Answering Blizzards Blog Post as a "New" player

I think blizz have been doing way better since MoP with the questing, story and scenarios. I just wonder what the OP is talking about of a new player questing in Terokkar Forrest. That is outland, isnt it? A new player would not get there by design.

Fully agree. I also never invested in heirlooms :grin:

This already got nerfed enormously, heirlooms are often worse than gear that you get from playing. The thing I love about them still tho is that I can just do archaeology, or some mindless mining, for 10 levels and not run into issues at that point because my gear is outdated. And they make transmogging during leveling cheap :wink:

This is absolutely true, but when you do not use them you play up to lvl 35 with missing gearslots.

That may be true, I have no idea tbh :slight_smile: From what I remember ever since MoP or so they’ve been pretty good with a wide range of rewards for equipment slots while questing? If people only do dungeons they’ll no doubt run into that issue tho yeah.

LEgitimate critic is not elitist. And it is a legitimate critic point that WoW is doing the poo of the dog in teaching things to player and explain and ease them into certain roles and playstyles. I tried both WoW and FF XIV blind and while FF XIV whas a long slog unlike WoW, it at least tries to teach players how to play and what the mechanics are.
In WoW you are supposed to get yourself DBM and Weakaura despite the game saying nothing of it. Sorry but as much as I love WoW and playing it for nearly two decades, WoW is really needing some better explenations on how things work.

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Hence why despite it turning me into enemy #1 on the forums. I keep saying content needs to be harder from the very start.

If you enter a levelling dungeon and die because you stood in the blue circle, it teaches that the blue circle is bad and that it should be avoided.

Queues during levelling should also consider matching people who are similar (Perhaps introduce level brackets, and only group people who have heirloom gear with others who also have it) so there are no “one man armies” clearing the dungeon in 10 seconds as this also makes things bad for a new player.

When you enter a levelling dungeon and can basically ignore all of the mechanics, no-one learns anything and then is surprised when that same blue circle (albeit in a different dungeon) kills them outright at end game.

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If you don’t enjoy questing & Leveling then maybe ask them…

What is ”The fun stuff”

More interesting, yes.
But not by making them harder. Harder =/= better.
You might feel that it is, but it’s not a universal truth.

No worries. I’ll just keep saying you’re wrong.

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I agree, i saw a lot of it in remix and it was terriable. And the abuse the votekicking is a sinfull attitude. We all need to be kind and respectfull, else we’ll scare away new faces. Do to others as you want others to do onto you.

If a person never finds out that the blue circle will kill them, how are they to cope when it will kill them later? Engagement starts at level 1.

Because they learn it THEN.
Just like you don’t teach kids that drugs are bad by making them use it!
No. If they’re older and they want to experiment, they’ll find out it’s bad stuff.

Engagement can be achieved in many different, more fun, ways.

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People taught me that drugs were bad, I have never wanted to try drugs.

In games, there is no negative impact to learning that mechanics exist, so not a good example IMHO.

Learning in a mythic key that something will kill you, is what promotes leaving in keys, because people don’t know the mechanics until it’s too late.

Many years ago, I played a game called Super Mario, you can die on the first level (There’s a jump that can kill you), so you learn pretty early on jump over gaps. This not a bad thing.

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Well, I don’t think your idea to make everything harder is a good idea.
So we’re even, I suppose.

There definitely is. If you die enough, it stops being fun. If that happens enough times, a person might even quit over it.

Please understand: Your mindset is not the same as every other player’s mindset.

That’s over-the-top silly. Someone does not just walk into a mythic+.
There is definitely prior experience.

I take it you have played games other than WoW, how do you relate to (for example) my experience with Mario above? (Or indeed any other 90s platform game)

This is true, but seldom do people complete an entire game without dying once unless they’ve already mastered it by dying in previous playthroughs.

I appreciate that you want every game to be essentially an interactive movie, where you can’t lose, you’ve mentioned you use cheats in single players games, fair enough I guess. But that is you. Not everyone wants to run hard content, but I’m willing to bet more people play games without cheats than do, therefor in general the chance of death being non 0 is preferred to the chance of death being 0. The question is where the balance lies.

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And good luck finding it. There will always be people who will scream that its too easy and people who will preach that a mob which can take 1% of your HP with their “super omgez, better interrupt this long cast spell before its too late” too hard.

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First of all: Totally different times.
We have so much choice now when it comes to gaming.

I have spoken many times on these forums on my take on gaming. I don’t game for ‘a challenge’. I game to relax and have fun. Some games I play to be immersed into a setting. Some games I play to experience the story.

If a (single player) game is difficult, I use cheats. Because I’m not interested in being held back from getting where I want to go in a game by some mechanic or difficulty barrier. That doesn’t ‘engage me’. That annoys me.

Sure. But your claim that WoW has ‘0 death’ is blatant nonsense.
That’s what I have an issue with. The open world isn’t hard, no, but it’s hard ENOUGH.
Instanced content has different levels of difficulties, so there’s a solution there. Maybe that’s what the open world needs: Choice in difficulty.

Choice. Not forcing people.

We do, however the goal of “learning through experience” applies regardless of the genre or indeed whether it’s a game.

If I lose in chess, where no-one can die, I can at least learn from the moves my opponent made, and do better next time.

Perhaps if I lose 20 straight games in Chess, I need to either find a different opponent, or stop playing as eventually the losses will outweigh my interest.

We aren’t different in that regard.

The issue with different difficulties (While it’s a great suggestion for veterans) is that it still allows new players to skip past learning basics (like when to interrupt spells) and hence brings back the issue we have now.

Perhaps at a certain point the game should ask you “You’ve been doing great, do you want to add more challenge?” or conversely “You died a few times in that last quest, should we make it easier?” like Forza Horizon does. Nothing stops the player from selecting “no” if they are happy where they are in that game.

Not really, since the higher difficulties tend to be at endgame.

The biggest thing I think they could do is create a campaign in the vein of Exile’s Reach. Not just 1-10, but up to the level where the current expansion starts.
That way people can learn what they need to learn and be given the info about the game’s various past storylines that they might need.

They could also make sure that the campaign has several epic moments and pace it so that it remains engaging.

You and me both. And then the combat was so dull.

I have tried three times to like that game.

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The ONLY way to make WoW “New Player Friendly” would be to shut it down and make a WoW2…
I am not suggesting this would or should happen but this would be the only way IMO