sinoć Frostmane, mesto u queue: 3057![]()
Ja nisam jos imao problema sa lagom a na medium pop serveru sam.
I ja uzeh nocas 84. lvl, iako 3 dana nisam usao u igru pre toga, do sad bih vec radio heroice na 85.
1) What an MMO should stand for?
Many believe the world Multi-player means that it's a game that you should have to group with other people. This is true.
But there is also another meaning, which is a game world that has 'multiple' players in it. This means it's populated, but doesn't mean the game has to require multiple large players to accomplish things.
WoW has issues with both.
The first is the grouping with others..especially large groups.
The requirement still of large groups of players (10+) to play end game content just needs to be dissolved/removed. This is a continuing theme per xpac and not many raiders I knew from WotLK are even bothering with Cataclysm raids due to organization burn out. In the end, this is supposed to be a game, not an organizational job, and when it continues to require scheduling and job like skills to accomplish, it's no longer a game to most. Many are realizing this more and more each day.
5 man challenging content should be what end game is about. Nothing more then 5 man content.
No more higher#s other then BGs or World PvP. The game needs to go back to small man content, which the majority can do (due to accessibility, not difficulty which is not the same thing), and you can put more of these 5 man dungeons out a lot faster then you can raid environments.
Somewhere along the way, accessible became confused with easy. Many want hard somewhat hard 5 man content. But they don't want to deal with the organizational headaches to schedule 10-12 people for gear/endgame for a video game
2)The rush to end game is another issue.
People burn out, play non stop and don't enjoy the content because they feel rushed and left behind.
This again is poor game design because vanilla didn't have end game early on for the most part so people enjoyed leveling and actually questing and playing whenever without the 'need' to log in every night and feeling they were being left behind or would fall behind. There was no end game early on compared to what the EQ2 developer guys brought with them.
The majority of people I know feel that they are continually 'up against' other players in the game due to 'falling behind'...this is a horrible feeling and the need to log in all the time is again because of bad game design. Some will say 'don't worry what others are doing' but we all know this isn't true for the majority of aspects of the game because it forces you to 'keep up' or fall behind.
The game shouldn't revolve around large #s of other players. It should revolve around you and your group and it should be a game world full of other multiple players that are just there, like in the real world we live, but in the end, don't matter to you for the most part. The game itself puts your enjoyment too much in the hands of too many other players...from groups to gear.
Tol barrad, Wintergrasp, city attacks, etc...if your server is lazy or doesn't care, it goes on and on...
It should be an MMO world full of other real people, doing their questing and adventuring, but never requiring you to rely on them for the majority of things.
3) Dailies and Grinding..PvE and PvP
I understand why dailies were put in. They were there to help the 'casual' player achieve gear that they couldn't get because of large man content.
To me, that is bad game design. You basically created a 'grind' system that in the end becomes boring and redundant and after a while burns the player out. Instead you could again stop designing content for the minority of players (10+ raiders) and put the game back to it's original roots and design of original main lead Mark Kern which was small 5 man content.
The introduction of dailies created again the feeling of 'left behind/falling behind' if you don't log in. You'll miss X badges or whatever. That just is not a good system. Dissolve it. Get rid of them. Dailies were one of the worst ideas added to the game.
Re-running dungeons is even worse...there should be a reason to go into a dungeon and complete it and then that's it. You shouldn't need to go back into that dungeon in the last form you saw it.
Now if you make the next time you go in 'different' then there is a reason to go back in. Otherwise, it's just another 'grindfest' for gear.
The re-running of dungeons over and over and over is just such a bad element, it needs to change. Everyone I know is absolutely sick of normals and heroics.
PvP grinding is beyond boring. You remove the PvP grind, you remove the botters. You then put everyone in the same gear and then you have people who actually like to PvP, PvPing and not getting burned out on the gear grind to just be competitive to actually PvP. Implement the arena realms on live and let people 'PvP' for fun and pick their gear. True PvP'ers will PvP. Others who care about gear only won't. GW2 is doing no gear for PvP.
4. Azeroth is dead.
Another huge issue is this: AZEROTH IS DEAD
It's is literally empty. It's not due to phasing. It's because there is no reason to be out in the world. There are multiple things that changed from vanilla to Cataclysm that caused this.
1. Flying Mounts: Great idea but they make the world smaller and in the end, you bypass all PvP encounters in the world on the roads, entrances, bridges, etc. In the end, the world becomes small and encounters stop happening on PvP servers. For PvE servers, basically the world is a ghost town when traveling. Flying mounts should be removed or should be on a daily cool down.
2. Dungeon Finder: Again, great idea but this basically ports people directly to dungeons, and in the process removes the 'world' aspect of the game and traveling. Gone are the days of leaving Stormwind and flying down to Booty Bay, catching the boat and ending up in Theramore and then flying over to Ferelas and making your way to Dire Maul on horseback. Dungeon Finder destroyed the 'traveling aspect' of the game which makes the world feel like a world. It destroyed the 'feeling of encountering others.'
People sit in cities and barely venture out. At this point, so much time was wasted designing the changed Azeroth, I personally believe your artists should be pissed at the waste of their hard work. Right now the majority of the game is sitting in a city and waiting for a dungeon que to pop.
The world needs to feel like it exists. It doesn't in its current state...at all.
Azeroth is a ghost world.
5. MMOs and servers need a community:
Most server communities are dead. From faction changes to server changes, the majority of servers never recovered. One side became the dominant due to this. The other suffered. Dungeon finder removes most of the need for those to even know who is on their server. Just like neighborhoods know each other, servers need the same but that is no longer possible due to these things and the dungeon finder. The greed for $$$ from Blizzard destroyed communities and server pops. Also too many damn servers.
