No but the roll to see if I dodge or not was randomly generated.
Abilities that state “a chance” simply don’t list the chance - like seal of command in Vanilla (a.k.a. seal of casino). That chance is fixed, listed or otherwise. Determining if it happens is RNG - same as the previous example
I’m all for classic but there’s no reason to make up things. It’s awesome for what it really was
that “roll” you speak of, isn’t rng. The instance is directly quarantined into a set outcome by the determined % counter. That isn’t random… If it was random, there wouldn’t be a determined %. Just like there isn’t with actual RNG.
The only one who’s making things up here, is you my friend. The reason for why they aren’t listing a chance, is because they are random. On one cast it could be 33 %, the next it could be 50 %. That is by definition, RNG. If it’s a set 80 % chance every cast, then that’s not RNG. I mean I understand you don’t agree with OP, but this is just ridiculous…
Then you misunderstand, I agree 100% and he has my like already. He never said they added rng to the game now. Just that :
This is very different to RNG that determines the outcome of a swing or a spell cast - this is RNG meant to keep you repeating an action. Unless I’m completely off, this is a direct reference to “item upgraded!” systems, along with items jumping straight into your bags.
A roll generates a number at random. RNG stands for “random number generator”. If you don’t understand why a roll is RNG, I can’t explain it any further
Even if that was the case, then this type of system existed since vanilla and isn’t new. See this spell https://classicdb.ch/?spell=20375
It does sound more like someone who just wants to play Classic style in the current game. I appreciate people have different views but this would just kill the game.
I see those trivial tasks as earning the trust of the people we’ve recently met, so that they can accept us and we can deal with more important problems in their lands.
As for second part, running through questing zones is hardly comparable to happiness. Besides what stops you from using ground mounts even after flying is allowed for new zones? Surely, if you prefer ground travel you can stick to them instead of using flying mounts.
Low pop servers is the most important reason, but it hardly is the only one. I’ve mentioned another reason, playing with friends on other realms. Were it not for cross realm grouping, my only options for playing with my friends would be leveling a new character from scratch on their server or buying a server transfer and moving my characters to their realm (and preventing myself from grouping with my friends on my current realm). Do these sound like reasonable options to you?
No? By definition, RNG is all about luck (unless you’ve found a way to manipulate it, which would be exploiting or straight up hacking the game). You used to get loot from loot table, and you are doing the same now. You didn’t have any way to work towards getting bindings in MC, warglaives in BC, mount from Anzu etc. other than doing the same instance over and over and hoping for a drop.
Which is what LFR is about. It’s essentially the tourist mode which can be completed by even the least dedicated players. LFR rewards have practically no use for people who raid higher difficulties as they don’t have any special azerite traits or exceptional stats. The only thing worth the time in LFR is augmented runes, which can be bought on AH anyway.
It doesn’t have any harmful, let alone disastrous effects on raiding scene. As I’ve said, it rewards the lowest quality gear in the game aside from questing and world quests, so it definitely doesn’t cause stat or gear bloat. Since it was set to be the lowest raid difficulty, it obviously doesn’t require as much coordination as higher raid difficulties and it’s perfectly fine, because majority of the players who queue for LFR aren’t interested in those higher difficulties.
3 hearthstones, with 2 of them having fixed destinations which cannot be changed. Besides, it’s a world teeming with magic, portals don’t even hurt my immersion in the slightest.
Very often. Almost every dungeon or raid group I see on LFG require you to join their discord. This isn’t always the case for lower M+ keys or Normal raids, but they use ingame chat for communicating instead.
Not even close. WoW attracted this many players and became what it is thanks to it’s lore and setting, before anything else. If wasn’t MMORPG based on Warcraft RTS games and just another fantasy MMORPG instead, I doubt it could even attract one million players and would die out within a few years.
Besides, how exactly is that a bad travel system? I don’t prefer running through the same roads for tens of thousands of time while the world gets bigger and bigger with every new expansion. I’ve seen all there is to see, I’ve explored every nook and cranny, and I’ve smacked all baddies there. There is no point for me not to fly over them. Not that everyone was stopping to talk whenever they saw someone on roads back in vanilla either. I was talking if its someone I know, if they talk to me or if I feel like starting a conversation, but often people were just running past.
