GLopez12 said:I don't really understand why normal modes have to be hard. Good guilds plow through the normal modes anyway and have challenge in heroics. All making normal modes hard seems to do is hurt casuals.
GLopez12 said:It doesn't have to be easy enough that the entire normal content is an absolute joke that a raid group could zombie through, but making the first three or so bosses possible to PUG would be pretty nice. It would at least bring PUGs back, which seem to be fairly dead in this day and age.
GLopez12 said:They still won't be able to see normal Firelands, though.
I think normal modes should be possible to PUG and heroics should require guild groups.
I like how the heroic dungeons and heroic raids are really, really challenging at the right item levels, but I just don't get why normal modes have to be a hard for casuals, especially if the guilds that actually care about difficulty plow through that content anyway.
It doesn't have to be easy enough that the entire normal content is an absolute joke that a raid group could zombie through, but making the first three or so bosses possible to PUG would be pretty nice. It would at least bring PUGs back, which seem to be fairly dead in this day and age.
Another thing I would do if I were Blizzard is make all gear from normal modes and past tiers of PVE blue and make only the heroic raiding gear epic. Going by iLvl has devalues the actual epicness of epic gear as the expansion goes on, and that's something that should be addressed so really skilled raiders can actually differentiate themselves.
The last thing would have to accompany the earlier points. Why should a normal mode raiding guild have the same color as a lot of lowbies?GLopez12 said:They still won't be able to see normal Firelands, though.
I think normal modes should be possible to PUG and heroics should require guild groups.
I like how the heroic dungeons and heroic raids are really, really challenging at the right item levels, but I just don't get why normal modes have to be a hard for casuals, especially if the guilds that actually care about difficulty plow through that content anyway.
It doesn't have to be easy enough that the entire normal content is an absolute joke that a raid group could zombie through, but making the first three or so bosses possible to PUG would be pretty nice. It would at least bring PUGs back, which seem to be fairly dead in this day and age.
Another thing I would do if I were Blizzard is make all gear from normal modes and past tiers of PVE blue and make only the heroic raiding gear epic. Going by iLvl has devalues the actual epicness of epic gear as the expansion goes on, and that's something that should be addressed so really skilled raiders can actually differentiate themselves.
wonderdung said:Anyway, my current server is pretty average as far as server-wide PVE ranking and we have a full page of guilds at 1/13 or further on wowprogress. I'd be guessing, but I think this makes this raid tier the easiest or most accessible one yet. Makes the nerfs that much more... unexpected.
Sebulon3k said:I need to transfer to one of these servers on my main, so I can get those realm first feats / titles. Is there any way to filter on Wowprogress for servers with shitty progression?
wonderdung said:I'd be guessing, but I think this makes this raid tier the easiest or most accessible one yet. Makes the nerfs that much more... unexpected.
Doesn't it list your name in the guild realm first feat when you highlight the achievement point amount?cuevas said:There are no realm first feats/titles.
Sebulon3k said:Doesn't it list your name in the guild realm first feat when you highlight the achievement point amount?
Sebulon3k said:I need to transfer to one of these servers on my main, so I can get those realm first feats / titles. Is there any way to filter on Wowprogress for servers with shitty progression?
wonderdung said:US servers ordered by rank: http://www.wowprogress.com/realms/rank/us
I was on #122 previously but it had a dead/dismal Horde side at the time. Now on #36. With 241 servers, that's a lot of room for suck.
cuevas said:I don't think so.
Being on number 2 ain't helpingwonderdung said:US servers ordered by rank: http://www.wowprogress.com/realms/rank/us
I don't really understand why normal modes have to be hard
Alex said:I do not agree at all that current normal modes are hard. Outside of the three end bosses for each dungeon I'd say they're extremely reasonable, some overly simple. Most of it has already been nerfed before and you can already plug holes in gear with Troll dungeons. I mean I could see taking down Nef, Al'akir and even Cho'gall down a bit but taking down already easy content to such a degree seems silly to me. The freebie gear handouts should probably be enough to aid players and I've never had any issues with that, it also helps out alts, rerolls, returns, new players, etc.