6. The horrible 'Trinity system'...this is one of the top issues.
Tanks and Healers.
The whole concept is absurd. No mob would sit on a tank. No person would be in the back just spamming heals. This system is very boring and creates a very boring system.
There is a good reason there is a 45 min - 1 hour wait in queues...people find these 2 roles BORING. It is not a player issue. It's a bad design issue. Remember...'role' is different then 'class'..they are vastly different.
In vanilla, before the raid and heroic days, dungeons were completed by multiple styles of groups. There were no main tanks or main healers for most.
My group in the first year consisted of a ret paladin, a lock, a rogue, a hunter and a mage. We did the majority of dungeons up to strat and scholo without even having a 'tank' or a 'healer'....we controlled our way through and completed dungeons due to skill and strategy.
Tanking and healing as a concept is just failure....No mob would sit on a tank and just beat on him, especially multiple mobs and especially large creatures. A dragon being stopped by some tank is hilarious and stupid at best. Large packs of mobs sitting there on a tank while others beat on them is hilarious. The idea of someone sitting in the back and just spamming heals is also laughable to many.
The whole tank/healer/dps trinity system is bad bad bad. It's an excuse for poor game design and encounter design. If a tank goes down, wipe, if a healer does down, wipe...doesn't matter the skill of the other players...just really bad game design.
Guild Wars 2 'gets it'..with these statements.
Support players want to be able to say, "Remember that one time when I saved you from certain death?" They want to stand in the line of fire and block attacks. They want to surround their allies with a swirling dome of air that keeps enemy projectiles from passing through it. It's not about clicking on a health bar and watching it go up, it's about being there for your friends when they need you.
We keep hearing other MMO developers espousing the "holy trinity" of DPS/ heal/tank with such reverence, as if this is the most entertaining combat they have ever played. Frankly, we don't like sitting around spamming "looking for tank" to global chat. That feels an awful lot like preparing to have fun instead of having fun.
Control is the only thing versatile enough to get away from the rock-paper-scissors gameplay of other MMOs.
The WoW system is boring...beyond belief. Dungeons are a grind and just same thing over and over. Grab mobs, AOE down, heal up, rinse repeat. Nothing exciting, nothing dynamic, same boring dungeons and fighting mechanics over and over.
Tanks and Healer roles are dying and they need to die a horrible death. It's a really stupid and boring mechanic and people are finally waking up to this..something a lot of us knew in BC.
7. Lack of Story.
There is no story in WoW. Say what you want, but the game is nothing about story.
It's about "!" points and killing X and gear gear gear. The story doesn't matter because whatever you do doesn't matter. You basically run things for gear. Not for a reason. Not for a greater good. And surely not for story.
It's level, queue up for Dungeon Finder, get in dungeons, run them, get gear, rinse repeat...with no real reason to even wonder...'WHY AM I EVEN IN HERE IN THE FIRST PLACE'...
You can say there is a story, and yes there is partially one, but the point here is the story DOES NOT MATTER.
The STORY SHOULD MATTER. You should be 'forced' to experience the reason you are playing and doing the things you do. There should be mandatory 'campaign' quests that make you understand what is going on. There should be no reason for you to go into a dungeon unless there is a 'reason' to go into it. And yes, if there is a reason to even go back into it (maybe the storyline changes, maybe you uncover another part of the dungeon, maybe a new threat has taken up in it)...but there needs to be a damn reason to do it.
You know what WoW is about now (and since late BC). It's about 'gear' and the 'purples'...and that is sad. It's not about enjoyment and adventuring like vanilla was. It's not about exploring the world and knowing why you are questing or going into Maradon.
It's about who can get the most gear (and gear is shoved down our throat from every quest giver, drop, etc) that everything else stopped mattering.
It's time to get back to a game that story is the #1 priority and experience that story. Gear shouldn't even matter. Gear should be the #3 or #4 reason. You shouldn't want to rush to end game. You shouldn't want to blow through content. You should want to take your time, experience the game, take it in. And yet the game isn't made like that anymore. It's made to rush and get you to max level.
Why?
Why waste all the hard work of your level/zone designers. 80-85 in less then 16 hours and 3 zones not even seen? 70-80 and 4 zones not even seen? If I was again a level designer, I'd be pissed at the developers who made the leveling experience such a easy joke. My one friend said 'Why don't they just make us 85...leveling is pointless and feels like it shouldnt even matter.'
Worgen? What a joke. 1-13 levels and then absolutely nothing. You can tell this xpac was patched and rushed.
WTF is the point of the new zones if you don't even need to experience them?
Why isn't each level extended and longer then the last? 80-85 was shorter then 1-60 vanilla.
Why rush people through all the hard work?
It's NOT A GRIND if you are adventuring and experiencing the story. 1-60 was FUN because we explored and quested and there actually was a story and it didn't matter how long it took to get to 60 because we were exploring and not rushing.
New MMOs will put the story back in these games as the 4th pillar. This is what WoW is missing. They are moving away from the gear and focusing on what is important..which is story.
In the end, the majority of my friends and I are pretty much done with this xpac. It's lacking any substance or feeling other then the leveling was too easy, questing was too easy, we hit 85 way too fast, and there is nothing to do at end game other then raid or roll alts or sit in a 45 min queue for heroics with no reason or point being in them.
It was a great run WoW, and I will miss you, especially years 1 and 2 when end game didnt matter for the majority, but I won't be back with this version of WoW anymore..
The next Gen of MMOs with SWTOR and GW2 are the future, just like WoW was 6 years ago. These 2 other MMO's are taking the next steps needed to put fun back in games....Guild Wars 2 more then SW because SW unfortunately is still doing healers and tanks.
Thanks for reading.
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