f13.net

f13.net General Forums => World of Warcraft => Topic started by: Merusk on March 18, 2008, 07:53:08 PM



Title: #3 guild in the US quits WoW.
Post by: Merusk on March 18, 2008, 07:53:08 PM
Ranked #3 in the US according to WoW-Jutsu, Risen (http://www.risen-guild.com) has quit playing WoW.  I'll c&P their frontpage here, in the event it goes kablooey.

Quote
Risen - a Alliance guild on the Alleria Server
Posted on 03.11.08 by Failure

To start off, I am making this post to hopefully clear up a number of misconceptions spreading around. That being said, I am fully aware that the same people who are so hopelessly lost now will stay lost, due to their inability to understand simple English.

1. Those of us that quit, did so because we were no longer having fun with the game.
2. Games are meant to be fun, in their entirety.
3. When a person who primarily raids in the game is no longer having fun, it is very likely related to raiding. In no way does this mean this is the only part of the game. It means this was the part of the game the individual speaking was interested in.
4. Nowhere, anywhere, was it said "casual" was a bad thing. Nowhere was the line between casual and hardcore drawn. Nowhere was it said that I cared one fucking bit about the WoW community, what they thought, or that I even cared if they read my post. Now, I do care. My post was aimed at people that cared why we quit. If you don't care about why we quit, then fucking stop reading our fucking website. No Risen member posted this -anywhere- except in response to others who either a) cared or b) pretended they cared.

Ok, now that those points are out of the way, I will continue. Elaborating on (1): If you are doing something for fun, and it is no longer fun, you should quit. If you are doing something to make money, and you are no longer making money, you should quit. If you are doing something to break your toe, and you are unable to break your toe, you should quit. Make sense? We were playing for fun. It was no longer fun. We quit.

Moving on to (2): We all agree we play this game for fun, right? If you don't, well, stop there and reevaluate what you are doing in the game. And before someone starts to try to say that Risen raided 40 hrs a week and it was a job, I'll clear that up for you too. We've been raiding something like 6-8 hours a week. Since TBC came out, we raided 7 days in 1 week roughly 2-3 total times (In 60-70+ weeks). We do not raid anywhere near what would be required of a full-time job. Furthermore, there are actually people out there that enjoy their jobs very much. So even if you want to compare the time investment to a part-time job, so what. If it's fun, power to you. If it's not, find a new hobby. It was fun to us, back in the day.

In any decision, there is some amount of weighing to be done to come up with the decision. To people saying we are behind the times, no, we aren't. We weigh the positives vs the negatives, and make a decision on what we feel is in our best interest. In this case, having fun was the main interest. Up to this point, we were still having fun, and perhaps ignored the future a little bit, because again, this is entertainment. At some point, those scales got tipped, and the "not fun" won out. At that point, it was an amalgam of reasons as to why it was no longer worth playing. Some of these reasons may be old; some of them may be new. It takes a lot more than 1 piece of straw to offset a balance that has a brick on the other end. It is pointless to pick out 1 piece of straw from the stack and ignore the rest. If nothing else, understand this fact.

I bring up (3) because yes, when I made my post, it was from a raider's perspective. It was why Risen, a raiding guild, was no longer raiding. Nowhere was it stated that these were the only problems with WoW. Nowhere was it stated that these were problems everyone had with WoW. It was merely stated that these were some of the things that contributed to the end of a PvE raiding guild.

Do you want the truth? Blizzard is giving nobody that pays for a subscription to WoW what they deserve. With the amount of money they are making, they should be putting out at least 4 5-mans and 1 10-man per month and 1 25-man every-other month. Not to mention they should probably be adding 1 new battleground each month, and 1 special tournament every other month. I even PvPed too, ended S1 on a Gladiator 5s and 2s team. Was in a top3 5s team for the first 1/3rd of S2. I got annoyed with PvP for the same reasons I stated in my initial post with raiding. Seasons dragged on too long, it meant nothing to be at the top, and farming honor for gear was far worse than the 8th month of Black Temple (and just as meaningless). I also have a character on a different server I played casually. I got the best badge gear I could back in the day, I got some Kara gear. I never got a 25-man raid item ever. To be honest, I'm more irritated with this badge loot bullshit on that character than I am on my main. No, I really really don't want to do more Kara, more of the same heroics, or anything else that gives badges. That is OLD CONTENT, regardless of the rewards.

Do people that enjoy 5-mans and heroics not enjoy seeing different encounters in different instances? Do they not enjoy seeing new things and seeing things slightly more challenging than what they did before? If nothing else, can people that are not raiders understand this basic desire? Don't apply it to raids and say they shouldn't be designing content just for raiders. Do you not like to be challenged, and to overcome that challenge? Do you not just get a nice feeling inside yourself for succeeding at something that you believed was a challenge? Some of the most fun times in this and many other games is when something goes terribly wrong, and yet you still manage to recover and pull it through. The challenge there is what made it fun. As was said earlier, -everyone- should be getting content. Yes, there are enough raiders who have seen Illidan to make it worth Blizzard's time to continue to create content for them. No, nowhere was it said that 5mans, 10mans, and even solo content should be excluded. It is all being put out in this game slower than it is in AC1, and AC1 has been out for what, 9-10 years, and has less than 1% of the player-base of WoW.

Finally on this topic, as I said, my post had to deal with raiding, and only raiding. I neglected other aspects of WoW in the first post because well, they had little to do with the guild as a whole ceasing to raid. I am sorry if you think something I said was not a problem from your perspective. Sadly, your perspective didn't matter to Risen, nor does it matter to other raiding guilds. And no, that doesn't say your opinion doesn't matter. I'm merely saying your opinion has nothing to do with whether or not Risen continues to raid. Your opinion also has nothing to do with whether any other guild continues to raid. Also, our guild had stopped raiding 2 full weeks before that post was made. The post was -not- made to get attention from Blizzard. The post was not made to try to get anything changed. Many of our members had canceled their account, found a new guild, and/or transferred just to play casually with friends when that post was made. So please, don't think there was any intent there to screw up the game for you.

This brings us to (4). I incorrectly assumed people would be intelligent enough to realize that I didn't type "I hate all casuals and everyone who can't kill Illidan." My bad guys. Well, I hate you if that's what you got out of my post. Casual is great, it's a fucking game. Playing more and trying to do well is also great, IF that is fun for you. It was fun for me, and I would go ahead and say it was fun for most all of the other members in Risen. I will even go out on a limb and say the people in DnT and Nihilum that still do that find it fun too. I'm sorry that it offends you so that we find other things fun that you don't find fun. For the record, I also don't find baseball or football fun, if you'd like to flame me for that, go for it. Soccer and basketball I enjoy, however. Oh wait, was that opinions I posted? Gee, my bad, forgot I'm not allowed to have those. Everything in life is obviously clear-cut black and white.

