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  #1  
Old 02-18-2014, 03:36 PM
Uteunayr Uteunayr is offline
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Originally Posted by triad [You must be logged in to view images. Log in or Register.]
so its not the upcoming exp that is trying to make it go back to the old days?
It's every xpac that is trying to make it go back to the old days. That's rhetoric Blizzard uses to try and get people to buy back into WoW.

They said it for Cata, they said it for MoP, and they will say it for the next one too.
  #2  
Old 02-18-2014, 04:15 PM
Lune Lune is offline
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This is all connected to the death of the sense of 'community' during late WOTLK that moved players away from a more classical MMO environment, toward a game whose social interactivity was more like a Dota or call of duty. Elite quests were removed, so you never had a reason to interact with anyone out in the world. Dungeon finder was implemented, so you never had a reason to interact with your leveling cohort or server community. Instead of putting in the effort to find reliable individuals to do dungeons with, the matchmaking system sticks you with people from other servers, and you do the dungeon without saying a word, then leave and never see them again.

When all those systems were fully implemented during Cata, Dungeon Finder, Raid Finder, and a strictly single player questing experience, many players lost easy access to the 'social bonds' that are notorious for keeping somebody glued to an MMO. Coupled with total class homogenization, the game lost its social soul, and completely lost its appeal to me.

All those things happened right around the subscription decline, so I like to think those are some of the reasons why.

Also, time travel expansion. lul
  #3  
Old 02-18-2014, 05:43 PM
stormlord stormlord is offline
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Originally Posted by Lune [You must be logged in to view images. Log in or Register.]
This is all connected to the death of the sense of 'community' during late WOTLK that moved players away from a more classical MMO environment, toward a game whose social interactivity was more like a Dota or call of duty. Elite quests were removed, so you never had a reason to interact with anyone out in the world. Dungeon finder was implemented, so you never had a reason to interact with your leveling cohort or server community. Instead of putting in the effort to find reliable individuals to do dungeons with, the matchmaking system sticks you with people from other servers, and you do the dungeon without saying a word, then leave and never see them again.

When all those systems were fully implemented during Cata, Dungeon Finder, Raid Finder, and a strictly single player questing experience, many players lost easy access to the 'social bonds' that are notorious for keeping somebody glued to an MMO. Coupled with total class homogenization, the game lost its social soul, and completely lost its appeal to me.

All those things happened right around the subscription decline, so I like to think those are some of the reasons why.

Also, time travel expansion. lul
Five to six years ago I would have been in line with you. Back then I wanted an EQ classic server. I too rationalized how EQ had took the wrong fork and went downhill thereafter.

What do I think now?

My explanation for it's more complicated now and uncertain, since almost every - if not all - MMO's die with age. If it were something as simple as getting the community right, I think there'd be more vampires. Vampires!!??? The reclusive MMO's that do not die!! Show me where they're? They shall remain legend.

You have things like this:
  • How to combat increasing content and power of higher skilled/leveled players?
  • How to combat declines in graphic quality?
  • How to combat declines in general quality, throughout the game?
  • How to keep players interested in the same game?
  • How to ensure your developer team is always the best?
  • How to combat the desire to spend money elsewhere on newer games?

I could probably go on forever. Some of these should be more correctly mixed together or omitted altogether. I've had so many posts on this I forget all of the points there're to make and how all of it's interwoven. Fact is, it's very difficult for me to relay all of it and I think I'm failing miserably.

The first and most important thing that comes to mind when I think about all this is how there's a need to always make new content for older players to keep them playing. As a side effect, this creates a mountain of content that all new players must climb. Because this mountain is always increasing in size, to make it climbable within a reasonable amount of time the designers inevitably manipulate the progression curve so at any particular point in an MMO's life it'll require the same amount of time to reach max level, given equal effort and aptitude. The outcome this produces - as the MMO ages - is new players will climb up the mountain faster and faster - something that's necessary to ensure they can reach the top in equal time. It's possible that in this process something inexplicable and hard to resolve happens and negatively affects the game.

And there're a plethora of other issues. One example, in my mind, is the MMO code tends to get more like spaghetti because new developers are joining the team and old ones are being lost. While sucky programmers can be to blame too, this makes it hard for the developers to find a middleground, since different developers have different habits and the code is always growing. They attempt to create common rules and guidelines, but even this doesn't stop the spaghettification that, like a leaky faucet, creates problems. It becomes more and more bloated, and it just seems to become more and more expensive to maintain.

