (there was a panda pet) and used it for the basis of an entire expansion. Wait until they base an expansion on cat and dog pets.

      I stopped playing but I agree that it seems like the whole atmosphere of the game has been shot to hell.

      --
      It is by the juice of the coffee bean that thoughts acquire speed, the teeth acquire stains. The stains become a warning
    3. Re:Is this supposed to be humorous? by xxxJonBoyxxx · · Score: 2

      >> "Kung Fu Panda" thing supposed to be a joke in a Blizzard? .. game whose players ostensibly take very seriously.

      The two things I loved most about WarCraft is that it never took itself seriously ("you never touch the other elves that way") and that it happily tossed backstory and convention aside to stage battles ("OK, so here's an orc vs. orc battle"). The beer-breathing panda in WarCraft III was...well, kind of par for the course, so here you go.

      Please don't tell me anyone's taking the World of Warcraft seriously.

    4. Re:Is this supposed to be humorous? by BriggsBU · · Score: 2
      The Pandarans were actually in WoW as early as Warcraft III: The Frozen Throne. (Note: This far predates "Kung Fu Panda")

      So, no, it's something that was referenced years ago and that they finally expounded upon within WoW.

    5. Re:Is this supposed to be humorous? by Anguirel · · Score: 3, Informative

      It was a joke at first, sure, but a popular one, and made a long time ago for Warcraft 3: http://classic.battle.net/war3/pandaren/

      And then, despite that being a joke, they actually did add the Pandaren to Warcraft 3 - The Frozen Throne, just not as a full race. The bonus campaign "The Founding of Durotar" includes the Brewmaster Hero unit Chen Stormstout (one of the major NPCs in MoP). Earlier, you may have seen a quest in the Barrens for Chen's Empty Keg (a reference to this). They've hinted at adding in the Pandaren race for years (and nearly did so for Burning Crusade), and have included them in other elements of the game, such as the Pen&Paper RPG books and the Trading Card Game.

      Point being... They've been in the lore for Warcraft long before there was a World of Warcraft. Their inclusion was neither unexpected by those that had been following the game, nor even a major break in lore (like, for example, the Draenei were). Death Knights as playable characters make less sense than Pandaren in the game, and they seemed to be accepted just fine. The Pandas will be accepted just as well by anyone that enjoys the game in general.

      --
      ~Anguirel (lit. Living Star-Iron)
      QA: The art of telling someone that their baby is ugly without getting punched.
  3. THANK YOU for having a transcript by Baloroth · · Score: 2

    Just wanted to say thanks to Slashdot for adding the transcript, some of us can't watch the videos, and it's nice to have an alternative.

    Now, down to the meat:

    They say they want players to interact more with the story, but this move surprises me. Now, if you don’t want to log in and do a specified amount of repetitive content every day, you don’t progress at all.

    Why would this surprise you? The entire point of an MMO like WoW is to get you to log in as often as possible, ideally every day, for some period of time. It's not even important to Blizzard what you do, really, just that you log in and do something. That drives up the server count, and ensures you are playing continuously, rather than brief spurts now and again. It's part of the MMO grind system. Blizzard likes WoW to feel full, even if it is just people repeating the same action over and over again. Same reason for this:

    Really, it’s part of a larger problem, one endemic to the MMORPG industry in general, which is that developers still require excessive amounts of content repetition if you want to use multiple characters.

    That isn't a problem from the developers point of view, thats a feature. Literally anything that gets people to spend more time in the game, and more importantly to spread out their enjoyment over a longer period of time (rather than getting a large enjoyment at once), is a fantastic thing from their point of view. It's basic addiction 101: give people small rewards over a long time with the promise of potential future rewards, rather than giving them a large reward all at once for relatively little effort. Keeps them addicted. You see the exact same methodology employed by Zynga and in tons of F2P and MMO type games. That's why they do that sort of thing, and it won't change so long as they keep charging (and people keep paying) a monthly fee. It's also why (from what I've heard) Guild Wars doesn't do that: because there isn't a monthly fee, they aren't trying to get you to grind as much as possible every day, they can give you the end rewards all at once.