So in conclusion, the game wasn't fun. I'm not even going to try to type up a list of all the things I found not fun. I put a small handful of them in the last post, and people decided they thought we didn't have the right to quit (the only point of the post was that we were quitting raiding) because they disagreed with 1 or 2 of the points. They disagreed that something small was able to detract from the amount of fun we were having with a game. If you truly care about my reasons, feel free to talk to me, but they are opinions; and they only point to why it's not worth it for me to be in an end-game guild and raid in the current incarnation of WoW.


World of Casualcraft
Posted on 03.07.08 by Failure

Ok, so it's a shitty title, sue me. The idea is there, and everyone knows it's true. Blizzard no longer cares about the hardcore gamers, be that the raiders or the pvpers. Well, we're done with it. It wasn't just one thing really. While we were all excited to get some tier6 for our freshly 70 alts from this new badge gear, there's a part of you that just has to feel some pain when you look back at all the time you spent farming instances...for nothing.

About 2 weeks ago it became official. No, Risen is not a dead guild. We are a group of gamers that likes being the best we can be. Well, WoW isn't about that anymore, so we are taking WoW for what it is - casual. Some of us may be around running their casual content as they release it, others of us are taking an even more casual approach and deactivating until Wrath. It's kinda funny really. Shortly after making this decision, it was announced that Karazhan would now drop TEN epic gems per clear. Wow, that's more than we get in Hyjal half the time (not to mention that can be 10 spinels, not 9 emeralds and a lionseye!). I was just about to get pissed off when I read that, then I remembered it didn't affect me anymore and a wave of calm relief passed over me.

Not having been back in Black Temple for 2 weeks was kind of nice as well. As much as I loved still trying to complete our first warglaive set (along with Nihilum, DnT, and Vodka I believe?), it's nice not having to worry about it anymore. No longer have to worry that the 200th US guild to kill Illidan has 4x the warglaives that we have (3rd US?). And looking to the future, damn am I glad we won't have to farm Sunwell like we did Naxx. Not that we have anything to show for Naxx or BT. I'm sure Sunwell will be different, right?

But ya know, forget all that. What happened to the competition? What happened to the encounters that took time to learn? In BT PTR I said this, and people told me it would be different on live. It sure didn't seem that way to me. Nihilum praised the Souls encounter and Illidan both. Neither of those seemed even remotely challenging. Well, Sunwell PTR seems even worse. Granted, we quit before some of the later encounters...but if that instance is what we've been farming BT for 8 months waiting for then well, this post speaks for itself.

Well Blizzard, it was a fun 3 years. You want a casual game, we're playing your game casually. See you again in the expac. We'll give it another try most likely, see if anything has changed. In the meanwhile, if anyone has any suggestions for us, feel free to let us know (or if any devs from other games want a top guild to help with beta-testing! ^.^)! In the meanwhile, can look us up in other games (TF2, DotA, FFXI, and more).

TLDR version: Whahh, it's too easy.

Even as a raider, I laugh.  I've said time and again that I play for FUN, and don't care about other folks purples. I like killing bosses, period.  I'll admit I'm the minority and this kind of bullshit whining just reminds me of that.


Title: Re: #3 guild in the US quits WoW.
Post by: schild on March 18, 2008, 08:04:11 PM
Huh, I translated the tl;dr version as this:

We're doing it wrong. And that's not our fault.


Title: Re: #3 guild in the US quits WoW.
Post by: Merusk on March 18, 2008, 08:11:23 PM
Yah, that too.  "We blew through content that everyone_not_us is just hitting and now we're bored!"

However, there's a forum thread on their site that goes along with it.  Failure (so apt a name.) goes on to talk about how MMOs are about standing out and not letting everyone be on equal footing so people can stand out, and it's not fair that since new (RAID) content has taken so long to come out they don't stand out anymore.


Title: Re: #3 guild in the US quits WoW.
Post by: Selby on March 18, 2008, 08:16:04 PM
I used to raid semi-hardcore a few years back and I still didn't see everything the game had to offer.  I still don't get how some people expect fresh content on the order of 3-4 instances or zones a month.  I don't really want to do Ragefire Chasm re-skinned 3-4 different times, each a little more difficult than the last.

The part that makes me laugh is them expecting Blizzard to have changed.  Blizzard is still the same company from 1996 that put Diablo 1 out.  They release content on their own schedules and when they feel it is ready, not to satisfy the most hardcore who blow through the content in a month and then want more to do.


Title: Re: #3 guild in the US quits WoW.
Post by: Falwell on March 18, 2008, 08:44:21 PM
Our crew is on RoS in BT and I'm having a helluvha lot of fun with the game right now. We'll be finishing up BT in the next few weeks, just in time for the Sunwell to kick off.

But give me a fucking break. When you raid 7 nights a week of course you're going to burn through content faster than they create it. You did power raiding to shine your epeen. Once that glow wore off, you found out that you burned right past any and all fun you could have been having with the game in the process.

Bravo douchebags, bravo.

EDIT: I'll expand on this a bit

If you don't find raiding inherently fun, you're doing it for all the wrong reasons. Granted, raiding sure as hell isn't for everyone. But for me personally, I love the challenge of taking down "big shit" with guys I've been gaming with for years. The cheers on vent when you finally knock over a guy you've been working on for a few nights makes it well worth it.

Enjoy raiding for what it is, challenging encounters designed for large groups of people. If you base your raiding on anything other than that you are, as Schild said earlier, doing it really fucking wrong.





Title: Re: #3 guild in the US quits WoW.
Post by: Kail on March 18, 2008, 09:19:43 PM
Quote
About 2 weeks ago it became official. No, Risen is not a dead guild.

So, what is it that became official?  Is this just, like, some notification of policy change or something?  They say a lot of them are still playing, and that they'll all resub in nine months when the expansion comes out, so what is this announcement for?

ATTENTION:  WE WILL NOW BE DOING CASUAL CONTENT!  ALL YOU NUBS RUNNING 5-MANS, PREPARE TO HAVE THE SHIT CASUALED OUT OF YOU!  RAAAAR!  But first, a whine from our sponsor...


Title: Re: #3 guild in the US quits WoW.
Post by: Sjofn on March 18, 2008, 09:58:40 PM
I just think it's adorable they think anyone besides them really, truly cares if they're playing or not.   :heart:


Title: Re: #3 guild in the US quits WoW.
Post by: Tale on March 18, 2008, 10:10:27 PM
Can I have their stuff?


Title: Re: #3 guild in the US quits WoW.
Post by: rk47 on March 18, 2008, 10:18:17 PM
U KEN HAF DEIR ARKANE DUST  :awesome_for_real:


Title: Re: #3 guild in the US quits WoW.
Post by: Chimpy on March 18, 2008, 10:52:59 PM
Heh....this cracked my guild up when it was posted last week.

