Agreed. But because they didn’t implement them in the past doesn’t mean that they shouldn’t attempt to implement them now. It will still be net positive for the community.
It is, but it has to be extended / forced to combat as well and not only to people who want to RP in non-combat situations. The various group finder systems in their current implementation have a cumulative effect of giving the optimal reward to players who do not want to group up or to ephemerals groups. The overworld combat and world events are designed to be faster to complete entirely solo than ask for help and wait even 30 seconds for a second player to arrive and help up.
Don’t get me wrong, I am not asking for the game to become unsoloable. I am asking for the optimal paths to victory and loot to be through grouping up even for trivial content.
My take from the article:
- they might be working on an “evergreen” (they like this word) alternative to Chromie Time that works like Exile’s Reach but lasts from 10 to the very last expansion’s max level – the big new timeline agnostic adventure that teaches the player everything about WoW;
- they might be working on something that is similar to Other Game’s commendation system;
- they might be working on revamping the LFG system – either just the UI/UX of it or in large, the whole thing entirely.
And there’s also housing.
Good changes, all.
Record amount of bots in Classic.
Retail PvP in full decline.
Empty, your words are empty.
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No thx, 10 man raiding ruined most guilds.
Also balancing nightmare and resource waste, blizz wont gonna return that.
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It’s a lot of words to say stuff that we mostly already know…
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Right now, guilds are ruining every season because they can’t find players. And social rating didnt help with this.
You won’t attract new players if you don’t meet the needs of the current times. In 2025, people do not want to spend a lot of time on organization, while the activities of GM and RL are very time-consuming and labor-intensive full-time work, which is not encouraged in any way.
That why players prefer session games. If you want to save guilds from organic degradation, you should start thinking about 10-15 ppl raids.
Think about it. I’ve been playing for about 20 years, 10 of which as a GM and RL in a top 100 guild. I stopped playing because organizing and maintaining 20-person raids takes a ton of effort. Organizing 10 people is clearly easier than 20. According to my statistics, as a rule, after 15 people, difficulties begin.
I interviewed players I know who left the game. They also agree that 10 ppl raiding would allow them to return, because the most difficult thing in raiding is finding players who are compatible with their views and goals.
This is my experience and my position, I do not impose my opinion, but give feedback.
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It would be cool to also add new customizations (hairstyles, beards, jewelry, tattoos…) to the allied races who still haven’t received anything.
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The optimist in me says “OK I’ll listen/read to what your plan is…”
The often disappointed cynic in me says “Oh look, another PR guff video from management pretending they care what we think. We listen to your feedback and we want to hear your input, so we can ignore it because we know what you want more than you do”
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IMO giving players personal houses will be back to the past aka garrison 2.0
What I would like to have is guild/community house where whole group can spend time together, work on achievements for upgrades in the house like portals/profession spots etc.
They did that for a lot of DF open-world content. What happened was players just formed huge raid groups and zerged absolutely everything that needed more than one player, overwhelming the content, breaking the intended reward rate and causing huge lag. It didn’t encourage socialising and gave us useless content at off-peak times because there weren’t enough players to complete objectives. It’s very obvious that the concept has been almost completely dropped for TWW. The only one is Theatre, where the bar is filled about 1/3 of the way through the event.
Ah another PR to talk about the vision of 2025…
Great! So basically we will have a player rating system at the end of grouped content which will be obnoxious and broken from the get go because of the community in place. Then it will be discarded after a massive increase of player tickets that will break their back on support side.
We will have more 1 months development events because “housing” which will be hyped over and over and over, until flopping like hell when released because people will have made fabulous dreams about it.
And they will keep pushing on Accessibility (at least 1 good point).
Nothing new under the sun.
It always amazes me how Blizzard can use so many words to say so little 
That’s the first skill required as a Senior Manager 
First of all, you need to remember that you are developing a “game” and not another “work enviroment” for people.
A game is meant to be:
- fun
- relaxing
- adventurous
- somewhat competitive at times
- somewhat challenging at times
And since we’re in an MMO some extra things:
- having a nice community (yes that is something you can work to achieve as devs)
- having content that will keep people interested
- proper pace in all the content and not what we have now
- a touch of new and unique experiences (that’s the toughest of all probably)
Good luck guys, hope to see the game getting back to it’s roots, as for me, there is no new, old, or returning player but only “players/gamers”.
Ath