And what about graphics? It's damn hard to keep a graphics engine always cutting edge. It requires so many other things in the game to be right for the company to justify the expense. And if you have a lot of old content, updating it all can be a major pain. This is especially true if you didn't plan on updating it in the first place. It's almost always easier to just leave the old content alone and make something new.

Bottom line, somehow it gets harder and harder to keep something OLD interesting and "new". Just as it's harder to keep a person growing older looking like they're 20 and much easier to just always find a new 20 year old. How many 70 year olds look 20 and how much money has to be spent to make them look that way?

What I'm saying is the reason they do it this way - the reason they abandon old decaying games - is the same reason we tear down old buildings rather than reworking them. It is cheaper.
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Last edited by stormlord; 02-18-2014 at 06:04 PM..
  #4  
Old 02-18-2014, 09:49 PM
Ahldagor Ahldagor is offline
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Quote:
Originally Posted by Lune [You must be logged in to view images. Log in or Register.]
This is all connected to the death of the sense of 'community' during late WOTLK that moved players away from a more classical MMO environment, toward a game whose social interactivity was more like a Dota or call of duty. Elite quests were removed, so you never had a reason to interact with anyone out in the world. Dungeon finder was implemented, so you never had a reason to interact with your leveling cohort or server community. Instead of putting in the effort to find reliable individuals to do dungeons with, the matchmaking system sticks you with people from other servers, and you do the dungeon without saying a word, then leave and never see them again.

When all those systems were fully implemented during Cata, Dungeon Finder, Raid Finder, and a strictly single player questing experience, many players lost easy access to the 'social bonds' that are notorious for keeping somebody glued to an MMO. Coupled with total class homogenization, the game lost its social soul, and completely lost its appeal to me.

All those things happened right around the subscription decline, so I like to think those are some of the reasons why.

Also, time travel expansion. lul
agreed on that. also, every class has become the same with just different named abilities. prot warriors with a heal? ok, now i'm invincible
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  #5  
Old 02-18-2014, 04:21 PM
Quineloe Quineloe is offline
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So that's why they designed the game up to level 89 to be as boring and trivial as possible...
  #6  
Old 02-18-2014, 04:21 PM
Reguiy Reguiy is offline
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Smart of blizzard to do that. Honestly, WoW doesn't start until you're max level, so this doesn't really bother me. This also is undercutting the RMT I'm sure. And if you're going to come back and don't feel like leveling, you may as well buy an account. I might buy one if I didn't wanna risk getting addicted to WoW again.
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  #7  
Old 02-19-2014, 02:07 PM
Quineloe Quineloe is offline
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Originally Posted by Reguiy [You must be logged in to view images. Log in or Register.]
Smart of blizzard to do that. Honestly, WoW doesn't start until you're max level, so this doesn't really bother me. This also is undercutting the RMT I'm sure. And if you're going to come back and don't feel like leveling, you may as well buy an account. I might buy one if I didn't wanna risk getting addicted to WoW again.
Might as well do away with levels completely if that's the approach now.
  #8  
Old 02-18-2014, 05:34 PM
Swish Swish is offline
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I have to agree with the "death of the community" statement.

Can't count the number of trolls on my realm network who'd join for an instance and mess around, not take it seriously etc. If they were on my realm without the matchmaking they'd never get a group again.

There was too much focus on daily quests and grinding, and Blizzard chose to make matchmaking instances with other realms a way to help people do more grinding. Why not just take some of the daily grind away? Never understood that...they have mentioned it in hindsight.
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  #9  
Old 02-18-2014, 05:48 PM
Sturgeon Sturgeon is offline
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P99 to implement a $60 fee to go from 50-60
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  #10  
Old 02-18-2014, 06:07 PM
Tecmos Deception Tecmos Deception is offline
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Jumping from 1-90 is not really a benefit in WoW anymore. It is either a hassle for a new alt or something separating a new player from playing with his friends who are already on the server. It's not something that can give a competitive advantage to one player over another or something that can be remotely construed as paying to win.

I'd be against paying to buy a level 50 character on p99 because it's against the spirit of classic eq primarily, but also because in a world of limited resources it wouldn't be fair to players to allow money to contribute to the control of those resources instead of just ingame efforts. But there aren't limited resources in WoW, and the spirit of classic WoW is dead anyway, etc.
Last edited by Tecmos Deception; 02-18-2014 at 06:13 PM..
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