One of our Pallies (guild I am in raided 5 nights a week back in the times o progression) ninja apped to Risen and got accepted so transfered off to Alleria in the dead of night because he "wanted to raid everyday" about 3 weeks before our guild's first Illidan kill back in November.

Funny thing is, Risen had been clearing BT and Hyjal for long enough even then that alts were getting in for Hyjal and Black Temple and even if they did SSC/TK/Gruul/Mag every week, they were not going to be raiding more nights than we were. Unless you are only raiding for 2 hours a night, you can't possibly milk all the BC raid content over 7 days.

The first thing our guild leader (a pally) says when he hears this about Risen is: "Oh poor Al, I guess he won't be raiding more nights a week than we do now."

And getting all worked up about everyone who goes to Kara getting enough badges for an epic gem is pretty dumb. Our raid leader is ecstatic that he is going to have a use for his 350 badges he has had for 6 months and will be able to finally catch up on the number of Crimson Spinels the guild owes members for tier6 gear.


Title: Re: #3 guild in the US quits WoW.
Post by: Jobu on March 18, 2008, 11:36:40 PM
Quote
Do you want the truth? Blizzard is giving nobody that pays for a subscription to WoW what they deserve. With the amount of money they are making, they should be...

I thought that part was pretty apt though. They are making ludicrous amounts of money, and can't seem to be bothered to really put it back into the game in any meaningful, consistent way.


Title: Re: #3 guild in the US quits WoW.
Post by: rk47 on March 19, 2008, 12:20:37 AM
What sort of meaningful things you want? You have ding grats. Then shinies from killing huge HP mobs or killing other players. Unless you're talking about player towns...that's different.


Title: Re: #3 guild in the US quits WoW.
Post by: Megrim on March 19, 2008, 02:01:15 AM
Not to rain on the lolraiderz parade you guys are having, but i thought he did have one good point. Blizzard needs(needed?) to create a great deal more 5 and 10-man content. I know for a fact i'd still be playing if there were more 5-mans to level-up with.


Title: Re: #3 guild in the US quits WoW.
Post by: Fabricated on March 19, 2008, 03:19:19 AM
Heh....this cracked my guild up when it was posted last week.

One of our Pallies (guild I am in raided 5 nights a week back in the times o progression) ninja apped to Risen and got accepted so transfered off to Alleria in the dead of night because he "wanted to raid everyday" about 3 weeks before our guild's first Illidan kill back in November.

Funny thing is, Risen had been clearing BT and Hyjal for long enough even then that alts were getting in for Hyjal and Black Temple and even if they did SSC/TK/Gruul/Mag every week, they were not going to be raiding more nights than we were. Unless you are only raiding for 2 hours a night, you can't possibly milk all the BC raid content over 7 days.

The first thing our guild leader (a pally) says when he hears this about Risen is: "Oh poor Al, I guess he won't be raiding more nights a week than we do now."

And getting all worked up about everyone who goes to Kara getting enough badges for an epic gem is pretty dumb. Our raid leader is ecstatic that he is going to have a use for his 350 badges he has had for 6 months and will be able to finally catch up on the number of Crimson Spinels the guild owes members for tier6 gear.
What's up with everyone wanting Crimson Spinels instead of anything else again?

Also, BAWWWWWWWWWWWW on Risen's part. Go play Vanguard.


Title: Re: #3 guild in the US quits WoW.
Post by: Merusk on March 19, 2008, 03:24:07 AM
Not to rain on the lolraiderz parade you guys are having, but i thought he did have one good point. Blizzard needs(needed?) to create a great deal more 5 and 10-man content. I know for a fact i'd still be playing if there were more 5-mans to level-up with.

You're right, they do, absolutely.  However, the whine wasn't that they aren't putting in enough small group but enough raids. I just can't look at the numbers and see how the hell hardcore raid-types justify that arrogance.  It's ludicrous.

Should Blizz be putting-in more small-raid and small-group stuff? Yes.  Is the excuse "well our content teams are working on the x-pac" really valid?  No, not with the rake they're pulling down.  All I can imagine is there's some kind of struggle to 'stay a small company' despite everything around the game pointing in a different direction.

On a related note, it was predicted by someone (or maybe a few someones) when woW first started-up that  Blizzard's content pace would doom them.  It looks like the cracks on that might finally be showing.. 4 years later.  :uhrr:  I guess the catalyst would be 2 new MMOs coming out relatively soon that actually have captured the player's imaginations, unlike Vanguard and TR.  Odd, that.


Title: Re: #3 guild in the US quits WoW.
Post by: slog on March 19, 2008, 04:54:55 AM
Quote
Do you want the truth? Blizzard is giving nobody that pays for a subscription to WoW what they deserve. With the amount of money they are making, they should be...

I thought that part was pretty apt though. They are making ludicrous amounts of money, and can't seem to be bothered to really put it back into the game in any meaningful, consistent way.

Yes, that stood out to me as well.  To me, it looks like this Cash Cow is on cruise control.


Title: Re: #3 guild in the US quits WoW.
Post by: MrHat on March 19, 2008, 05:16:17 AM
I thought it was a great post.

tl;dr for me was "With regards to fun, to each their own, and if you're not having fun, fucking stop."

Which pretty much sums it up doesn't it?


Title: Re: #3 guild in the US quits WoW.
Post by: Dren on March 19, 2008, 05:26:46 AM
Hrm, I must have been sleeping hard because I didn't feel a thing.  I doubt Blizzard did either.

I certainly would like more content to come out quicker, but I'm not going to assume that mo'money is the answer to pumping out the instances.  Mo'money just means you can hire more people.  More people doesn't exactly mean more content.

Depending on how they originally designed the architecture of the game, changes may be just a tad bit harder than shoving new items, monsters, instances, skills, talents, etc into it by multiple different design teams.  You guys want more content, but you'd be the first to bitch if anything was broken or nerfed due to any content additions too.

Hell, we have pages and pages of complaining that all the old content is useless now.  I imagine it is much like trying to impregnate a women by 9 men to make a baby each month.  The system isn't built to produce that way.

I suppose if Blizzard had foreseen that they had a 10 million sub game on their hands.  It would have been structured differently so that scaling up production of content was feasible.

My bet is that the revenue they are raking in now is being used on standard content expansions/patches and whatever is left over is spilled over into the "Next Best Thing."  Hell, I'd be working on more than one.


Title: Re: #3 guild in the US quits WoW.
Post by: rk47 on March 19, 2008, 05:35:51 AM
4 years of at least 1 million subs is already a huge success. No pressure on them. If Blizzard is smart, they'd take half of the team off to develop a new title that can operate on a low to medium spec and repeat the cycle again while using the remaining half to trickle more free content and $40 exp packs.

