I have played since the release, so I think i can be a pretty good judge of what, over 14 years, slowly transformed this game from something we loved, into something we love to hate. These things have been posted over and over to no end, but I thought it would be nice to have them in a short, concise list to see if we can find a common theme to the items. If you have an item of your own, post it here and I will add it to the list if I agree with the sentiment.
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Flying mounts - drastically reduce player interaction, make the world feel small and trivialize it (kudos on realizing that and delaying flying mounts per expansion though)
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Phasing, sharding, CRZ, x-server zones, and so on - While being a solution to population and performance issues, this is purely not worth it for the gain. This in my opinion is THE thing that destroyed WoW. Led to a total annihilation of realm communities and any sense of the need to maintain a reputation.
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Use of gambling-like, reward-driven practices to increase playtime - this means, implementation of RNG systems that trigger the gambling hormones in our brain in order to get us addicted and grind endlessly. Endless, pointless chasing after gear makes the game about the reward, not about the experience of playing it. You might see a short burst of play time, but in the long run, people will burn out, and just simply quit. I actually made a long video on this matter - https://youtu.be/GLmMwrh5o6E. (Note: while I claim in the video that this is not Blizzardâs fault, I have since changed my opinion and I firmly believe that this is Blizzardâs fault for deliberately changing the mindset of the players.)
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LFR, lower raid difficulties, and the de-exclusification of content - we all know what it is, seeing a Scarab Lord, or someone with a rare, no longer obtainable mount or transmog. You think âwow, what a legendâ. People need something to strive towards in the long run. Something to drive them, even if they might not achieve it themselves. To know, there is this massive castle with a dragon in it that only one group of 40 people you have ever seen can kill. With all content made available to everyone, even if at a lower difficulty, this feeling is gone.
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Teleport mechanics, especially to instances - sitting in a capital city and just queuing for instances to get ported to them takes ALL the adventure away from the game. Running to SFK as an alliance player was more of an adventure than actually doing the instance itself. Or, during raid times, meeting all the people on the menethil harbor boat to theramore, going to raid Onyxia or AQ. You even had to go to Ashenvale to queue for WSG. I think the removal of the need to travel dealt a great hit to the game.
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Group finder and other queue systems - yes, they make it easy to find players, but thatâs also precisely why no new relationships are developed within the group. People NEVER call eachother their actual nickname in random groups, they always go by the class name. In Vanilla, it was considered very rude to call someone by their class name. If itâs not easy to find a replacement and you have to spend long minutes looking for people and waiting, guess what - it creates the need for social interaction and trust. If you are a jerk to someone and make him leave, yeah, you are going to have to go back, find someone else, and go to the dungeon again. Creation of trusting relationships like this is what makes friendships and guilds spring to existence.
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Making the player âthe one and only heroâ - the notion that I should somehow imagine that Iâm THE one with an Ashbringer when everyone else has it is absolutely ridiculous. Noone asked for this. Similarly, garrisons. Totally destroys immersion and player uniqueness.
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The loss of sense of a persistent world - this is mostly attributed to many of the above points like phasing and so on, but we also have things like quest item sharing in the world - I just saved this NPC in this cage, why the hell is it still there for the other player outside of my group to rescue? Why is this herb I picked up still there for this other guy to pick up? Why is everyone running around with what is obviously Vindicator Boros, but just renamed to a generic name? If I decide to escort an NPC, there should be ONE NPC in the world - it should be with me and everyone else should see it like that.
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Integrated questhelper
This feature plagues not only WoW nowadays, but also all new RPGs/RPG-like games coming out, even AAA titles like The Witcher 3. This feature turns players into mindless robots that go from point A to point B to point A. No actual thinking required, just the need to look at the map. This absolutely takes away all the excitement and adventure away from questing. Having to read quest text to figure out where to go, what to do, solving âmini-puzzlesâ⌠that is what a quest is about. -
Zone-restricted, streamlined quests
Quests nowadays are a very streamlined experience. So streamlined it feels artificial. You sweep through zones, having camp A point you to camp B, which points you to camp C, and in 99% of the cases, the quest keeps you within the zone. Some of the most enjoyable quests for me used to be those that sent you across the world seeking some rare materials from an obscure location or a special npc. Finding a quest NPC stowed away in a hidden location that was not being pointed to on the map as it does today was also really exciting.