I'm simply bothered that we're now to the point where very little is allowed to challenge a player with their head on straight except for one tier of raiding. I'm far from some grand player, but I like to have some challenge and tension when I play and so very little of the game provides that. It's a shame that the diluted playerbase from WOTLK is now making it even more of a fringe concept where I'd like more options for the opposite.
An argument that came from from Blizzard that "well, this tier didn't have an intro raid like BC or LK" and I'll give you LK, but that was by *awful* design. Most of T11 on normal isn't really any harder than Karazhan was back in the day. The difference being your average player wasn't as much of an idiot back in BC.
Originally, with Cata, they set out to repair this but have now completely reneged on repairing any of it, possibly making it worse than before. (despite several posts and cocky blogs)
Sebulon3k said:Being on number 2 ain't helping
Probably stems from the imba of shamans and pvp racials in vanilla.wonderdung said:Wow, Mal'Ganis has an awesome horde to alliance ratio: 1 / 0.6. Illidan is heavily Horde too... are factions a hindrance to strong PVE progress or something? (Or is Horde just better? :troll
Alex said:They're not casuals, they're miserable players. I probably put in far less time each week than a lot of the people who will reap the rewards from this change. Casual means that you don't have a lot of time to dedicate, not that you're too stupid to kill Magmaw.
This definitely does effect me, both directly and in terms of the grand scheme of things. This isn't a one time thing and has been a spread of a problem for years in diluting the quality of the player base. It's continuing a precedent I do not agree with, that in which nothing in the game outside of one tier of raiding (which contains a whopping seven bosses) should require more than a pulse to effortlessly down.
I'm not going to rage down and quit the game, I'll do that when I get bored (which will probably be sooner than later unless Firelands is truly amazing) but I think it's worth discussing.
There's never going to be concrete proof since only Blizzard knows, but almost nobody I know is still playing. You just see empty guild rosters.GLopez12 said:I don't think subscriptions are actually dropping anymore. The initial 600,000 was big, but it's nowhere near the end for World of Warcraft.
yanhero said:What you are complaining about doesn't make any sense.
To the hardcore, even if they didn't nerf T11, there will still only be one single tier of raiding thats difficult. T11 will be a joke once the hardcore gets T12 gear. So these nerfs won't affect the hardcore one bit. In addition, the hardcore players that want to reroll or get an alt geared up fast can now do so with pugs at whatever time they are free.
To the casuals who can't down T11, and have not had a chance to see all the T11 bosses yet (not everyone is good at this game, they aren't miserable, they aren't stupid, they just want to have stress-free fun), they will now have a chance to. This is great, I would love to be able to pug T11 on an alt with my casual friends who have erratic work schedules, and are only able to put in 2 or 3 hours per week at random times.
So it's a win-win here. You are just hating cause you feel that its unfair that you had to do it the hard way while the casuals now get to see everything easily. But who the fuck cares, you had your fun, now let others have their fun. You can still have your fun in Firelands.
wonderdung said:US servers ordered by rank: http://www.wowprogress.com/realms/rank/us
I was on #122 previously but it had a dead/dismal Horde side at the time. Now on #36. With 241 servers, that's a lot of room for suck.
Alex said:I'm not sure what fairness has to do with it...?
Honestly, I don't think you're even reading what I'm saying at this point. This is an odd post for me to respond to considering certain things I said in my past two. You also seem to be making a lot of odd assumptions and getting flustered at me because I just do not agree. It's not WoW General, calling people "haters" or simply telling them to "stop complaining" is silly.
I'm sticking by my stance though. I feel that easy content is becoming easier to facilitate not casuals, but poor players. My guild is casual, we raid limited hours, most of us are married and work full time jobs. We did not struggle much at all to down normals and are currently working on the back half of heroic raids. I do not feel like it's unfair to expect some basic skill out of players. I feel like it is good for the game and the type of design we could see spread rather than regress in ways it has.
