Dice
Pokémon Parentage Conspiracy Theorist
You are addicted to misrepresentation or something.
Remember I am talking about the feeling of annoyance and it's relation to convenience here in comparison to other games. This is also clearly related to sense of reward in the traversal element of the questing process. I clearly find less value in "exploration" if it is too cumbersome getting from point A to a very certain and desired point B. If you feel differently about the required time and effort spent in observation and walking around to learn what goes where and which path gets through to where you want to be, that is a difference of personality and what one finds enjoyment in, not of skill or experience with games.
Also, I did see what level they were as they were killing me, and it was 3 levels below me, which is why I didn't immediately run away, not that it would have helped, because of what class they were. And I didn't know they were classified as PvP because through the entirely of Draenor it never once took me within view of an Alliance camp, and I was constantly working together with Alliance characters in mixed camps, which this looked like exactly, even lacking Alliance banners.
You think "This is normal" because it apparently is for the history of WoW. I think "This is not normal" because of the entire history of RPGs and what MMOs I have played. Developers are usually more careful and considerate about where they place these kind of camps and how they mark them. If you don't think it is fair to compare the choices Blizzard makes with WoW vs what other developers choose with their games and which is more enjoyable to you, feel free to discuss that before openly insulting me.
And by the way, I do quite enjoy exploration if it is more open and uncertain and has better payoffs. Something like Fallout is all open exploration, and you have to carefully navigate both the environment and random powerful enemies, and you also find many cool situations and stories and such. It's a lovely experience.
I don't feel the side mission collectathons in WoW are nearly as rewarding, and the main questlines give you a specific point to get to in a clear direct progression of events that usually carry some urgency, so I'd most often rather just get there, and the world design slowing me down with travel navigation that is faaar less engaging than the active mission itself is more annoying rather than wondrous to me in this context compared to other games.
If you feel otherwise, guess what, we are allowed to have differing feelings, and don't need to insult each other or demand submission to/rejection of the choices that Blizzard made from each other. Pretty cool, huh?
I know you have the capacity to discuss this because you said yourself:
Would that have annoyed me in Skyrim? Yes, it would have. But Skyrim never did that. Skyrim had very sensible management of where it placed dangerous characters, and especially ones specifically designed to be unbeatable. And again, could I have learned that WoW does this and been more careful from then on even as I walked through harmless areas? Yes. But would that mean I found it agreeable rather than inferior to the way other games did it? No.
Are you capable of/willing to actually rationally discuss these design decisions rather than trying to turn everything into an attack or insult?
You say it's something only noobs do, yet you weren't there and keep describing something different than what I did, so I have zero faith that you have the right idea and you are doing a good job of convincing me that you're simply assuming the worst because you have chosen to dislike me.There's nothing to assume. You did something only noobs do, and threw a tantrum, while saying you aren't a noob because you've played other RPGs,
Which I didn't. I pointed out the fact that Guild Wars 2 has this feature if you want it, as a defense of the ease of navigation in GW2 after someone said navigating questlines in it was terrible. I never once said that all games should have it. I did say that it would make it easier to navigate the crazier winding paths in WoW since the map isn't very helpful, but that isn't a stretch to say at all.and say the game should give you a dotted line in the exact right direction every time.
Remember I am talking about the feeling of annoyance and it's relation to convenience here in comparison to other games. This is also clearly related to sense of reward in the traversal element of the questing process. I clearly find less value in "exploration" if it is too cumbersome getting from point A to a very certain and desired point B. If you feel differently about the required time and effort spent in observation and walking around to learn what goes where and which path gets through to where you want to be, that is a difference of personality and what one finds enjoyment in, not of skill or experience with games.
Again, the camp was randomly set within a much larger area in which there was nothing else remotely threatening to me. It was also blocked from my view as I came around the corner of a mountain path at full speed mounted. I was doing so without looking out cautiously because there was nothing else remotely dangerous in the entire sector. Also, nothing else so deadly had been out in the open like that in my entire experience. They were always either massive creatures seen from afar, tucked away in a separate area, in a cave or house, inside a large enemy base, etc.The thought that you are not attentive enough to see what level mobs are or how to avoid them isn't your fault, it's the games of course.
Also, I did see what level they were as they were killing me, and it was 3 levels below me, which is why I didn't immediately run away, not that it would have helped, because of what class they were. And I didn't know they were classified as PvP because through the entirely of Draenor it never once took me within view of an Alliance camp, and I was constantly working together with Alliance characters in mixed camps, which this looked like exactly, even lacking Alliance banners.
You think "This is normal" because it apparently is for the history of WoW. I think "This is not normal" because of the entire history of RPGs and what MMOs I have played. Developers are usually more careful and considerate about where they place these kind of camps and how they mark them. If you don't think it is fair to compare the choices Blizzard makes with WoW vs what other developers choose with their games and which is more enjoyable to you, feel free to discuss that before openly insulting me.
And by the way, I do quite enjoy exploration if it is more open and uncertain and has better payoffs. Something like Fallout is all open exploration, and you have to carefully navigate both the environment and random powerful enemies, and you also find many cool situations and stories and such. It's a lovely experience.
I don't feel the side mission collectathons in WoW are nearly as rewarding, and the main questlines give you a specific point to get to in a clear direct progression of events that usually carry some urgency, so I'd most often rather just get there, and the world design slowing me down with travel navigation that is faaar less engaging than the active mission itself is more annoying rather than wondrous to me in this context compared to other games.
If you feel otherwise, guess what, we are allowed to have differing feelings, and don't need to insult each other or demand submission to/rejection of the choices that Blizzard made from each other. Pretty cool, huh?
This had nothing to do with toughness of a mission or roaming mob. Turns out it was a was a PvP zoning choice, and I am comparing it to the zoning choices of other games and stating which I find create the more enjoyable experience. The fact that I would have adjusted to how WoW handles these things (occasionally random unmarked placement in harmless areas, it seems) has no relevance to whether or not I still find the methods of other games superior. That is an entirely different discussion from mission difficulty or player skill or familiarity with the game.At the very least you have to know that when you say you don't like the way the world works because of apparently arbitrary dangers in the world, and then say you never leveled up past 30, no one is going to take your opinion seriously, because you've never been in a tough zone, or had to do anything besides kill sheep at that point. Things gradually become tougher and tougher as you level up, and you are clearly not ready for 90-100.
I know you have the capacity to discuss this because you said yourself:
I can take this example and argue that it is not the same at all. If we were discussing Fort Wrynn, yes, that would be similar, but that isn't it. What I encountered would be as though some random bandits on the side of the road yet behind a mountain and tree on a curving path in an otherwise harmless larger area, who looked exactly like allies you were just fighting alongside, were actually made to be nigh invincible, and you wouldn't know until you clicked on them and had seen the particular border around their portraits before.Just like you can't walk into Solitude as a Stormcloak in Skyrim.
Would that have annoyed me in Skyrim? Yes, it would have. But Skyrim never did that. Skyrim had very sensible management of where it placed dangerous characters, and especially ones specifically designed to be unbeatable. And again, could I have learned that WoW does this and been more careful from then on even as I walked through harmless areas? Yes. But would that mean I found it agreeable rather than inferior to the way other games did it? No.
Are you capable of/willing to actually rationally discuss these design decisions rather than trying to turn everything into an attack or insult?