The issue here is probably to make 5-mans more accessible to all classes but they still refused to take down the tank-healer-dps philosophy that limits their design. Let's just imagine for a moment if we just run into instance where we're fighting around 10 mobs per pull that each of the class in 5 man party can take on two at a time? Is there anything wrong with that? I feel it's more fun than, 'HEY HEAL ME!' 'HEY MORE DMG PLZ' 'BUFF ME PLZ' and then groaning when the healer/tank had to log off midway. Fuck, let us go dps crazy for once and not worry team make up ala COH. 5 warlocks? Sure. 5 Shammy? Why the hell not. 5 Hunters? Sure. Hardcore raiders would complain 'oh noes it's too easy' 'don't give epics to the casuals so cheaply'. Sigh. they can still have their 40 mans or 20 mans, but at least the casuals have SOMETHING to do while getting their gear up to actually take on 20mans instead of getting their eyes bleed on 5 mans till their gears and guilds are good enough.



Title: Re: #3 guild in the US quits WoW.
Post by: K9 on March 19, 2008, 05:58:59 AM
...


Title: Re: #3 guild in the US quits WoW.
Post by: Miasma on March 19, 2008, 06:08:17 AM
Having unlimited amounts of money doesn't really help them make more content, there are only so many people they can manage and still put out a high quality experience.  And besides, Blizzard probably is making a new zone and a new instance every month, for their next MMO.

What's funny is most of the people in that guild won't really quit, they are too addicted and have nothing else to do.  They will probably just play in other guilds with alts or PvP.


Title: Re: #3 guild in the US quits WoW.
Post by: slog on March 19, 2008, 06:29:28 AM
Having unlimited amounts of money doesn't really help them make more content, there are only so many people they can manage and still put out a high quality experience.  And besides, Blizzard probably is making a new zone and a new instance every month, for their next MMO.

I don't agree. For example, You can set up two separate teams that are dedicated to adding 5 mans.


Title: Re: #3 guild in the US quits WoW.
Post by: Miasma on March 19, 2008, 06:39:19 AM
Oh mathematically it's possible sure, but in the real world that means you have to find fifty new artists/designers/programmers/testers/managers who are just as good as the ones you already have, that's the problem.  You can't double your team and expect to put out the same excellent product, it's a quality versus quantity problem.  I'm sure blizzard is hiring as many people as it can but it won't let down its standards to fill those positions.


Title: Re: #3 guild in the US quits WoW.
Post by: Chimpy on March 19, 2008, 07:01:15 AM
What's up with everyone wanting Crimson Spinels instead of anything else again?

The red gems are always the most soughtafter for DPS and healing classes because they are the raw "money stat" gems: 10 agility, 10 strength, 12 spelldmg, 22 healing. Certain colors (like green) are poorly thought out and are very rarely used, but are just as common a drop as spinels, if not more.

It is literally a joyous occasion when they mine a gem node in hyjal and you get more spinels out of it than anything else.


Title: Re: #3 guild in the US quits WoW.
Post by: schild on March 19, 2008, 07:10:16 AM
Quote
Do you want the truth? Blizzard is giving nobody that pays for a subscription to WoW what they deserve. With the amount of money they are making, they should be...

I thought that part was pretty apt though. They are making ludicrous amounts of money, and can't seem to be bothered to really put it back into the game in any meaningful, consistent way.

Yes, that stood out to me as well.  To me, it looks like this Cash Cow is on cruise control.

Fuck! If it were my game, I'd be on cruise control too!

Think About It:

Addicts.

Money already taken.

No guarantee for new content.

I'd be sitting in a chair with a very tall back, pointing, and laughing.


Title: Re: #3 guild in the US quits WoW.
Post by: Trippy on March 19, 2008, 07:12:14 AM
Oh mathematically it's possible sure, but in the real world that means you have to find fifty new artists/designers/programmers/testers/managers who are just as good as the ones you already have, that's the problem.  You can't double your team and expect to put out the same excellent product, it's a quality versus quantity problem.  I'm sure blizzard is hiring as many people as it can but it won't let down its standards to fill those positions.
They've also lost a lot of people leaving to join/form other companies and of course they are working on an expansion.


Title: Re: #3 guild in the US quits WoW.
Post by: Chimpy on March 19, 2008, 07:48:07 AM
They've also lost a lot of people leaving to join/form other companies and of course they are working on an expansion.

They are also working on other products.



Title: Re: #3 guild in the US quits WoW.
Post by: Dren on March 19, 2008, 07:58:46 AM
I'd love to have more quanitity and more diverse 5-mans/10-mans.  That makes sense.  Give us variety.

Having more BG's can be an issue though.  Right now, the queue times are very nice.  I can PvP my heart out all night solid.  If you start dividing the same playerbase that is running 4 BG's now into 10?  Not so hot.

One or two more probably wouldn't be a big deal, but there will be a breakpoint that starts to affect queue times substantially.  Plus, they'll then have that many more BG's for people to bitch about how "unfair" they are for their side as opposed to the other.  Will having 2-3 more AV's make your gaming experience better?

Maybe they'll come out with some BG that has a really neat twist to it for some additional fun, but my limited mind can't come up with it right now.  If all they add is another AB or EoTS with different looks and more or less flags, my PvP experience won't be improved.  Maybe this promise of long ranged comabt and destructible buildings will be the bee's knees?


Title: Re: #3 guild in the US quits WoW.
Post by: K9 on March 19, 2008, 08:13:19 AM
You're right about BGs, adding more isn't a great solution as it you have to spread the population out more. However I really wouldn't miss WSG, AB or AV if they made new CTF, CP and Assault style maps for higher levels.

They could also do the decent thing and give us a BG where the sole goal is to be the first side to XXX kills, which frankly would be more enjoyable than any of the existing BGs as far as I'm concerned.


Title: Re: #3 guild in the US quits WoW.
Post by: Threash on March 19, 2008, 08:25:04 AM
I'd love to have more quanitity and more diverse 5-mans/10-mans.  That makes sense.  Give us variety.

Having more BG's can be an issue though.  Right now, the queue times are very nice.  I can PvP my heart out all night solid.  If you start dividing the same playerbase that is running 4 BG's now into 10?  Not so hot.

One or two more probably wouldn't be a big deal, but there will be a breakpoint that starts to affect queue times substantially.  Plus, they'll then have that many more BG's for people to bitch about how "unfair" they are for their side as opposed to the other.  Will having 2-3 more AV's make your gaming experience better?

Maybe they'll come out with some BG that has a really neat twist to it for some additional fun, but my limited mind can't come up with it right now.  If all they add is another AB or EoTS with different looks and more or less flags, my PvP experience won't be improved.  Maybe this promise of long ranged comabt and destructible buildings will be the bee's knees?

Adding different maps to the same bgs wouldn't increase queue times.  They did it for arenas.


