Hello.
I wanted to make this topic in the Development section of the forum, but it did not fit into any sub category there and it would not allow me to create a topic in the base directory for Development found @ https://eu.forums.blizzard.com/en/wow/c/in-development
If a mod could move the topic to there, I would appreciate it, as that is where it belongs.
# intro
There are many people reviewing WoW these days. Sadly few of them ever say anything Critical about the game. Many of them are streamers or from top-end guilds. Recently there was a "leak" of what is to come in the next expansion, & of the reviews I saw of that - the people were just like "o, I like that" "Yes I really like that" without a bad word to say. Perhaps it is because they do not want people to see them as negative, as it would risk lowering their viewer/reader base.
These âpopular reviewersâ feed off the game to pander to a popularist audience, to in turn enhance their own popularity. They are not critics and they fail to give any criticism.
But since Blizzard seem to tailor the game to suit what they âthinkâ people like or want, this calls for a more critical review of what is happening with WoW right now, for the sake of the future of the game.
When I first started playing WoW, there were over 12million players world-wide. First I played some trial accounts, probably around TBC time, maybe earlier but my interest was in other games back then. When I tried a Warlock, I just had to buy the game and this was then the time of the Lich King. So it is fair to say that I did not fully experience the first two parts of the game as End-Game content. But from Lich King onwards I have been a Guild Leader of a very large and active guild. Here I am just trying to give you a scope of where I am coming from.
Since then, the players have been constantly divided, more and more by the development choices and directions of the game.
So, letâs talk about the divisionâŚ
# 1 Comprehensive talent trees.
When Cataclysm came, Blizzard decided to revamp the talent trees. With this change they also divided the different specs of the characters into more rigid specialisations. Where before players had been able to spend a few talent points in each specialisation area to benefit their own play style or their characterâs playability, the door was now closed. Choices were minimised and many spells for many classes were segregated to each specialisation type. A lot of players did not like this, and thought that if they had to re-learn how to play their character(s), then they might as-well be playing some other character, or some other game.
Now as time has gone by, Blizzard have given us artifacts. First in legion with the weapon, and now in Battle for Azeroth with the necklace. With the newest artefact needing to be levelled up in order to unlock âtraitsâ on armours, and now âessencesâ on the necklace itself. Just as the weapon artefact needed to be â for âmore powerful spellsâ, (as you all know).
However, I do not see âtraitsâ or âessencesâ. I see the bottom end of the talent tree when I look at these items. Yes, we now need to grind our butts off for talents which used to be a part of the character by default. I have studied games development myself, and I once had an idea for a game where all of the talents and spells or abilities would be bound to armourâ in this way, with the characters only having certain spells if they equipped a particular armour or set. But this is not the way WoW was first designed and it does not suit.
This division of the once âcomprehensiveâ talent trees has caused a division of the players. If players do not have the time to grind for Azerite, then they cannot unlock the spell advancements which they need on their armours. Likewise, if they do not have the time to constantly farm for armours, or simply do not get the drops they want, then they do not have the âtraitsâ aka âtalentsâ available to them to do the damage, healing or mitigation which they need to survive in more difficult parts of the game, such as high level dungeons, PvP, or raids. Now this may take a lot of time, so many players simply do not have the talents which they used to unlock once they hit max level.
With each season of BfA so far, Blizzard have crushed the XP pool for levelling the necklace [Heart of Azeroth] to make it easier for players to get its level up â in line with the new armour tiers. Again this has caused division, with some players doing everything they can to climb the steep end of the XP pool, to be able to unlock everything â while other players simply quit levelling the artefact once they hit the wall, to go and level alts (they simply do not have the time to grind it out).
This all makes it so that some players are doing far worse in dungeons and raids or PvP, than you may think that they should be doing if you look at their item level (as most do). Which in turn enhances the level of elitist based arguments amongst the players (causes social division).
End-Game used to be for âcausal playersâ but this development choice now excludes them, confining them to do their quests in the raid finder, and then drop out of end-game gameplay. Some are lucky to even get through the raids on Normal Mode.