Why, no, I didn’t really notice any problems caused by CRZ. Before sharding, hubs like Orgrimmar or Shattrath was extremely laggy (and while I didn’t play Alliance back then, Alliance players also say that Ironforge was particularly laggy). I wasn’t playing during WotLK but players who did usually compare WotLK Dalaran to Legion Dalaran to point out the difference between the lag.
Between merging and connecting realms, I find the latter much more preferable. If they merge realms and if two players on those realms have the same name, one of them is going to lose their character’s name. But if they connect realms, nobody loses anything, while they can interact with each other, use the same AH and join the same guild on the connected realms.
This just sounds like a stretch. For it to be treated as gambling, you’ll have to spend currency (real currency, not ingame gold) to have a chance to win a reward. This definitely isn’t the case for WoW. If you pay for something (game time, services, game store etc.) you get exactly what you’ve paid for. You aren’t paying real money for, say, getting loot from a raid boss or at the end of a dungeon. Yes, those are RNG and it can get very frustrating at times, but that’s how RNG works. I still didn’t get Ashes of Alar despite farming TK on every character, many people still don’t have Invincible or Onyxian Drake, but that’s RNG for you.
Actually, Blizzard stated that they first design Heroic difficulty, then add new mechanics (and sometimes a new phase) for Mythic, while removing some mechanics and tuning down some numbers for Normal and LFR difficulties. It’s not even a bad thing, adding new mechanics for higher difficulty level adds up to the excitement as it means you’ll have to adjust your strategy accordingly.
By that logic clearing the raid once on one difficulty would also kill the excitement, which obviously isn’t true since this is what raiders are doing since MC.
How so? How you travel to the instance or how you find people for your group have no bearing on how you clear the instance, you are just mixing up different things.
I’m not familiar with Guild Wars 2 so I can’t talk about how things work there, but would you really remove another type of quest from the game? When a quest NPC is tagging along another player his name and appearance changes for you and you won’t see him as that specific character. Most recent example I remember is from Blood Elf heritage armor questline, where Lor’themar Theron travels with the player. You’ll see him by his name and appearance when he is coming with you, but other players will see him with a completely different appearance and name, as he’ll be named “Farstrider Elite” for others. You can figure out that those other players are on the same quest and that random guy is actually the same quest NPC, but it still looks like a different person to your character, which is actually a good thing for immersion.
As for gathering, when you pick up a herb or mine an ore, that same node will remain there for the next 10 seconds so other players can gather it as well. It’ll disappear from the world 10 seconds after you’ve gathered it, but during those 10 seconds it can be gathered by the player next to you as well. In turn, it gives more chances to players with gathering professions to actually gather something, since the resource node won’t disappear because another player tapped it few miliseconds before him. That chance is about gathering the resource, not the material’s market value. Not everyone sell materials, as many people just use those themselves for their crafting professions. Old system benefits botters because herbs and ores disappear after being gathered, effectively depriving other players trying to farm materials in the zone and makes it easier for botters to monopolize on the market.
The gambling RNG philosophy is why i never last long after an expansion. Blizzard can kiss my rear end. I do the story but i will not be manipulated like that.
This is abusive in any normal relationship but okd because its a game? nah…they do not get my money for very long. I do not want to support this in a long term relationship. In many ways its the hard core addicts tht defend this type of reward system since they have the items and do not want others to have them at all unless they go through the same pain as they did.
This is also a very cheap way to prolong the game artificially. Another reason why i do not bother with high end game content for the most part.
Blizzard has only themselves to blame as to their sub numbers.
I think my absolute favourite fake memory about vanilla is the idea that before flying mounts, everyone was riding around and stopping for a chat with people who rode by.
Disagree. Imo flying mounts are fine. They just need to embrace them and make content that uses the flying mechanic in a useful, meaningful way.
Imo it’s TOTALLY worth it.
WoW is NOT destroyed though. It’s alive and well. Is it perfect? Nope. Of course not, nor will it ever be. But It’s FAR from destroyed.
This has NOTHING to do with RNG and has ALWAYS been the case for many, many people (I would think the majority of the playerbase).
This is a GOOD thing. This is why there is still a raiding scene, period.
You’re not special when you run certain content. You’re just not. Never (or if you want to look at it from the other side; everyone is special and doing certain content doesn’t make you any more or less special than anyone else).
