Hello, so imo the game should not be splitting its player base by servers as it in more than one way strangles it self, there really is nothing that we the players get from having a server identity, and if so please elaborate what exactly we benefit from it
and to state the obvious, there are plenty of players that wanna do all kinds of content however get constricted by server basis, may it be pvp, dungeons, group quests, raids
the main issue applying this i think would be the potential loss of revenue for the blizz
personally i would rather them put in a shop with mounts maybe exp boost for leveling/rep farming boost for alts like ârefer a friendâ back in the day w/e its better than having to transfer servers or sit in queues.
even if we transfer servers there will always be people that get left out and the potential player you could group up with for what ever you wanna do.
A perfect example is firemaw. people are tired of their servers slowly dying so they flock to a big one to solve their issue of having to spend X time to make a group for X dungeon or finding a pvp partner or raid. and what happened? gg queue time /middlefinger to player nice /clap
What youâre saying makes no sense. If youâre on a dead server, youâll be on a dead server without a functioning AH and no one around regardless of cross realm grouping.
Server identity allows for better toxicity filtering. If youâre consistently being toxic in groups, people will eventually stop grouping with you, where as in a much much bigger pool there wonât be any consequence.
Want to fix the experience, fix the servers ⌠donât bring cash shop and random features.
server identity allows for better toxicity filtering what? more players on a server = higher probability you play with toxic players, there is nothing you can do about that.
Functioning AH sure, you are right, would close down low pop servers and force merg them.
brining a cash shop is a incentive for their business so there is a reason for them to work on it, if blizz can make more money by having people transfer why would they work on solving those issues and not make any money on transfers?
now we could argue about people stopping to pay the sub etc but we just dont have any numbers on that to know what they profit more from
do you have any argument against cross realm grouping for pve/pvp content?
I already told you ⌠do you want to end up in a situation where people just leave the group after they get or donât get what they want?
Like people leaving after x boss because they got their item or it didnât drop? And not be able to do anything about it just because the chances of seeing that person again are almost non-existent?
I personally dont agree that ââbigger server = you can be toxic all you wantââ thing. On the Firemaw Discord there are 23K people and an excellently working blacklist channel that sees fresh daily content and Ive ignored multiple scammers from there - also Ive been playing on Firemaw since the 1st of March, 2021 and I have NEVER been scammed - yeah call me the lucky exception maybe⌠Why do people have to focus on the negatives only? For Gosh sakes enjoy the server youre in doesnt matter which - just cherish the people and the journey you make - treat everyone like you meet them in person and not in a game. Thats my approach.
I dont agree with cross realm as there are a lot issues resulting out of it.
But i would hardly vote for a server merge. There are a lot of servers that are close to dying.
Why not just merge them together to have less but more healthy servers?
The only issue for players here would be their character names since some of them will be used already.
Other than the fact itâs the literal design intention of the game, thats designed it to be that way because this is a COMMUNITY orientated game that thrives on the premise that players have tangible meaning? You know, like any other respectable MMORPG in this genre? The whole reason I play classic is because Iâm not interested in playing a single player game where other players are just meaningless ghosts, I could get that experience in Dark Souls. I donât want retails souless experience where people just ignore each other in the open world, in dungeons, they act like literal NPCs.
From the ground up the game was designed this way because the whole point of having a server community is so that the interactions between players are actually meaningful, that the individual player actually has worth rather than being an easily replaced number in a infinite system. The more players there are to draw from the less value they have, the less their behaviour matters, which is why the original servers were capped. Retails non existent community is such a mess precisely because of that, itâs so atomized, casualized and hyper focused on convenience to such an extreme that there are no repercussions for bad behaviour. The individual player has NO value and the end result is no one needs to behave themselves because thereâs no real consequences for their actions. Like an atomized city where everyone is out for themselves.
What gives this game meaning is itâs community. Player interractions. Classic WoW was such a breath of air for me because we got to recreate what we originally had, albeit it was a shadow of itâs former self. My old server Zandalar tribe had it all. Well known, infamous server gankers that roamed around griefing, we had people that hung out in specific areas farming so much they formed their own micro communities, roleplayers that gave meaning and life to old areas, cross pirate faction guilds that hijacked the transport systems to hold them to ransom or war with each other, well known server clowns that hung around Stormwind all day being silly. Server wide events. Almost every guild was socially connected. Actual meaningful community interaction that gave the game not just a soul but the type of fun you couldnât get anywhere else. Whatâs more bad behaviour was actually PUNISHED you were held accountable for being a ninja, excessively rude, hateful etc. I donât mean that as a buzzword either I mean actually awful people were held accountable for being horrid. It was like living in a friendly villiage rather than an oppressive, lawless, city.
Essentially youâre advocating for destroying something because of Blizzards inability to initially address the actual issue here, which is backwards. Firemaw exploded because Blizzard didnât merge the servers, open the right transfers and were happy to take money at the expense of the every other servers integrity. They focused on SoM so much that they effectively left TBC in maintenance mode until the issue became so exasperated people took advantage of the paid transfer. If Blizzard hadnât opened transfers in such a silly way or actually merged the servers instead this wouldnât be an issue. There is more that could be done like faction locking, locking servers etc, making sure newer players are funneled to certain servers. You could even enable exp buffs up to say level 60 on certain servers provided they arenât already dead. There are ways to fix this with out souless corporate efficiency that essentially left retailâs community in itâs state of undeath. FFXIV can do it. Private servers do it. So can Blizzardâs Classic team theyâre competent people when theyâre given the time and resources.
Kneecapping the games greatest strength for the sake of short term profits with long term consequences is a BAD IDEA.
I guess youâll be able to notice the difference with the WOTLKâs LFD : first mistake/wipe someone is gonna be kicked or leave the group.
Because who care about âsome random players iâll never see again and who canât affect meâ ? No one. Especially when you can find a new player/dungeon just by pushing a button.