# 2 Classic
Now we have seen so many players flocking to play the newly re-launched Classic version of the game. Most people are saying things like âthey will all come back once the nostalgia wears off!â or âit is just a novelty!â But I donât believe that many of them will come back before season 4 of BfA, or before the next expansion is launched. Playing Classic will make them fall so far behind with levelling their artefact, armours and essences, they will be prone to stick to Classic â where they can simply choose their talents in the comprehensive talent tree. I donât mean to continue with the last #point but the majority of players I have asked, have said that this is one of the things they loved the most about Classic (Vanilla & up to Lich King), along with the hybrid specialisation choices they had. The combination of point 1 and 2 has caused division.
Blizzard could have made the choice to somehow implement Classic content and gameplay into the main-stream âretailâ version of WoW, with some kind of âTimewalkingâ method. Sadly they chose to re-launch old story on separate servers, dividing the players in such a way which has left many realms/servers suffering with a great loss of players. This has had a very bad effect on the guilds of those servers.
I personally am disappointed to see that it took Blizzard such a long time to re-launch Classic. With how long they took, I was expecting to see updated character models and textures. Also, I expected to see an updated user-interface, which could have include the new guild and communities interface and auction. So as to keep players in touch with their friends in BfA. Sadly these things were not implemented. With how poor the old auction was â players in classic are forced to interact with each other more for item sales and trade. Within Classic this extra interaction is a good thing for the players as they come to make new friends, but for the WoW community as a whole it is only strengthening the divide which Classic has caused.
People say that they think Blizzard did not update the interface because they wanted players to have âthe full Classic experienceâ. But the Classic experience was in the game-play itself, not in the user-interface, which is now very dated.
Letâs face it, if players only want to play up-to level 60, there isnât much difference between main-stream âretailâ WoW and Classic. Yes, Blizzard changed some starting zones a little⌠The only real significant changes are the Loot modes, the talents, spells and talent tree and the user interface. Was it really worth dividing the players in such a dramatic way?
Again, this division is all development choice.
# 3 Guilds
A long time ago, guilds used to be able to recruit a large amount of players. This was needed, especially in the days of âVanillaâ/Classic because of the 40 player raids, and the âFor the Allianceâ/âFor the Hordeâ PvP feats. Then, some-time around Lich King or Cataclysm, guilds were limited to 1,000 characters and no more.
At the time before the cap was implemented, some guilds on high population servers had way over 1,000 characters in them. Blizzard used to offer free character transfers from one realm to another, in order to manage the swelling population of such servers. Swelling population which could be attributed to the success of those large guilds. After the cap was implemented, guilds on lower population realms began to suffer. Some realms were merged, or âconnectedâ, allowing guilds to recruit more active players to their following which helped those smaller guilds a lot, enabling them to grow once more to a point where social game play could flourish. Many guilds became known as âsocial guildsâ or âsocial raiding guildsâ. The social/casual players in them could enjoy the end game content together.
Compare that to now, in an age of âE-sportsâ. Now, those guilds have been rebranded as âCasual guildsâ and it has become common belief that âcasual players cannot raidâ. See point 1 for a good idea of one reason why they cannot raid anymore (while they used to do quite well).
Since the servers were merged, not much has been done to manage the population of servers. Since Classic landed, some servers have been looking quite empty. Today I see that Blizzard has enhanced the âshardingâ of realms, to give it the appearance that more players are online. But this has not helped the guilds of low population servers. With many more guilds created since the merger of realms, and those new guilds taking in the guildless players â I believe it would be a good idea for Blizzard to merge more realms at this point, even if it means that they have to offer players free name changes. Something needs to be done.
As a guild leader, I have to think of the number of players online and active in my guild. Some sharp-shooters have tried to claim that I only care about numbers when I have tried to explain this in the past, but that is not the case.
If we have 900+ characters in the guild (with many of those being alts) then we can expect to see âon averageâ just 20 to 30 online at a time during peak playing hours. This number does not change much at all, except towards the end of a season when players seem to stop playing and go inactive. We have to periodically remove inactive characters to fit in more active players. Many of those we remove, come back to play the game again, only to find that they are no longer in a guild. Some of them get re-invited to the guild. This is a constant chore for any leader of a large guild.