If you have friends that only play two hours or so every couple of weeks, cool, I don't feel like raid content should be designed or altered around people like that. I feel like Blizzard should come up with more alternative content and better heroics and the like to suit the more spontaneous crowd. Not everything needs to be for everyone. It bothers me because;
1.) I still would like to use this content for alts.
2.) I feel like Blizzard is using this as a knee-jerk, lazy way out to create "new" content for people who probably just aren't that interested in raiding. I would love more types of content, including laid back stuff I could do if I get a free night on occasion.
3.) The player base doesn't need to be diluted any further. For every genuine casual who uses this, several steady players who could contribute to the raiding community will instead likely just wallow in mediocrity. It can be frightfully hard to recruit good players nowadays already.
Again, it's not a huge deal, but it is a concern to me.
PatzCU said:My guild transferred from Draka Alliance to Illidan Horde a couple weeks ago and it was the best thing we've ever done. We went from 3/12H to 9/12H in 3-4 weeks just because we could recruit more talented players being on a larger server.
I also transferred my PVP characters to Darkspear Alliance to play with a very pvp-centric guild and that also made a huge difference. Being stuck on a bad server can ruin the game.
Point #2, can you elaborate on this? What content do you propose? Blizzard is adding like 50 new daily quests to 4.2, so I'm not sure how they are being "lazy" on making content for people who don't want to raid.
Point #3, I'm not sure the player base would be diluted at all. Hardcore gamers will continue to strive in heroic firelands. Casual players will simply get a chance to see a boss they haven't before. If the player is good and can not stand in the fire and do their rotation correctly, I don't see how nerfs would make them any worse.
Alex said:I'll just make a couple of quick responses since I think we're just goin' in circles here!
Blizzard has been really, really lazy in general lately in terms of new types of content or function. The game desperately needs NEW things to do outside of raiding or see-saw happy PvP. Daily Quests are not new nor are they a compelling form of content for almost anybody.
Alex said:The player base is already pretty screwy due to pieces of the games evolution. Facilitation of mediocrity and unneeded nerfs rather than better education of players or more comfortable laddering of content. People struggle to break into any real raiding or learn the game properly because nothing in leveling nor in post-nerf heroics and the like really teach them much.
Alex said:I'm fine with giving people the gear and getting them ready to go, I support that, always have but I just don't feel like nerfing content to the point where it barely requires thought is going to help the game.
Alex said:Just put in an easy mode for new tiers, ones that provide slightly scaled down versions of the fights and offers better tutorials. Sticking people into dumbed down old content instead of helping them or making content to suit them is more insulting than helpful, IMO.
Where heres where I strongly disagree, the nerfs are NOT to the point where it barely requires thought. 20% less damage/health just means players have more leeway for mistakes, it does NOT mean they can ignore all boss mechanics.
Well again, please elaborate on what "new" things you expect Blizzard to add. You can't expect completely new forms on content to be added. This is a single game, if you want completely new forms of content, you need to play another game.
Alex said:Why can't you, exactly? What on Earth is wrong about expecting more to come out of development than a new raid and a new arena season each patch? Far lower budget MMOs add new content-types frequently. Creativity in design with WoW is extremely low at the moment.
You see good suggestions pretty often, from sanctioned city raids to competitive open-world dungeons a third reward type (previous two being mounts and pets) based on cosmetics, etc, there's tons of good ideas out there.
Cataclysm acted as a glorified WOTLK patch in a lot of areas, and it's been a problem.
Alex said:The patch does a lot more than -20% health/damage (although this will cause a lot of ease on killing things before transitions, invalidating danger of certain things, etc). There's lots of reductions or removal of mechanics altogether. You'll be able to ignore a lot of things outright now.
yanhero said:Why not? Clearly you don't understand software development. If you want to add something completely new to a piece of software, you have to change a LOT. If the engine was not designed to support a particular idea, you would have to change everything, it seems you have absolutely no idea what kind of time and effort it would take to add a completely new feature to a 7 year old MMO.
And I don't think the three ideas you listed are any good.
Also, good job derailing my main argument on T11 nerfs.