    Finally:

    They've further refined their “phasing” tech, which allows two different players standing in the same spot to see different things. Quest givers and objectives were phased to a greater degree this time around, and sometimes only visible to each user individually. This effectively reduced wait times.

    Nice to see Blizzard implementing only the latest MMO techniques... that were Lord of the Rings Online (only an example, others may have done it earlier) featured 5 years ago.

    --
    "None can love freedom heartily, but good men; the rest love not freedom, but license." --John Milton
  4. I have said it before but MMO's need to kill playe by SmallFurryCreature · · Score: 5, Interesting

    I have said it before but MMO's need to kill players. Well, their characters at least. D&D always had the issue that at max level, you were a god. And god isn't fun to play. Superman has this issue, he is unstoppable, so you have to keep coming up with their weirdest stuff to make him at least temporarily vulnerable.

    In MMO's, the level cap keeps being raised, more content is tacked onto the end and the players despair of having to grind yet another set of gear, yet another factions reputation while all the fun has gone from the game.

    D&D solved this, you are NOT supposed to keep the same character around for ages. Hell, most games fixed this. In the Sims, your characters age and die, in Sim City and Transport Tycoon and Civilization, you start a new game when you "won" the old one. Only in MMO's do you keep the same character and play with it long after you "finished" the game.

    So, get rid of it. Create a game with a tutorial area, a mid level and an endgame that kills you. Then you restart the game, skip the tutorial and try a different path.

    Expansions flesh out the middle, where everyone is playing. New players find a busy active world and not everyone huddled at the end game claiming they are bored.

    It is a simple tried and tested mechanic but MMO's have become filled with people who want to wave their e-penis around no matter how much they hate the process of getting one, they want to show of their raid gear. Because putting in a hundred hours grinding makes them leet.

    WoW is for those gamers, the rest have long since left. Not that most other MMO's dare to offer anything different. First Lotro introduced gated content, now GW2 is doing the same.

    And all over, gamers are playing regular games with no grind, just for fun. Are MMO developers so insecure they feel they can't rely on the fun of their games rather then gated content and raid gear?

    --

    MMO Quests are like orgasms:

    You may solo them, I prefer them in a group.

  5. Re:I have said it before but MMO's need to kill pl by N0Man74 · · Score: 2

    D&D had resurrections too. If you lost your D&D character because of a dumb reason, a DM has the power to hand wave them back. In D&D a DM can say, "Ok, you can start your new character at level 10". In D&D, sometimes people pull out their old characters, or DMs will have them make cameos in a new campaign.

    In an MMRPG, people don't like to lose a character that they've invested hundreds (or thousands) of hours in because someone turned on a microwave and caused them to temporarily disconnect from their Wi-Fi. In an MMRPG, people don't like losing their character because another player is griefing using a hack, or by exploiting game mechanics. In an MMRPG, people are more likely to stop subscribing if their characters reach mandatory retirement, rather than continue chasing the ever-moving carrot.

    MMRPGs are not primarily designed to make people happy, or to make people have fun. They are primarily designed to keep people playing.

  6. Re:too little, too late by theangrypeon · · Score: 2

    Funny thing about reviewing MMOs. You really need to play it for a while to get a good grasp of what the game has to offer.

  7. Re:I have said it before but MMO's need to kill pl by RogueyWon · · Score: 4, Insightful

    Saying that WoWlike MMOs need to have permadeath is like saying that fighting games should incorporate city-building elements. It's a gameplay mechanic that simply doesn't fit with the genre.

    Contrary to the general cynicism displayed in these parts, WoWlike MMOs do have a fairly solid gameplay core that is much more than just "keep people playing the subs". Leaving player-vs-player aside for now, they are, at heart, large-group co-op games (and often very difficult ones).

    At the heart of a WoWlike is raiding. And at the heart of raiding is fighting against bosses. Leaving aside casual-oriented "raid-finder" modes, raid bosses are generally tuned so that, at the level of gear players will have when they are first encountered, they are challenging fights with little room for error. The satisfaction in the game comes from overcoming that challenge and working with others to defeat the bosses. The level of co-operation required goes far beyond that found in most other genres. I have no shortage of criticisms of WoW, but I can attest from personal experience that the "rush" associated with my first kill of certain bosses (Illidan, Kil'Jaeden, the Lich King) was like nothing else in gaming - and that was irrespective of whether I got any gear from it.