Title: Re: #3 guild in the US quits WoW.
Post by: Jayce on March 19, 2008, 08:32:08 AM
I disagree with most people in this thread.  I think the first post was about as well reasoned correctly spelled as you can get, and he nicely kept his head from exploding like a lot of intarnet pundits.  He even used the word "amalgam" correctly.

I guess the first instinct is to just say 'lolraiders' and move on, and I agree he probably spent too much time playing the game, but the post in itself was well-written.  And like he says, I don't see how it can be whining if he says up front: if you don't care about what I'm about to write, don't read it.



Title: Re: #3 guild in the US quits WoW.
Post by: WindupAtheist on March 19, 2008, 08:40:46 AM
Blizzard no longer cares about the hardcore gamers, be that the raiders or the pvpers. Well, we're done with it. It wasn't just one thing really. While we were all excited to get some tier6 for our freshly 70 alts from this new badge gear, there's a part of you that just has to feel some pain when you look back at all the time you spent farming instances...for nothing.

I polish my shitty quest greens with his tears.


Title: Re: #3 guild in the US quits WoW.
Post by: slog on March 19, 2008, 08:53:12 AM
I disagree with most people in this thread.  I think the first post was about as well reasoned correctly spelled as you can get, and he nicely kept his head from exploding like a lot of intarnet pundits.  He even used the word "amalgam" correctly.

I guess the first instinct is to just say 'lolraiders' and move on, and I agree he probably spent too much time playing the game, but the post in itself was well-written.  And like he says, I don't see how it can be whining if he says up front: if you don't care about what I'm about to write, don't read it.



In every game you get to the point where everything gets old and it's time to quit.  There is no need to make GINORMOUS LOOK AT ME IM QUITTING IM SO IMPORTNAT  threads.

You just cancel and move on.


Title: Re: #3 guild in the US quits WoW.
Post by: Merusk on March 19, 2008, 09:09:24 AM
I guess the first instinct is to just say 'lolraiders' and move on, and I agree he probably spent too much time playing the game, but the post in itself was well-written.  And like he says, I don't see how it can be whining if he says up front: if you don't care about what I'm about to write, don't read it.

Saying that is a lame tactic to try and avoid criticism.  If he truly, TRULY didn't want othe hardcore people to rise up to the cry of "Yeah, give us harcore people shit to make us special again!" then there was no reason to post it on the front page, and a discussion thread in the public parts of their forum.   It's real simple to post the "we're not going to raid anymore, bye" bit in your private forum and simply dissapear.  But that doesn't get you eyeballs and attention.

 The second post I quoted was the first in the series (since I just ripped it from their front page.).   The "stop whining you internet dweebs, it wasn't FOR YOU." post was after the first started to circulate and people were doing the "LOLZ hardcore" laugh & dance, in an attempt to spin the aftermath.


Title: Re: #3 guild in the US quits WoW.
Post by: Morfiend on March 19, 2008, 09:21:14 AM
I kind of have to agree with a lot of his point. The second (first on page) post was well done IMO. The first post did seem like "Wahhhhhh casual wahhh epics" but the longer post was well done.

He has some good points. His guild like raiding hardcore, and the game isnt offering what they are looking for anymore, so they are not going to freak out and try and make the game something its not. I have much more respect for people like him who say "This isnt fun for us ant more, we are quitting" than the people who constantly whine and moan about how not fun the game is, yet continue to play day in and day out.


Title: Re: #3 guild in the US quits WoW.
Post by: Merusk on March 19, 2008, 09:35:00 AM
Thing is.. most of them haven't quit playing.  Several have transferred off the server to join other raiding guilds, and several others have joined the other top-5 guilds on Alleria.  I can't check his armory from work, but it wouldn't surprise me to find he's still logging in, a week after the 2nd statement and 2 weeks after the first.

Like you said, you can only 'quit' if you stop playing, otherwise it's whining. My understanding is only about 5-6 of them actually have done so.  :oh_i_see:  That leads me to the whole "you're just whining because BLizzard woke-up and realized that pumping out content 80% of the playerbase  won't see isn't a good investment." (according to Wow-jutsu only 11-12% of players have been IN BT/MHJ)



Title: Re: #3 guild in the US quits WoW.
Post by: Morfiend on March 19, 2008, 09:45:27 AM
Well as a whole they "quit" raiding. It wasnt fun for them any more, so they stopped doing it.


Title: Re: #3 guild in the US quits WoW.
Post by: Xanthippe on March 19, 2008, 11:15:16 AM
Well as a whole they "quit" raiding. It wasnt fun for them any more, so they stopped doing it.

It took them a whole lot longer than most to figure that out.


Title: Re: #3 guild in the US quits WoW.
Post by: Dren on March 19, 2008, 11:40:35 AM
You really haven't quit if you are still writing huge essays about the game you "quit."  They've replaced instance raiding with forum raiding.


Title: Re: #3 guild in the US quits WoW.
Post by: Jayce on March 19, 2008, 01:37:56 PM
Isn't this from their guild front page?

If you're a high-end progression raiding guild, and you quit raiding, isn't that pretty newsy for your guild website?


Title: Re: #3 guild in the US quits WoW.
Post by: Fabricated on March 19, 2008, 02:17:11 PM
Blizzard has Uncle Scrooge's money bin and can't put out content at anything but a fairly glacial pace, but I'm not really annoyed myself since I'm still pretty much on the low-end of the raiding scale and still have plenty of content ahead should I want to do it. The lack of new 5-mans sort of bugs me and this is with me having 2 characters I play that don't really need any blues anymore. Magister's Terrace is really fun, but it'd be nice to get one of those every 2-3 months or something. Shit, it'd be nice to get more than a single new 5-man instance over the course of 1-2 years.


Title: Re: #3 guild in the US quits WoW.
Post by: slog on March 19, 2008, 02:35:54 PM
so I got home and looked over their site.

Seriously, it's a bunch of crybaby raiders who want Blizz to cater to their every whim


Title: Re: #3 guild in the US quits WoW.
Post by: UnSub on March 19, 2008, 07:39:53 PM
Dammit, my post got ate.

In short: Blizzard have gotten very complacent with that US $10 m per week in profit that comes in throught their doors. They could (and probably should) be burying their competitors with new content for WoW.


Title: Re: #3 guild in the US quits WoW.
Post by: pants on March 19, 2008, 08:47:32 PM
Dammit, my post got ate.

In short: Blizzard have gotten very complacent with that US $10 m per week in profit that comes in throught their doors. They could (and probably should) be burying their competitors with new content for WoW.

Who are their competitors however?  WAR and AoC are coming along soonish - however they seem to have a slightly different mindset, that being more PVP focussed.  If you want a PvE game to whack foozles - theres noone out there or on the horizon.  I'm sure Blizzard has a war chest if they need it, but for now they have plenty of time to make World of Starcraft or whatever, work on the WoW expansion, and roll in their piles of money.  Which is where most of the money is going - not in investment, but in rolling in piles of money - cause thats what you do if you have a wildly successful product.