Alex said:Amazing how this seven year old engine supported new ideas the last two expansions including brand new content venues and even niche things vehicle systems but not a single element of any consequence in Cataclysm. At this point you just sound like an apologist for the game to me. MMOs frequently (including pre-Cata WoW) expanded their content types.
yanhero said:What you don't understand is the "extent" to which you can add new content. If the engine was designed to add new classes, abilities, and boss mechanics, then you can do so with moderate effort. Vehicles is something that is easy to add because the engine can easily support it, its simply a different UI bar, with different abilities.
But if you expect something completely new that is outside of what the engine was originally designed to do, then it would take a LOT of effort.
I can tell this is something I will not be able to explain to you. So I'll just leave it at that.
Alex said:So when Blizzard was talking about the hurdles of adding in vehicle play and designing suspension and passenger systems for them, it's just an 'ol toolbar? But when adding interfaces and rewards to facilitate existing pieces of the game in alternative ways, it's now impossible?
You're either full-on daft or you think I'm talking about entirely new game design rather than the types of modifiers that Heroics, Arenas, Open-World PvP zones, etc have added in the past.
yanhero said:Umm, I didn't say that adding interfaces and rewards is impossible. I didn't say exactly what was impossible actually. I'm just trying to explain to you that there ARE some things that would be very difficult to add.
I have no idea which of the two you are talking about. I asked you to elaborate on what new things you expect Blizzard to add. You said things like "open world dungeons", and I can't really comment on whether this is doable or not without you elaborating on what you mean, and without knowing what the WoW engine is capable of.
I'm simply saying that there ARE somethings that are hard to add and that you should not expect something wildly new, thats all.
Alex said:Blizzard consistently adds new hefty new mechanics to the game, extensive stuff, that's how questing became a lot more complex in recent times. Elements like phasing, vehicles, etc.
Also, they've replaced much of this engine piece by piece since launch. In interviews they state more of the game runs in a backwards compatible like manner than the other way around.
They clearly have a harder time thinking of any meaningful ways of adding in new fare than they would coding it. The things I listed were all very simple modifiers that the biggest concern would be server strain. That's especially why I think city PvP will never happen due to all of the crashing that occurred in classic.
Alex said:Considering most of the stuff I mentioned could very likely be done with existing code and would be more interface based, yes I do assume it's simple. However I also assume Blizzard would want to do more than that (funny, I seem to be giving them more credit than you), so I'm ok with that, however they did skimp on Cataclysm compared to expansions past.
As for what I want, I don't know, I'm not a designer. I just feel like the game needs to be moved a bit beyond simply raiding and arenas (and a really anemic RBG structure).
As for what I'd like, I'd like some general fare done in the greater world, which is a ghost...world... at this point due to the amount of instancing, insta-travel and emphasis on Stormwind/Org as hubs.
A lot of that has been completely for the better, cutting down time sinks, improving grouping, though you can't ignore some of the detrimental nature it's had on the flavor of the game.
yanhero said:Well as a professional software engineer myself, I can tell you, you should never assume that adding any new features to a 7 year old piece of software is "simple". I don't know why you keep insisting that its simple when the only people who knows whether its simple or not is the engineers of the WoW engine. Stop assuming its simple, it all depends on the extent of the engine's capabilities.
Second, the game is going to be raiding and arenas, any brand new features they come up with will go to their new MMO, not WoW. Like I said before, this is a single game, if you want completely new things, you need to play another game.
Tamanon said:Isn't it pretty obvious that the raid nerfs are aimed at making it so that people can get through that content and experience the new stuff?
I mean, it's great to be challenging at first, but after you get the fight down and understand everything it goes from hard to tedious. And that leads to more burnout.
As a prisoner at the Jixi labour camp, Liu Dali would slog through tough days breaking rocks and digging trenches in the open cast coalmines of north-east China. By night, he would slay demons, battle goblins and cast spells.
Liu says he was one of scores of prisoners forced to play online games to build up credits that prison guards would then trade for real money. The 54-year-old, a former prison guard who was jailed for three years in 2004 for "illegally petitioning" the central government about corruption in his hometown, reckons the operation was even more lucrative than the physical labour that prisoners were also forced to do.