    But with the difficulty tuned as high as it is, death is inevitable and very much part of the game. You learn from your deaths and adapt accordingly. Imagine Dark Souls with permadeath? A WoWlike with permadeath would be like that... but worse.

  8. Not talking about perma death by SmallFurryCreature · · Score: 2

    I mean END OF LIFE dead, reach lvl 50, go on end game epic quest, die/retire/ride into the sunset.

    In D&D you did have resurrects BUT once you reach a silly high level you were supposed to roll a new character, not keep playing a lvl 20/40 character over and over.

    So not dead because you fell of a bridge but dead because your hero's journey has com to an end.

    And yes, I agree, MMO's are about grinds but if you keep begging for the grind, don't be suprised that is what you are going to get.

    Be ready to let go of your lvl 80 blinged out alt if you want MMO's to change and become FUN again.

    --

    MMO Quests are like orgasms:

    You may solo them, I prefer them in a group.

    1. Re:Not talking about perma death by Andreas+Mayer · · Score: 2

      Be ready to let go of your lvl 80 blinged out alt

      But ... you can already do this? It's not like anyone is forcing you to keep playing with your maxed out toon.

      I guess the main problem is, coming up with enough content to make it interesting to re-play everything again.

      And, yes, you can play another class. But that's what almost all players do already anyway. There is only a limited number of different classes ...

  9. Too many dailies by someones1 · · Score: 4, Insightful

    As the current top comment states, there's wayyy too many dailies. Let's see if I can remember them all... Klaxxi, Tillers (which have a half-dozen individuals with their own rep meters mostly independent of the main faction -- so when you get exalted with Tillers, you might barely be a bubble up on half the members!), Golden Lotus (which you must grind to then open up more grinding with Shado-Pan and August Celestials), the Lorewalkers, the Anglers, and the Order of the Cloud Serpent. For some of them, the set of dailies can take up to an hour to do (I'm looking at you, Klaxxi, with your stupid 40-kills and wing pieces).

    And they're boring as hell. But it seems near impossible to really advance without getting just about all the reps up to exalted. I hate doing it on my main character, more than ever before in previous expansions. Now I can't imagine going back through this on my alt. This review brings up an excellent point -- it's time to make rep apply across all of your characters of the same faction. Account-wide pets and mounts was a good start, but now it's time to do the next logical thing and give us account-wide rep.

  10. Excellent review by ip_freely_2000 · · Score: 2

    and i completely agree with comments about the future of the game. While I've had fun running two toons to 90, the grind for my other toons may not happen at all. I'm tired of it. Blizzard needs to make XP and rep for alts, once you've run through content once or twice, greatly accelerated. Then I'd have more fun with the end game content.

  11. Well... Sorta by Sycraft-fu · · Score: 3, Informative

    It -is- a joke, Blizzard's joke in fact. Back in the early days of WoW they did an April Fools joke, saying that you'd be able to order food from Panderan Express (a play on the real company Panda Express) in game with the /panda command. More info: http://www.wowwiki.com/Pandaren_Xpress.

    It was a joke at the expense of Sony, who really had implemented a /pizza command in Everquest 2 that would call up Pizza Hut's web page so you could order pizza.

    However apparently Blizzard is completely fucking out of ideas, and forgot it was a joke, and so now kung-fu pandas are part of WoW.

  12. 4 kinds of people... by billtom · · Score: 5, Funny

    My review of Mists comes down to dividing players into four groups:

    1. You are an active WoW player.

    Well, you don't need a review of Mists because you most likely already bought it.

    2. You are a former WoW player, and you're kind of thinking that you'd like to come back to the game.

    Then please do come back. Blizzard did a pretty good job with this expansion. Lost of the rough edges have been smoothed. There's some good content. Fun to be had.

    Will you stay with the game for months? I don't know. But you'll be playing at that point, so you can make up your own mind.