Title: Re: #3 guild in the US quits WoW.
Post by: Ratman_tf on March 19, 2008, 09:32:35 PM
lolz raider drama

Oh noes. I posted in this thread, so now I'm part of it!  :ye_gods:


Title: Re: #3 guild in the US quits WoW.
Post by: Paelos on March 19, 2008, 10:26:58 PM
I don't care what he writes, so I stopped reading it at that point. Have fun dickheads, until the next time some weird computer game grabs your dick with a lasso.


Title: Re: #3 guild in the US quits WoW.
Post by: Koyasha on March 19, 2008, 11:24:51 PM
Our crew is on RoS in BT and I'm having a helluvha lot of fun with the game right now. We'll be finishing up BT in the next few weeks, just in time for the Sunwell to kick off.

But give me a fucking break. When you raid 7 nights a week of course you're going to burn through content faster than they create it. You did power raiding to shine your epeen. Once that glow wore off, you found out that you burned right past any and all fun you could have been having with the game in the process.

Bravo douchebags, bravo.

EDIT: I'll expand on this a bit

If you don't find raiding inherently fun, you're doing it for all the wrong reasons. Granted, raiding sure as hell isn't for everyone. But for me personally, I love the challenge of taking down "big shit" with guys I've been gaming with for years. The cheers on vent when you finally knock over a guy you've been working on for a few nights makes it well worth it.

Enjoy raiding for what it is, challenging encounters designed for large groups of people. If you base your raiding on anything other than that you are, as Schild said earlier, doing it really fucking wrong.
I see a problem with this as relates to WoW.  First off, I agree that's the right way to go about raiding.  However, someone has to be at the top end of progression along any scale of it, and when that someone gets to see the new content that is supposed to challenge them before it is even released to live servers then how is that content supposed to remain fun and engaging for the next however bloody many months it's going to be until something new comes out?  It's not.

Right now, they have the Sunwell Plateau on the Test Server.  Guilds, mostly consisting of top-end raiding guilds, are going there and kicking the shit out of it, and from the loot and info on places like mmo-champion, most of the bosses have been beaten.  These people have faced the challenge, beaten it, and are now going to be relegated to farming it for the next however many months for their real characters.  Before the content is even released to live servers.  Sure, this content needs to be tested...but the people it's designed to entertain are not the people who should be testing it, because by the time they're done with that, it's not entertaining anymore!

EverQuest has always had a reasonable pace of releasing content, and they didn't throw it out there to be tested, either.  They did in-house testing, and when things came up when the actual players got a hold of it, they tweaked it on live.  With most expansions, top end guilds took somewhere around 2-4 months - sometimes more - to reach the 'end' of the expansion, by which time another expansion was just around the corner.  They farmed the content for a couple months, then had a new expansion worth of shiny to play with and be challenged by.  Blizzard has enough money to release raider content at that pace as well as releasing casual and small-raid content at an excellent rate as well, but they're not doing it.  How long was it between the release of Planes of Power and when Fires of Heaven finally reached the Plane of Time?  I think it was well over six months, but I don't feel like looking it up - I do know it was quite some time.  When Shadows of Luclin was released, the Avatar of War had just been beaten a matter of weeks prior.  Nobody had months after these encounters had been beaten and they were no longer challenging with nothing else to do; new challenges constantly awaited them.  There are many flaws in EQ, but keeping players supplied with challenge has never been one of them.


Title: Re: #3 guild in the US quits WoW.
Post by: Dren on March 20, 2008, 04:55:44 AM
Isn't this from their guild front page?

If you're a high-end progression raiding guild, and you quit raiding, isn't that pretty newsy for your guild website?

That's true, but it reads as thought the audience is everyone else.  The author has obviously been reading forums that contain the comments from everyone outside of their guild.  That person is obviously still spending time worrying about the "State of the Game" and the community.

They may not be paying a sub, but they are still playing.


Title: Re: #3 guild in the US quits WoW.
Post by: Kirth on March 20, 2008, 05:59:41 AM

EverQuest has always had a reasonable pace of releasing content, and they didn't throw it out there to be tested, either.  They did in-house testing, and when things came up when the actual players got a hold of it, they tweaked it on live.  With most expansions, top end guilds took somewhere around 2-4 months - sometimes more - to reach the 'end' of the expansion, by which time another expansion was just around the corner.  They farmed the content for a couple months, then had a new expansion worth of shiny to play with and be challenged by.  Blizzard has enough money to release raider content at that pace as well as releasing casual and small-raid content at an excellent rate as well, but they're not doing it.  How long was it between the release of Planes of Power and when Fires of Heaven finally reached the Plane of Time?  I think it was well over six months, but I don't feel like looking it up - I do know it was quite some time.  When Shadows of Luclin was released, the Avatar of War had just been beaten a matter of weeks prior.  Nobody had months after these encounters had been beaten and they were no longer challenging with nothing else to do; new challenges constantly awaited them.  There are many flaws in EQ, but keeping players supplied with challenge has never been one of them.

Also, EQ content had a certain measure of re-usability. I remember doing things like ToV when our low end 'casual' raiding guild didn't have a PoP or SoL target to take, and people enjoyed it and it was worthwhile for the most part. Blizzard has a lot of dead content now, and when wrath launches it will have alot more, IMO there philosophy of 'bringing everyones gear level' up to a point ( I think the original post referenced t6 gear being available from badges) is incorrect because it invalidates content that people would otherwise do to "gear up" a raid force.


Title: Re: #3 guild in the US quits WoW.
Post by: Miasma on March 20, 2008, 06:14:33 AM
Progression in Everquest took so long because everyone on the server had to share the same damn Bosses.  Can you even imagine such a terrible idea nowadays?  Yeah sorry but we killed Illidan two days ago, he'll be up in another fourteen hours but our server has an ordered list for who gets to take the next shot at him, you might get a chance to wipe on him in another four weeks, see you then.

Plus Everquest was the game that pioneered intentionally breaking bosses so that you couldn't progress because the later content wasn't actually finished yet.  Anybody who thinks fondly of raiding in Everquest is one of those people who remembers the good times but forgets about all this bullshit that surrounded it.


Title: Re: #3 guild in the US quits WoW.
Post by: Llava on March 20, 2008, 08:56:58 AM
(according to Wow-jutsu only 11-12% of players have been IN BT/MHJ)

11-12% of guilds, even.  That's not considering the full membership of the guild, or unguilded players, if I'm correct in how wowjutsu works.

But if, for instance, you raid with another guild and get a drop from BT, your guild is marked as having killed that boss when actually it's just you.


Title: Re: #3 guild in the US quits WoW.
Post by: Paelos on March 20, 2008, 09:02:13 AM
(according to Wow-jutsu only 11-12% of players have been IN BT/MHJ)

11-12% of guilds, even.  That's not considering the full membership of the guild, or unguilded players, if I'm correct in how wowjutsu works.

