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.
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just do archaeology, or some mindless mining, for 10 levels and not run into issues at that point because my gear is outdated.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
That may be true, I have no idea tbh From what I remember ever since MoP or so theyâve been pretty good with a wide range of rewards for equipment slots while questing? If people only do dungeons theyâll 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.
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 âone man armiesâ 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.
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 weâll scare away new faces. Do to others as you want others to do onto you.
Because they learn it THEN.
Just like you donât teach kids that drugs are bad by making them use it!
No. If theyâre older and they want to experiment, theyâll find out itâs bad stuff.
Engagement can be achieved in many different, more fun, ways.
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 donât know the mechanics until itâs too late.
Many years ago, I played a game called Super Mario, you can die on the first level (Thereâs a jump that can kill you), so you learn pretty early on jump over gaps. This not a bad thing.
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 theyâve already mastered it by dying in previous playthroughs.
I appreciate that you want every game to be essentially an interactive movie, where you canât lose, youâve mentioned you use cheats in single players games, fair enough I guess. But that is you. Not everyone wants to run hard content, but Iâm 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.
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 âsuper omgez, better interrupt this long cast spell before its too lateâ too hard.
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 donât game for âa challengeâ. 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 Iâm not interested in being held back from getting where I want to go in a game by some mechanic or difficulty barrier. That doesnât âengage meâ. That annoys me.
Sure. But your claim that WoW has â0 deathâ is blatant nonsense.
Thatâs what I have an issue with. The open world isnât hard, no, but itâs hard ENOUGH.
Instanced content has different levels of difficulties, so thereâs a solution there. Maybe thatâs what the open world needs: Choice in difficulty.
We do, however the goal of âlearning through experienceâ applies regardless of the genre or indeed whether itâs 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 arenât different in that regard.
The issue with different difficulties (While itâs 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 âYouâve been doing great, do you want to add more challenge?â or conversely âYou died a few times in that last quest, should we make it easier?â like Forza Horizon does. Nothing stops the player from selecting ânoâ 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 Exileâs 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 gameâs 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.
The ONLY way to make WoW âNew Player Friendlyâ would be to shut it down and make a WoW2âŚ
I am not suggesting this would or should happen but this would be the only way IMO