I prefer QoL over having to travel everywhere. You don’t? Classic is coming. Bye.
When I queue for something, I’m NOT looking for a RELATIONSHIP. I’m looking to complete a piece of content. This is a QoL that if it didn’t exist I wouldn’t be playing this game. Simple as that. Again; Classic is coming. Bye.
This is the only thing I agree with of all your points. It’s silly to have a world full of ‘the ones’.
This just doesn’t work in a mmo (not yet anyway, maybe some day we’ll have the tech). Other people need to do those quests too. You’re not alone here. Would it be cool if they developed tech where if you save a town, it’s actually SAVED and not under attack until the end of days? Sure. But until that happens, this is the best we can get. This is something that actually became BETTER over the years. WAY WAY better. So I’m not sure why you’re bringing up this point?
I would also like to add scaling, especially when its transparent. It’s very difficult to feel progression and immersion when the same monster keeps getting stronger because you get stronger, but doesn’t get stronger to other, weaker players, despite the fact that you’re literally fighting it at the same time. You can’t even rely on the notion that 5000 damage is 5000 damage.
Being able to deliberately weaken yourself by unequipping gear, which then makes you feel stronger, is a very strange and broken experience.
Deliberately putting in a key that buffs all enemies (thus making you feel weaker) is at least an active action you can talk about, and therefore it has a greater feeling of progression than passive scaling, but it still doesn’t feel anywhere near as good as proper progression.
The problem is that a lot of people don’t understand or appreciate what WoW used to be, and they won’t give it back willingly. Arguing with these people that flying is bad and M+ is bad and LFR is bad and teleportations are bad and transmog is bad etc. etc. is insanely exhausting.
As a result I believe only a new realm type can possibly solve this issue, but to get to that point, Blizzard will have to understand what they’ve lost first, and the only way to get to that point is to play Classic like nothing else when it comes out.
Yeah I guess Everquest and vanilla WoW and DaOC and many other games of that era just straight up didn’t work. tBC obviously didn’t work either. None of these games worked.
Do you have any idea how stupid you sound when you write something like this?
No, it got worse. We went from being unable to save a town, to still being unable to save a town but now the game world tries to give us the appearance that we’ve saved a town, but talking to anybody else about how you’ve saved the town for them to come and see it, they’ll discover the town is not saved until they save it.
They didn’t develop tech that allows you to save towns in a persistent online world. They developed single player games. Nobody asked for this.
And yeah, there’s congestion and other problems inherent in not sharding. Just like in the real world, if there are lots of people in the same spot, that spot fills up. That’s the whole bloody point of an MMORPG and the original justification as to why we needed to pay $15/mo for this game, unlike other Blizzard games, which were free to play online.
Best solution to get most of this would be to implement pristine realms. Leave the current game how it is for the people which like the current systems, but for people which want more from the game - a sense of the community, the progression which would last longer and in which would be harder to achieve things like it was in the old days implement this.
I think how it was a mistake from the players to ask for classic realms, what they should have really ask for is the implementation of the pristine realms.
From that list the only thing I’m missing is attunements, they were fun in TBC, and vanilla with Onyxia chain.
You going to tell me that those games don’t have a persistent online world with no phasing or sharding besides realms and the occational instance portal?
Well then, I guess that means I don’t have to care about anything you say from here on out, then.
Alright then, go play a single player game. No, seriously, off you go. The whole bloody point of a persistent online world is that we can explore the world together and see the fruits of each others’ efforts. If you don’t care about that, you’re playing the wrong genre. I was going to say wrong game but clearly Blizzard forgot the genre of the game they were designing as well, so yeah…
So let me get this straight - you didn’t just ask for your actions to have an impact on the world around you (that would make sense), you actually asked for Blizzard to phase you such that you wouldn’t have to interact with or care about any other player?
Why, that’s incredible. I honestly should present you with a medal at this point. Sadly, I’m fresh out of medals.
You’re one to talk. You’re the one of us who’s bothered about the presence of other players in a massive multiplayer online game.
Ive played since Beta and totally disagree with you .
In classic people asked for flying and when told it was coming with TBC it was the best move ever.
I suggest you move to classic in 2019 and spare us your selfish narrowminded views because you dont speak for all classic vets or the community as a whole.