    3. You're a former WoW player but you're still pretty down on the game.

    If the very thought of being told to "kill 10 panda-moose" makes you sick to your stomach, then for god's sake, don't come back. While Blizzard is on their game for this expansion, it's still basically the same game you left and the things that made you leave are mostly still going to be there.

    4. You've never played WoW.

    Well, my advice for all multiplayer games (MMO's, FPS's, etc, etc) is to play whatever your friends are playing (real-life or online friends).

    Online multi-player games are infinitely more fun when you play with your friends. So if your friends are playing WoW, play WoW; if your friends are playing Team Fortress, play that; if your friends are playing Hello Kitty Online... well, make new friends.

    1. Re:4 kinds of people... by Jintsui · · Score: 4, Insightful

      I happily quit WOW in February after almost seven years of playing. So I can tell you that I know something about the game. I've played all expansions through Cataclysm and I can tell you for fact, each expansion was worse the the previous one. Burning Crusade was an incredible expansion. Everything went downhill from there. MOP is sickening to almost all die hard players that played from vanilla on. Its clearly apparent that Blizzard has taken the carebear route to gaming. Instead of putting out quality content for both hard-core and casual players, they are appeasing the casual playerbase. Kung fu pandas? Seriously? I could understand a panda like race, that are similar to pandas, yet with a more ferocious aspect. Thin muscular race, with claws and fangs, sort of like Worgen but still different when compared. That is what they SHOULD have done. But no, they went with the Kung fu panda to attract the kiddies. Pathetic really..

  13. Re:I have said it before but MMO's need to kill pl by DigitalSorceress · · Score: 2

    I liken it to learning a dance... you start out clumsy, but through practice and repetition, you work out the kinks and finally you get through it correctly the first time. From there, you keep re-doing it, getting more and more nuanced until you get to where it has transitioned from "oh crap I hope I don't mess up" to a very zen, fluid expression of art.

    except it's got epic lewtz.

    --

    The Digital Sorceress
  14. Re:I have said it before but MMO's need to kill pl by VGPowerlord · · Score: 2

    I don't think this is too much of a problem for WoW, since you can always start up an alt that's a different class/faction. (And of course hours and hours of grinding on one of your max level characters)

    To put this into perspective, WoW has 13 playable races (Alliance: Human, Dwarf, Gnome, Night Elf, Draenai, Worgen; Horde: Orc, Troll, Forsaken, Tauren, Blood Elf, Gnome; Both: Pandaren) and 11 playable classes (Warrior, Monk, Paladin, Rogue, Hunter, Druid, Shaman, Mage, Warlock, Priest, Death Knight).

    The problem is that there are only so many choices for zones to level up. This is particularly obvious once you enter Outlands at around level 60... your only zone choice is Hellfire Peninsula in Outlands. I suppose you could skip straight to Zangermarsh or Terrokar Forest, but if you try to skip too far ahead, the enemies will outlevel you.

    At least Outlands has separate quests for each faction, which can't be said for most of the level 55-60 quests. Hell, Silithus hasn't changed since the end of the opening of Ahn'Qiraj event in 2006. At least Blasted Lands (the other 55-60 zone) got a makeover in Cataclysm.

    --
    GLaDOS for President 2016! "Well here we are again. It's always such a pleasure." -- GLaDOS, 2011
  15. *sigh* by jeff13 · · Score: 2

    Is the server up yet? *sigh*, I hate Tuesday maintenance.

  16. Re:Mists of Dailyquestia (revered) by Calydor · · Score: 2

    Unlike you, I have a life

    Wow, way to make yourself sound like a troll, there.

    --
    -=This sig has nothing to do with my comment. Move along now=-
  17. Re:Mists of Dailyquestia (revered) by vivian · · Score: 2

    WoW is like nuclear war - the only way to win is to not play.

    I have been really enjoying a real world social life now, plus found time to pick up a few real world skills like playing a few tunes on the piano. I rid myself of the compulsion to keep trying to maintain 3 level 85 toons and grinding for gear, some time around the first Darkmoon fair for the cataclysm expansion. It was grinding for all the damned herbs for darkmoon cards that finally broke the WoW experience for me. Wish I'd quit way earlier - haven't missed it at all.