What happened? was it quality of life that went too far?
I talk about things like weapon skill, visiting class trainer, class quests, hunter that needs to learn how to get a pet, learn to use new weapons, find keys to things and so much more !
Now it's just feels like it's a 3D diablo dungoen farming game. Where did the MMORPG part go ?
Throw too much complexity to a game, and then suddenly you're not prolonging its life, but rather, overwhelming newcomers.
As long as you have a challenge at some level on the game (for some it will be Heroic Sha of Fear, for others it will be Shado-Pan Monastery Challenge Mode trying to get gold, for others it'll be Garalon Normal, for others getting to 2.5k rating on PVP... I could go on) what's the harm if things are made more accessible to other players? (As long as you have your challenge) The LFR is a great example of this, instant gratification with absolutely no commitment required. No preparation required, no need to know what the bosses do, no nothing. Just go in, spam 3-4 buttons and you're done. It's not quite instant gratification (you have to defeat the boss, do the whole run, etc etc), neither on the same level of rewards that players get for completing Normal of Heroic content. I disagree. That's not depth. Content in vanilla required more preparation, but bosses were much, much easier than today's Heroic content. The duration of the content doesn't have much to do with the depth of the game. In fact, there's much more depth and complexity in overcoming your opposition on a Rated Battleground today (as strategies keep evolving as the community does and teams can be very coordinated) as opposed to trying to cap Lumber Mill for the 100th time with a bunch of strangers that refuse to stay in their bases and would rather camp the roads.
Many of the things that have been mentioned on discussions like this have to do with "the grind" more than the activity itself. Was Battleguard Sartura a fun encounter in Ahn'Qiraj? Sure, it was. Was it incredibly fun to farm the resistance sets required for some bosses back then? I'm not so sure there's going to be a common agreement there... |
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Ah, you're welcome, I'll educately bow down my head in a sincere apology, as you have eloquently, elaboratedly and irrefutably proved through facts and your own experience that I am completely wrong about this affirmation. PS: NO. If you want to say I'm wrong, at least go on and elaborate why. We all might be missing an interesting point of view just because you decided to take a shortcut that didn't add anything to the discussion.
So, a boss that you can predictably determine which ability is going to cast next (any vanilla boss with a DBM-like addon) is harder than a boss with more room for random abilities? Random sounds actually like a good reason to define something as hard. If you can't control it, you can't just yawn through it.
This is an interesting question, especially for those of you that do consider reducing the accesibility of the game would bring back players. (As a side related note, since we're mostly talking about raiding content, remember that Patch 5.2 introduces a Heroic only boss, Ra-den). Okay, so at this point anything I say you can easily reply with, that's not about accessibility. Has the mechanic of the hunter (requiring an appropiate pet to be used at every time if you want to maximize your dps output) and its damage (you're insane if you weren't using the strongest ammo available to you) become simpler just because now you don't have to feed your pet or pick the highest dps available ammo? |