I think the one common theme we see is that now, the game is focused on solo gameplay, while in the past it used to be focused on social interactions and immersion in the world. Rant over for now, I might return later to add some items to the list.
UPDATE 18/12:
I have read through the replies. It seems a lot of people that disagre with my post misunderstood what Iâm actually advocating for. I am not advocating for complete removal of most of these features. I am very aware of the fact that we are too far in to go back now and removal of them would piss off a lot of people.
I am simply compiling a list of the core issues that caused wowâs âdownfallâ, in hopes that Blizzard recognizes them and tries to mitigate the damage in clever ways, resulting in a compromise that caters both to people that share my sentiment and people that have already gotten used to and like these features.
To provide some examples of what could partially alleviate the problem, for each of the bullet points:
Flying mounts
Here, I think the current solution is already pretty good. However, I would welcome it if the flying unlock per expansion would be pushed back even further, possibly to the end of the expansion.
Phasing, sharding, CRZ, x-server zones, and so on
Now this is an extremely difficult point to solve. Especially with warmode being here now. An idea would be to make abstract âsuper serversâ, similar to how battlegroups used to be. Now, these would have to be separate for non-WM and WM. Basically, youâd have one super-server, encompassing several normal servers (super servers would contain different realms in WM, as needed of course). The players on the same super-server would see eachother, and would always default to that shard. Now, if it was needed for performance reasons, they could get pushed to a different super-server temporarily, as it is done now.
The most important part about this is that the player would know which super-server he is part of, and therefore which community he is part of. And also, he would have an in-game indication on which super-server he is currently playing . This is just somehting I thought up on the spot, and surely has some negatives to it, such as old world zones being deserted. But the point is, with enough effort, we can get a less of a chaotic solution than what is going on now. With random raid groups popping in and out of existence etc.
Use of gambling-like, reward-driven practices to increase playtime
No comment here, this just has to go completely
LFR, lower raid difficulties, and the de-exclusification of content
Here, I would remove the LFR and Normal raid difficulties, at least. I think that raiding should be something at least remotely challenging. What is the point of raids if you can just ignore most of the mechanics?
Teleport mechanics, especially to instances
I would remove the initial teleport to normal and heroic dungeons found through group finder. That way, at least two people have to travel there for the summon.
Group finder and other queue systems
This one might be too deeply-rooted in the current game to actually do anything about, but maybe Iâll think of something in the future.
Making the player âthe one and only heroâ
This is also one of the things that IMO has to get removed completely. People who disagreed with everything else even mostly agreed with this one. This one is just stupid. Blizzard can even do it so it makes sense from a lore standpoint. Some old god erases everyones memories about us and steals our powers of whatnot. After that, we are just a basic adventurer again.
The loss of sense of a persistent world
This point can be solved by addressing the issues above, and, instead of having per-player quest npcs and objects in the world, make them unified for everyone in the world as I suggested, but apply the Guild Wars 2 system:
- An event pops up in the world
- Players around, grouped or not, complete objectives to fill up a progress bar
- The player is rewarded depending on how much he participated in the event
This would prevent ridiculous sights in the world such as seeing 15 of an important NPC at a time and pretending YOU are the one with the true important guy, or 5 people opening a cage and rescuing an NPC that is not there for you anymore because you rescued it yourself.
Update 20/12:
Here is a very relevant, very popular reddit thread that was just posted: https://www.reddit.com/r/wow/comments/a7rrmy/a_letter_to_blizzard_entertainment/
Some quotes from this massively-upvoted thread:
I wasnât logging on to earn or buy loot boxes. I didnât finish a dungeon and hope that whatever the final boss dropped would not only be the thing I wanted, but also titanforge into a super-powered version of the thing I wanted. I didnât log on so I could fill a bar - though there were plenty of bars to fill. I didnât play so I could gather some random source of power that would inevitably fade into irrelevance as soon as some goblin miner discovered a new random source of power. I didnât show up to race through dungeons or to replace pieces of gear every other day with gear that was marginally better (or worse) than what I was wearing. In fact, I think I wore the same robe for 2 years during classic WoW
You stopped making an MMORPG years ago. Instead, you turned WoW into an elaborate fantasy-themed casino replicator. Itâs a third-person looter-shooter designed to string players out like addicts looking for a fix.