But if, for instance, you raid with another guild and get a drop from BT, your guild is marked as having killed that boss when actually it's just you.

Correct. The majority of my guild has never been in SSC or TK, but because I have a few drops from there on my raiding alliance, it counts us as done.


Title: Re: #3 guild in the US quits WoW.
Post by: Righ on March 20, 2008, 10:42:30 AM
If somebody transfers from a guild and has a drop from a raid, it will count the guild they transfer to as a raiding guild that has experienced that raid. The true statistic is that 11% of guilds in the ranking tables (which ranks only around a third of guilds that the site knows about) has had at some time one or more player character that has equipped an item from BT. Even with people who have changed guilds or who fill spots in other guilds raids that comes to only 3% of guilds that the site even knows about having at one time had BT loot on a character in their guild. I would imagine that considerably less than 1% of players have a character that has been through the BT instance portal. Hell, I'll bet that considerably less than 1% have a character that could.


Title: Re: #3 guild in the US quits WoW.
Post by: SurfD on March 20, 2008, 02:29:20 PM
If somebody transfers from a guild and has a drop from a raid, it will count the guild they transfer to as a raiding guild that has experienced that raid. The true statistic is that 11% of guilds in the ranking tables (which ranks only around a third of guilds that the site knows about) has had at some time one or more player character that has equipped an item from BT. Even with people who have changed guilds or who fill spots in other guilds raids that comes to only 3% of guilds that the site even knows about having at one time had BT loot on a character in their guild. I would imagine that considerably less than 1% of players have a character that has been through the BT instance portal. Hell, I'll bet that considerably less than 1% have a character that could.
I was pretty sure that WoWJutsu had some kind of mechanism in it to prevent transfer / guild hoppers from inflating a guilds potential progression rank.  Pretty sure you have to be IN the guild before you get a new tier item for it to count you as having downed X boss. Simply transferring your T5 equipped character into a t4 guild does not bump them up to T5 status.


Title: Re: #3 guild in the US quits WoW.
Post by: Tannhauser on March 20, 2008, 04:01:19 PM
Shit, I figured out raiding wasn't fun way before these addicted douchebags.


Title: Re: #3 guild in the US quits WoW.
Post by: Selby on March 20, 2008, 04:40:37 PM
Anybody who thinks fondly of raiding in Everquest is one of those people who remembers the good times but forgets about all this bullshit that surrounded it.
This needs to be stated over and over again.  Having to set the egg timers to bosses\mobs and getting in line to have a chance at a boss?  Fuck that noise.  Seriously.  I thought it was bullshit then and I still think it is.


Title: Re: #3 guild in the US quits WoW.
Post by: Merusk on March 20, 2008, 05:17:43 PM
Yeah, I said "people" but I knew that I meant only raid-guilds with 10+ players.  My bad.. I'd avoided saying that so well until just then, too.

If somebody transfers from a guild and has a drop from a raid, it will count the guild they transfer to as a raiding guild that has experienced that raid. The true statistic is that 11% of guilds in the ranking tables (which ranks only around a third of guilds that the site knows about) has had at some time one or more player character that has equipped an item from BT. Even with people who have changed guilds or who fill spots in other guilds raids that comes to only 3% of guilds that the site even knows about having at one time had BT loot on a character in their guild. I would imagine that considerably less than 1% of players have a character that has been through the BT instance portal. Hell, I'll bet that considerably less than 1% have a character that could.
I was pretty sure that WoWJutsu had some kind of mechanism in it to prevent transfer / guild hoppers from inflating a guilds potential progression rank.  Pretty sure you have to be IN the guild before you get a new tier item for it to count you as having downed X boss. Simply transferring your T5 equipped character into a t4 guild does not bump them up to T5 status.

Yeah, they said in one of the first versions that it would show-up as a guild having done a boss if someone x-ferred in, but they've got tracking stuff implemented now.  If you click-on a guild and someone's x-ferred now now the loot still shows as in that guild, with a >> next to that person's name indicating what guild they hopped to.

  They can't do anything to track server x-fers or renames, though, so no idea how it's handled when a new person suddenly appears with a bunch of loot.


Title: Re: #3 guild in the US quits WoW.
Post by: Koyasha on March 20, 2008, 09:03:46 PM
Also, EQ content had a certain measure of re-usability. I remember doing things like ToV when our low end 'casual' raiding guild didn't have a PoP or SoL target to take, and people enjoyed it and it was worthwhile for the most part. Blizzard has a lot of dead content now, and when wrath launches it will have alot more, IMO there philosophy of 'bringing everyones gear level' up to a point ( I think the original post referenced t6 gear being available from badges) is incorrect because it invalidates content that people would otherwise do to "gear up" a raid force.
Well, it takes a lot of badges to get the t6 equivalent loot, so there's still time spent in the gearing up process, but as for entertainment...yeah.  How many times before I get bored of every damn heroic in the game, or even quick Karazhan/Zul'aman clears?  WoW is absolutely terrible about keeping people constantly engaged with new and interesting stuff, instead having us redo the same old stuff for months upon months.  Years, even.

WoW was released in November 04, and BC was released in January 07.  That's 2 years, 2 months.  Furthermore, the release of Burning Crusade wiped out the usefulness of all level 60 content, making: Dire Maul, Stratholme, Scholomance, Upper and Lower Blackrock Spire, Molten Core, Onyxia's Lair, Blackwing Lair, Zul'Gurub, Ahn'Qiraj, and Naxxramas Necropolis obsolete.  I have no idea how many hours of development, programming, zone design, art, or anything else went into those zones put together, but essentially all of it has been thrown away. 

It's now been 3 years, 4 months since WoW's release, 1 year and 2 months since Burning Crusade.  Every boss in Burning Crusade's initial release has been defeated, bosses that were added in patches since Burning Crusade have been defeated, and most of the bosses that are yet to be released with the next patch have also been defeated.  For the people who have tested these bosses, there's nothing left to challenge them until Wrath of the Lich King comes out.  Nothing unseen, nothing undiscovered, no fun challenges await.

Where was EQ 3 years, 4 months in?  Shadows of Luclin - expansion number 3 - had been out for 5 months.  Fires of Heaven just got their first Emperor Ssraeshza kill.  The entire end-zone for Luclin was yet to be touched, and Planes of Power was 5 months away.  The Planes of Hate and Fear were actually still difficult - although their content had been mostly obsoleted.  Kunark content was still strong, and Velious content was still some of the better available gear for most people.  Most guilds would not set foot in Vex Thal until well after Planes of Power was released.  Not only did EQ not discard their old content, but they kept new content coming at a pace ahead of the top raiders.  Among EQ's problems was never one of keeping content available and waiting for people to defeat. 

