Best raid dungeon ever created IMO.I liked what they did with Karazhan personally.
The problem isn't the rate of content creation: the problem is that the every expansion guts the previous expansions content and achievements. Which means that all the energy you spent getting that purple item in Vanilla or TBC or X is absolutely pointless as soon as TBC or WotlK or X+1 expansion is released. Blizzard does not understand the importance of a consistent Risk/Reward. Moreover, IIRC, many expansions completely revamp classes, talent trees and the way you play your character.It doesn't take 15 surveys of random players to point out the obvious in which this barely scratches the surface on. It isn't the time commitment, it isn't the subscription, it isn't the fun factor or creativity. It's that they release content so fucking slow that you can easily look at what you are getting for your subscription dollar and realize the majority of your money is going towards access to the game and not content to complete. With the money they rake in they should be able to double down on expansions and keep content fresh. And along with that, a decent .1, .2, .3, .4 patch cycle in where one isn't waiting 5 fucking months for a small content addition with a few gimmicks.
It's pretty simple.
CREATE AND DEPLOY CONTENT FASTER THAN THE TIME IT TAKES A TURTLE TO REACH THE MOON.
Every time I run Karazhan looking for the last pet I need from there I wonder why there aren't more raids like this.I liked what they did with Karazhan personally.
The raid (or dugeon originally ?) was designed for vanilla, but since they delayed it for TBC, they could apply all the lessons they learned I guess. I don't think any other piece of content was sitting around for so long before being used.Every time I run Karazhan looking for the last pet I need from there I wonder why there aren't more raids like this.
You sound fundamentally incredibly hard to please.Kara, like most raids, had too much trash clearing between bosses. I probably still be raiding but the trash clearing between fights was soul sapping for me. I tried to find ways to tolerate by playing other games during clearing but that just pissed off the guildmates and it lead to the game being less fun.
I also didn't care for "1 person dies and you're fucked" boss encounters. Shit hitting the fan and how you deal with it is what makes fights fun. Hyjal was the pinnacle of boring (stationary 30 minute trash clears YAY) but one of the fights we made a fucked up pull and rather then slog through that bullshit again decided to just fucking go for it despite half the raid being dead. We managed to win and that was quite possibly the most fun I had in that zone.
That's why Heigan was so fun too. You expected people to die and the fun of the fight was figuring out how to deal with that. I quit during Blackwing Lair simply because of the "Welp, one person died...wipe and reset guys!" bullshit. That's what I missed about old WoW and even EQ raids for that matter. People were going to get killed and you just had to find a way to cope with it and still win. The modern DDR just takes all the heart out of raiding.
Dungeons had a purpose and a goal that everyone wanted to get, which was LOOT. The lockout timer was like 7 days? Which was a bummer because it was only there to slow people down from getting loot too quickly. The encounters themselves were fun because they were different and there was a theme to the dungeon itself.Every time I run Karazhan looking for the last pet I need from there I wonder why there aren't more raids like this.
Oh you mean like the Account Bound Heirloom items that completely trivialized itemization to the point where everything that dropped was just vendored at levels 1-95 in WoW?If WoW had content that could auto-tune loot based on the levels of the characters nothing would be stale, but it would break the game. If the encounters could scale with your party's levels, and the drops would scale in stats and damage, I think it would break people's minds. A la Diablo 3 style of Grifts, kinda, but not really.
The issue I think is WoW loot is static, so once you've got it, you don't need to replace it unless something else is better. 99% of the time you can't replace a best in slot until the new expansion. And THAT'S why content gets boring and people quit, but return before expansions.
You can always tell the people who quit before Ulduar.Best raid dungeon ever created IMO.
I think SC2 released into completely different environment, sure the custom games sucked balls, but there was also a billion F2P games fighting for your attention compared to when BW/WC3 releasedI enjoyed the foundry in NWN and the player made missions in CoH. I'd like to see that be a bigger focus. Let the community sort out what's shit and what isn't.
I think that's one of the biggest things Blizzard fucked up with SC2 as well. They fucked the mapmaking scene hardcore and focused on ladder when if you look at what made BW so popular it was the UMS. iCCup was barely a blip on the radar for 99% of people. Yet everybody spent all day doing BGH, evolves, and so forth.
Can you imagine the sort of monster WoW would be if players could make their own content? Sure 99% of it would be utter shit filled with dick tentacles and whatnot but then every so often you get DOTA or Tower Defense.
Just a shillDid Blizzard recruit you directly for this project or was there a outsourced company doing all the recruiting / scheduling ?
This honestly seems like the worst fucking idea. It would greatly reduce player acquisition after 10+ years and slightly increase retention.The problem isn't the rate of content creation: the problem is that the every expansion guts the previous expansions content and achievements. Which means that all the energy you spent getting that purple item in Vanilla or TBC or X is absolutely pointless as soon as TBC or WotlK or X+1 expansion is released. Blizzard does not understand the importance of a consistent Risk/Reward. Moreover, IIRC, many expansions completely revamp classes, talent trees and the way you play your character.
The rate of content creation would not matter nearly as much if (as in EQ) the previous expansions content was still useful to a greater (the immediate prior expansion's high end content/raid zones) or lesser extent (the further back you go in the expansion timeline). However when the only content that matters is the current expansion then that's all you do and boredom sets in quickly as well as that old why the fuck am I doing this again feeling.