--Syrus-- posted:
I'd say the latter. I really enjoyed playing WoW all these years, (since release). I have enjoyed many aspects of the game, but one thing I think we can all agree on, is that when it game to end game the fun-o-meter starts to waiver. At this point however we have invested so much into our characters and our guilds that we make it work and we squeeze what ever good and fun there is in the current system and make it work.
Until WoW resets us again, gives us that 'fun' back. Where we are advancing, finding new things and by that I mean not just hunting for that 'best per slot'. Rince and Repeat.
I think a different end game system could work. Is it too late in WoW's time-line to try it? I don't know. Will they even bother to revamp a system that has worked as well as it has for six years? Is it even worth it considering the 'new project'?
There is going to be a point when Blizzard says to the WoW Dev team, "Look, the new project is coming, we've had a tremendous success in WoW, but at this point we are not thinking of new ideas, we just need to ride this out until we can launch the new one." Are we there already? *shrug*
kyrv posted:
WoW is all about gear. This is self evident, isn't it? There's no appearance tab, there's no AA's, they want you to be defined by your gear, and they want to have the power to knock you down to zero (reset) whenever they want to.
I'm not sure if WoW is king because everyone wants this, or they do this because WoW is fun to play, and many systems would be acceptable.
WoW is all about gear. This is self evident, isn't it? There's no appearance tab, there's no AA's, they want you to be defined by your gear, and they want to have the power to knock you down to zero (reset) whenever they want to.
I'm not sure if WoW is king because everyone wants this, or they do this because WoW is fun to play, and many systems would be acceptable.
I'd say the latter. I really enjoyed playing WoW all these years, (since release). I have enjoyed many aspects of the game, but one thing I think we can all agree on, is that when it game to end game the fun-o-meter starts to waiver. At this point however we have invested so much into our characters and our guilds that we make it work and we squeeze what ever good and fun there is in the current system and make it work.
Until WoW resets us again, gives us that 'fun' back. Where we are advancing, finding new things and by that I mean not just hunting for that 'best per slot'. Rince and Repeat.
I think a different end game system could work. Is it too late in WoW's time-line to try it? I don't know. Will they even bother to revamp a system that has worked as well as it has for six years? Is it even worth it considering the 'new project'?
There is going to be a point when Blizzard says to the WoW Dev team, "Look, the new project is coming, we've had a tremendous success in WoW, but at this point we are not thinking of new ideas, we just need to ride this out until we can launch the new one." Are we there already? *shrug*
Like I've said before, Cata already feels like the "planned obsolescence" expansion to me (and my guild). As others have said, it just feels like more of the same. Yes, they've turned the Heroics back to more challenging. They've lowered the threshold once again on getting new players in the door, with a comment about older players attriting. In this, they are following EQs business model. They've made it easier and faster to get to end-game, eliminating a lot of "guesswork" for new players by "fast-tracking" them with directed gameplay, and covering for lore holes with cut scenes. And from a old dev perspective, it feels like they're carefully not investing in anymore hardware by keeping a balance of numbers of mobs (removing many from old instances to compensate for new ones in the 80-85 range). New zones feel smaller and are mostly crammed in to existing world spaces, "redistricting"/reusing old world zones to also compensate there as well.
This is pure speculation. It's a gut feel based on past years of experience in computer software/performance areas. So take it with as much salt as you want.
As for AAs... yes, I would love to see a game implement that. EQ2 started down that path and I left before I could see it actually come into play. I know a lot of players were disappointed with it when it first came out. Warhammer also went down this path. It can be a complicated one and/or failure if not done right.
DAoC had the RR character growth path, which was something to strive for, both for what it did for your individual character, how it benefitted your group/guild/realm, and in part for bragging rights.
I can't see WoW going back and "reinventing" what for them was their entire design paradigm. That would be trying to force something into the game, it really can't handle. And as was pointed out, gear is THE BIG KNOB they like to turn in adjusting instances, in setting new expansions. Gear is the character. Without the proper gear, you cannot PvP well. You cannot accomplish an entire run through a heroic. There is a glass wall you run into until you get the proper gear, and suddenly what was difficult becomes attainable.
That's why you'll also never see dyes in this game.
They want you to be able to instantly recognize the "holy grail". It's used as the reward, the "punishment", the "encouragement" the carrot and the stick.
Somebody once said in vanilla that you can have as much skill or more than the other player, but without the gear, you just can't compete.
Other games have the gear/skill/abilities more in balance. Because gameplay, or community rewards are the rewards. Character advancement is enhanced by gear, but not 100% dependent on it.
As far as WoW being "king" because of gear.
I don't entirely think so.
I think they are "king" in spite of a gearcentric design. It was ease of play, a sense of humor, an immersive world, refinement of copied play/concept from other games,ability to easily solo, lack of PC requirements (low entry threshold), and at one point a reputation for quality that created their success. And the fact that Pardo/Kaplan were 'fixing' the problems of outdoor raids with indoor instances.
In a sense, they've dug themselves into a hole with gear, and have to keep going with it. And it risks getting "old" for the players after a while, once they figure out the toys in the sandbox haven't really changed.
-late night ramblings
multiple edits for grammar/typos/late night stumblings
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There are those who play tank classes, and those that tank.
The weapon is only as good as the person wielding it.
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The weapon is only as good as the person wielding it.
Free advice is often worth what you pay for it: nothing.


