Bravo.
I have nothing to add.
Bravo.
I have nothing to add.
[enter Oprah bees meme]
I remember S1 doing 10s and 12s, completely different experience. Canât compare it at all.
Last season 10s and 12s were different too when 12s and 16s was more noticeable but not as big as 10s and 12s in S1.
But I would say doing 10s is not even the real M+ experience in the first place. You make the experience once you hit a specific breakpoint (I think it will be around 18s this time?) and of course donât have this boring balls affix.
Every patch is the same things to do again and again and again.
I quit FF XIV for that and itâs the same for wow now.
You can already predict Midnight.
As DPS M+/Raiding is fun this tier.
As tank, raiding is fun, M+ is absolutely atrocious though, I used to love tanking in previous expansions, but the speed needed to tank properly in M+ nowadays and the time is so short its actually insane, I really love tanking but tanking in mythic+ is really not for me which is sad, I would never be able to keep up with the pace of it and at the same time remember what pack to pull/not to pull, hopefully one day a tool like MDT will be on the minimap somehow to help with that.
2nd paragraph response - Yes, it is repetitive content indeed, but much different than how it is done in WoW. You argue about story? WoW can be finished with 3-12h depending if it is patch or first release of expansion. After you do it, you end up doing same repetitive stuff, but difference is how it is being done, in NW there are no ââweeklyââ 1hr worth of content in systematic way, the gathering and professions are done so they appear as random in its system. This is true and it is how vanilla wow used to be, thatâs why I liked to world pvp back then, and today it is almost nonexistent due to many factors, but mainly because it is not worth to farm solo anymore.
3rd paragraph response - WoW professions have changed in many ways and forms. Vanilla used to have literally over 30 farming spots (not counting same spots from same professions), this is similar with NW - I literally can tell you some 15 spots in NW how to get gold, and it is good overall same gold/per hour. Retail is way too systematic, thus is why I am writing all this, because it seems to me that you just donât get it what I am talking about. Vanilla used to appear as random and sandbox in open world, full of immersion and danger - similar how NW is, it is really true that NW is like that. While retail is full of timegated 1-2h weekly content full of systematic design approach, and full of nonsense brainwashing farming areas in open world, without any danger or immersion. Total waste of potential in devs creativity.
4th paragraph response - You just donât seem to get it at all. By different ââvibeââ than WoW, I mean that people experience it differently. These MMOs you just mentioned are being played like old MMORPGs. Today in WoW retail, you can literally play few hours a week, it doesnât have any immersion or danger in open world, due to many factors but mainly due to how systematic design approach is. All of these other games mentioned above require some form of dedication, to live in that game and to actually have focus while in open world (those that I mentioned at least).
5 paragraph response - I really disagree with your statement that I will never get that thrill. Of course it will be different. After 25+ years my life has taken some form on me, and I will never be as exuberant as before in my youth, thing is that I will still get some form of thrill (much higher than any previous 3 expansions in WoW), I literally experienced it with NW release and with TnL as well in some form (even though I really disliked the game due to many various factors, but mainly due to systematic approach to design). So no, I donât get what you are saying at all, I am sorry but that is the truth from my perspective.
Anyway for conclusion if you still havenât got it⊠I really believe that if wow devs welcome creativity into their work, and remove all systematic ââto seemââ design in wow, it will do wonders for both them and their community. No greater good can be if you open your heart in most positive and loving way, doing systematic design just closes it, the main thing to open your heart is to make creativity flourish in you - this can be only done by not making it appear to be systematic in whatever you do (work,game,other hobbies). Why? Karl Marx explained well, but I will put it very easily - systematic design follows repetitive loop that closes all creativity to open and to anything and everything appear to be random, this randomness is important because it opens miracles and wonders window into whatever work, which is also important factor for human growth.
I will just end it here, because I am thinking of gaming design into much more esoteric spiritual discipline and how it can do wonders for civilization and evolve us into higher human beings, I am not talking about what I like or what is ââbetterââ, I am talking about what is needed.
I immediately unsubbed when 11.2 dropped, as they had killed hunter class by removing all the abilities. Iâve spent my time since doing fishing achievements, since thatâs about all you can do now as a hunter when you only got autoshot left.
Every ânewâ mmorpgs released sofar lasted a few months, or went below 10k players.
However i agree that WoW need to shake up.
Agree, horizontal progress would be nice (mentioned some of my older posts aswell). As an m+ player only, weekly slotmachine progress is kinda boring.
yes new mmorpgs did last few months, but it is due to how bad their competitive gameplay was. WoW is the best when it comes to competitive seasonal content, but it lacks open world ideas and how to make it interesting.
In my opinion and I believe also it is a fact as why vanilla was good, simply because you needed to focus while doing anything in open world. It was interesting and immersive because it was dangerous to even go farm gold outside in open world. Also interesting thing about vanilla or NW is that you could farm in many different spots and areas, in retail however it is impossible to have that level of fun, where you could farm in different spot each day for the rest of the month.
Retail wow needs to organize and do something with open world. It needs to appear as random in its systems + dangerous enough so it is immersive. It does not need to be some competitive level content, but at least if you are rogue, you for example need to use stuns/faint dmg reduction to survive some of the spells of mobs in open world. NW isnât hard, vanilla isnât hard as well, but it wants you to be focused while grinding. I remember in retail I could pull 20 mobs in open world shadowlands as normal/hc geared hunter and kill all within seconds, to me, this is very boring design and they need to change it. However I understand that if they want to change this, that it wonât be easy due to tab target combat, but at least they could give us many various options to farm gold and not 2x4 farm 2x spot for whole expansion, indeed Korthia patch in SL killed open world for meâŠ
Maybe retail devs need to design some systems like bounty hunting or some things like after completing each side quest, you end up unlocking new paths to farm gold/collecatbles/mounts etc. I believe if they made many systems like that, that are also in vibe of side quest lore, we could end up having many mini reputation like merchants where you can use daily marks from doing these events for various rewards, both gold economy materials or cosmetics and transmongs.
Compared to the Korthia patch from Shadowlands (similar themes), itâs not as good imo.