I understand waiting while groups form is part of MMOs, but Iâm finding myself logging off these days before I can even get a queue to pop. Whether itâs for dungeons or PvP. Iâm sorry, but having to wait upwards of 45 minutes just to do a piece of content is unacceptable.
Overwatch and WoW for some reason seem to be absolutely horrific for it.
Which is odd, because in other âless popularâ MMOs this is not the case in my experience.
WoW tries to make some sort of matchmaking with queues so that players with similar skill are placed together. Other games just put the first people that fill up a group regardless.
Good for you i guess? I have completely different feelings, thatâs why I donât play M+. Likewise, Iâve met a few people who had such experiences.
The fundamental problem of long queues is a lack of tanks and healers. Low amount of players or playing a non-meta class can be a factor maybe at the very top of the playerbase but not at the average.
The issue is partially on Blizz and partially on the playerbase. If you complain about long queues and play a class that can tank/heal but you stick to the DPS spec, youâre kinda contributing to the problem.
People really exaggerate this to a ridiculous degree. 99% of the time, nothing happens. Maybe 1 in a 100 dungeons someone will say something. And itâs not just tanks and healers who get blamed, DPS also get blamed either because they do low damage or because they donât use interrupts.
I swear there are more people with performance anxiety than there are toxic people.
I have done exactly one delve this season and it was because a story quest sent me there. It just really doesnât speak to me.
I find them really boring and the settings for all of them are so grim. I can see what they wanted to do with delves and it is a hit and miss idea because some players love them whilst some hate them.
For me, I donât like the idea of being underground twice over and thatâs what delves feel like. Quite claustrophobic in some ways.
I donât think they should scrap the idea of âdelvesâ but I think, like every new idea, they could do with tweaking and made more in-line with Mythic +
I agree, thatâs why I cannot understand why are so many players against open world sandbox design, but with a twist from other similar games - competitive instanced content⌠This can fix all issues if they deliver good sandbox design that is in fact - endless time loop of content. One example is good merchant economy gameplay, similar to vanilla wow, with over 30 farming spots and different materials to collect and sell, or craft to sell. This is in fact - content for everyone, and should not be treated as a chore.
Other ways are possible, but are out of my reach how to design some kind of system that does not look like a system, but is in fact sandbox design. Because one thing I understood with sandbox design, it needs to be like a adventure, it needs to feel random at times, and it needs to give player freedom what to do and when to do it.
If they deliver some kind of ââsystemââ like this, we could be playing another kind of game while in between queues, and I donât understand why so many players are against this.
â Some of my ideas that would change the way you treat WoW â
Have fully horizontal progression with fully reset economy system, introduction with new items that can be farmed from different expansions, some same as well like 1 herb from tbc could craft same potion like wotlk herb, but it should occur random and shouldnât be perceived as a system, just put few there and be it.
Re-worked progression gearing system with different kind of sets to collect with power upgrades of spells/passives/etc⌠Some stats should also change if set is made more for PvP or PvE.
Upgraded story after world soul saga, returning to what happened during times of âârestââ from all wars that we experienced over the last 3 expansions. This would made another fit for new WoW version, that would allow players to experience game from different perspective, new quests from every expansion with regular adventure focused short stories. Now it is a sad thing that they drop all previous stories and quests, but they should do it simple, like 5h total story from kalimdor etc⌠Something short, but deep with many twists and plots within 5h. Not every zone should be used to tell that story, but every zone should have something to do in it, maybe renown to grind from different kind of ways (old and new, maybe something completely new), maybe events (not every zone should be same, it should occur random to us), as I already said - farming if its fixed, it could make new kind of content in these old zones and you could return to it on regular basis.
edit: Just imagine going back to farm winterspring timber bears for elixir day before raid. Farming should not only be based on skinning or mining ores or like we farm nowdays, it could be something big, maybe even some events put it connected to economy, bounty quests for rares or whatever they can imagine. I just wanted to say, economy in vanilla was not simple, yet it was approached with simple mind - just killing bears for 5% drop chance, its simple design, yet with deep connected other items and areas to farm, so it made it look like real virtual world where you have ton of stuff to do to prepare for one raid, but its all optional. everything until naxxramas was optional except world buffs, and just few world buffs. not all///
Says a lot about the kind of person you are. Not everyone can say the same. Thatâs a brag most people canât make. You must be doing something right!