If a guild looks âemptyâ or has just 10 to 15 people online at peak play times, then players leave it, and this has a domino effect, on down to an empty (dead) guild.
Of course, some guilds are made of real-life-friend players, who can sustain a team for group play without the need to invite anyone else. Players from such guilds may question the need for large guilds. The need for large guilds comes from the fact that not everyone in the game is a beautiful social flower. Not everyone knows each other, and not everyone has the same routine in life. Some guilds can easily span across many real-world time zones with their player-base.
For every 30 players online, there are 10 afk, 10 doing something in the game already, and only 10 paying any attention to the guild chat. Therefore, and due to the high maintenance caused by the character cap on guilds I assert that the cap is simply too low. We need to be able to have more like 2,000 characters in the guild, or 1,000 accounts. We need to be able to have more players in the guilds so that we can make raids & PvP events. With only 30 online at a time, guilds can struggle to put together a team for a raid or PvP group of any size.
Even players from the largest guilds are forced to find random âsingle serving friendsâ known as puggers - to fill their groups (even for 5 man dungeons).
So the 1,000 character limit on guilds is divisive, and it stops players from being able to help each other through the end-game content in a social way. I know people will in turn criticize me for saying this, but I have put a lot of time into my guild, and many of the players in it think of me as a good guild leader. I put too much time into managing characters and removing them for inactivity, only to invite them back when they come back and someone else goes inactive. More players than can be, want to be in my guild, they are casual players who come and go.
The low character cap on guilds was & is another divisive development choice.
# 4 E-Sports
We are at a time now where every main-stream game has an aspect of E-Sports to it. This can be a great thing. Sadly, Blizzard chose to make it a thing for Dungeons in WoW. It was not enough for them to keep it as a thing for PvP. OK, why do I think this is a sad thing? Because players used to do dungeons in the short time before dinner, to gear-up for raiding. Raiding should be the E-Sports of PvE (IMO). Choosing to make Dungeons the E-Sport for PvE has caused division amongst the PvE players. Some players now only want to do dungeons and refuse to take part in raids or simply prefer not to. Some come to help out in raids and lose their patience quickly if any wipes occur.
The E-Sport aspect of Dungeons causes many arguments amongst players. With downgraded keys when people leave groups and players messaging others to blame them for wasted time and âbrokenâ keys. With players not being accepted to join groups, sending frustrated messages to the group leader in order to find out why they were not accepted.
If Blizzard want to reduce this division, and keep the social group play active in WoW (originally driven by guilds), not only would increasing the character limit on guilds help a lot, but so would giving the way Mythic dungeons work â a bit of a re-think.
Is it really needed that players can get better armours from dungeons than they can get from Normal Mode raids? For those players to then try to jump straight into Heroic raids and cause wipe-outs because they simply have no raiding experience? Perhaps the rewards from dungeons should be changed, that I will leave to be debated.
# 5 War Mode
I will finish with this point. War Mode has divided the players on the servers via phase shifts. It has also divided (again) the spell traits of spells, putting some traits into a PvP only micro talent tree/choices (so PvE players even get less spell utilisation). It does not benefit every player to be in War Mode, and Blizzard try to tempt people into PvP with bonuses which are not available to PvE players. Players donât want to feel forced to play PvP. Nor do players want to be divided.
War Mode further makes servers appear empty. There could be someone standing right beside me, from my own guild, or a good friend, but I would never know. I could talk about it more, but the post is rather full now, so maybe in replies.
If a server looks empty, people transfer to another server or quit the game, this has a domino effect, down to an empty (dead) server, and eventually to a dead game.
# Conclusion
Players do not want to be divided, as they want to see full servers, full guilds, and many other people playing the game. They also do not want their talent trees divided onto parts of armours, or PvP only pie.
The Division caused by development choices is killing this game. One divide after another, we are being left with fewer players on our servers. Fewer and fewer players in the game.