"Prison bosses made more money forcing inmates to play games than they do forcing people to do manual labour," Liu told the Guardian. "There were 300 prisoners forced to play games. We worked 12-hour shifts in the camp. I heard them say they could earn 5,000-6,000rmb [£470-570] a day. We didn't see any of the money. The computers were never turned off."
Memories from his detention at Jixi re-education-through-labour camp in Heilongjiang province from 2004 still haunt Liu. As well as backbreaking mining toil, he carved chopsticks and toothpicks out of planks of wood until his hands were raw and assembled car seat covers that the prison exported to South Korea and Japan. He was also made to memorise communist literature to pay off his debt to society.
But it was the forced online gaming that was the most surreal part of his imprisonment. The hard slog may have been virtual, but the punishment for falling behind was real.
"If I couldn't complete my work quota, they would punish me physically. They would make me stand with my hands raised in the air and after I returned to my dormitory they would beat me with plastic pipes. We kept playing until we could barely see things," he said.
It is known as "gold farming", the practice of building up credits and online value through the monotonous repetition of basic tasks in online games such as World of Warcraft. The trade in virtual assets is very real, and outside the control of the games' makers. Millions of gamers around the world are prepared to pay real money for such online credits, which they can use to progress in the online games.
The trading of virtual currencies in multiplayer games has become so rampant in China that it is increasingly difficult to regulate. In April, the Sichuan provincial government in central China launched a court case against a gamer who stole credits online worth about 3000rmb.
The lack of regulations has meant that even prisoners can be exploited in this virtual world for profit.
According to figures from the China Internet Centre, nearly £1.2bn of make- believe currencies were traded in China in 2008 and the number of gamers who play to earn and trade credits are on the rise.
It is estimated that 80% of all gold farmers are in China and with the largest internet population in the world there are thought to be 100,000 full-time gold farmers in the country.
In 2009 the central government issued a directive defining how fictional currencies could be traded, making it illegal for businesses without licences to trade. But Liu, who was released from prison before 2009 believes that the practice of prisoners being forced to earn online currency in multiplayer games is still widespread.
"Many prisons across the north-east of China also forced inmates to play games. It must still be happening," he said.
"China is the factory of virtual goods," said Jin Ge, a researcher from the University of California San Diego who has been documenting the gold farming phenomenon in China. "You would see some exploitation where employers would make workers play 12 hours a day. They would have no rest through the year. These are not just problems for this industry but they are general social problems. The pay is better than what they would get for working in a factory. It's very different," said Jin.
"The buyers of virtual goods have mixed feelings it saves them time buying online credits from China," said Jin.
The emergence of gold farming as a business in China whether in prisons or sweatshops could raise new questions over the exporting of goods real or virtual from the country.
"Prison labour is still very widespread it's just that goods travel a much more complex route to come to the US these days. And it is not illegal to export prison goods to Europe, said Nicole Kempton from the Laogai foundation, a Washington-based group which opposes the forced labour camp system in China.
Liu Dali's name has been changed
That's a popular farm spot. You're lucky. I got it on accident on a character I hardly play.Rokam said:I love finding items I never knew about, was questing in Vashj'ir and NPC Scan went off found a rare spawn gnome pirate that dropped a hat that turns me into him. I'm a sucker for this kind of stuff.
Rokam said:I love finding items I never knew about, was questing in Vashj'ir and NPC Scan went off found a rare spawn gnome pirate that dropped a hat that turns me into him. I'm a sucker for this kind of stuff.
Freyjadour said:lol 149
It's pretty much one guild keeping us that high up too. Such a shit server.
CarbonatedFalcon said:Most of my characters are currently on Draka horde (but I haven't really been playing in awhile). What alliance guild were you in?
And I transferred to Draka from an even worse server, but I'd hesitate to transfer again anytime soon with 3 85s (2 of the transferred at 80) and two 70s there. One is a scribe with every recipe as well :/