Progression in Everquest took so long because everyone on the server had to share the same damn Bosses.  Can you even imagine such a terrible idea nowadays?  Yeah sorry but we killed Illidan two days ago, he'll be up in another fourteen hours but our server has an ordered list for who gets to take the next shot at him, you might get a chance to wipe on him in another four weeks, see you then.

Plus Everquest was the game that pioneered intentionally breaking bosses so that you couldn't progress because the later content wasn't actually finished yet.  Anybody who thinks fondly of raiding in Everquest is one of those people who remembers the good times but forgets about all this bullshit that surrounded it.

And it's not just a matter of non-instanced content and competition, either, because much later, in the ages of Gates of Discord, Omens of War, and the newer EQ expansions where all this raid stuff was instanced and on a timer just like WoW's, things still played out like this, with top guilds taking several months to complete an expansion, not finishing until the next one is just around the corner, and 'average' raiding guilds being an expansion or two behind on content with much to look forward to at all times. 

On a related note, it was predicted by someone (or maybe a few someones) when woW first started-up that  Blizzard's content pace would doom them.  It looks like the cracks on that might finally be showing.. 4 years later.  :uhrr:  I guess the catalyst would be 2 new MMOs coming out relatively soon that actually have captured the player's imaginations, unlike Vanguard and TR.  Odd, that.

Blizzard's content pace is glacial, which is what people have said right from the beginning.  Way back when WoW was first announced, we were commenting on Blizzard's glacial content production.  If you're not a raider you've been doing Hellfire Citadel, Coilfang Reservoir, Auchindoun, Caverns of Time, and Tempest Keep since Burning Crusade release, and only now have the new Magister's Terrace to throw in anything new whatsoever.  If you are a raider, you've had some new stuff become available since Burning Crusade, at least, but if you're in the upper echelon of raiders you probably already completed all of that some time ago, and are now getting to 'test' the new content, letting you get all the challenge you can out of it without even improving your real character.  Blizzard and WoW aren't going to be 'doomed', but the glacial content may start to make them lose some players as more options become available to its playerbase.

Lucky for me I'm not in the top echelon of raiders, because I too would be no longer having fun, if this was the case.  Also lucky that I switched faction....twice...since Burning Crusade was released.  Because if I had been playing one or two characters on one server this entire time, I would be no longer having fun, considering how many times I've -already- done all the existing instances, and how many more times I would have done them if I hadn't spent so much time re-leveling a new character.


Title: Re: #3 guild in the US quits WoW.
Post by: kaid on March 21, 2008, 10:37:08 AM
While he said it with a bit more drama than perhaps needed the main point is true when you are no longer having fun playing a game stop. Most of my guild is currently in hiatus mode because frankly we have not had any new content that is really doable for us since freaking drake quests were put in around 6 or 7 months ago. ZA looked on paper to be great as we do enjoy kharazan but frankly even though we have killed the prince he is by no means on farm status and our secondary tank just is not up to taking the wooping that the first ZA boss dishes out.

Thus we have had jack all to do that is new since shortly after BC was released. I do not hate wow I have mostly been playing eq2 lately with doing pvp stuff on the side in wow and arena stuff.

Blizzards content production pace smacks of really horrible management and or abysmal dev tools. If EQ2 with a much smaller cash flow can put out good quality releases every 8 or 9 months and blizzard is looking like its going to be at least year and a half between expansions something is wrong.

If they could hit the 12 months between expansion marks while slow it would probably be fine. We still had enough to do at around the 12 month point after bc came out but we all decided that since there is no real hope in sight of the expansion coming out any time soon to take a break to prevent burn out.

I give blizzard props for their quality but the pace they make things makes baby jeebus cry.


Title: Re: #3 guild in the US quits WoW.
Post by: Llava on March 21, 2008, 11:16:45 AM
I'm not playing anymore, but I'll recommend this to people getting bored with content.

Speed runs.

Start with heroics, get your best healer, your best tank, and your three best DPS.  See how fast you can do as many heroics as possible.

Following that, speed Karazhans.  Friend of mine has been solo healing them lately.  One healer (he's a Paladin), two tanks, 7 DPS.  Clear from top to bottom in 2 hours, and that's with a number of those DPS not being great.

After that, start on ZA.  Here's where it gets really fun- do the timed events.  You need some amazing players for this, but the previous steps should have brought you to this point.  We did 2 healers, 2 tanks, 6 DPS, and all the DPS should be able to maintain at least 900DPS.  Learn the instance, learn what pulls you can run past.  Last time we did it, we were about 30 seconds from getting the 4th timer and we had a few screw ups.

An event like that is where you really get to play your class, really use all the tools you have, rather than 25man snooze-fests.

Once you have a bear mount, go AFK in Shattrath or whatever major city you prefer, make a guild called "Bear With Me" or "Grin And Bear It" or "Bearly Elite" or "3/4, 5/6, Bear Mount".  Then sell your account, you beat WoW.


Oh, tips for ZA:  Don't wait for loot.  Kill the boss and move on.  The prisoner dudes will still be there when you get back and each of those costs you probably a minute.  The other good thing about this event is that every second counts- it's only 45 minutes.  That beats the hell out of running SSC for 4 hours.


Title: Re: #3 guild in the US quits WoW.
Post by: Modern Angel on March 23, 2008, 07:14:40 AM
While he said it with a bit more drama than perhaps needed the main point is true when you are no longer having fun playing a game stop. Most of my guild is currently in hiatus mode because frankly we have not had any new content that is really doable for us since freaking drake quests were put in around 6 or 7 months ago. ZA looked on paper to be great as we do enjoy kharazan but frankly even though we have killed the prince he is by no means on farm status and our secondary tank just is not up to taking the wooping that the first ZA boss dishes out.

Thus we have had jack all to do that is new since shortly after BC was released. I do not hate wow I have mostly been playing eq2 lately with doing pvp stuff on the side in wow and arena stuff.

Blizzards content production pace smacks of really horrible management and or abysmal dev tools. If EQ2 with a much smaller cash flow can put out good quality releases every 8 or 9 months and blizzard is looking like its going to be at least year and a half between expansions something is wrong.

If they could hit the 12 months between expansion marks while slow it would probably be fine. We still had enough to do at around the 12 month point after bc came out but we all decided that since there is no real hope in sight of the expansion coming out any time soon to take a break to prevent burn out.

I give blizzard props for their quality but the pace they make things makes baby jeebus cry.

This. Because *every single complaint* people have with the game, no matter what that complaint is (and I'm talking real complaints here, not ROUGE KILED ME N I HIT PIROBLAST), can be solved with them getting off their asses. Four 5 mans and one 100 man a month is retarded and that guy is retarded but they can do better than this. EQ2 does a great job with quality, fast content releases in the forms of patches, mini-packs and full expansion packs.

Interestingly, it's not just the casuals bitching about the content anymore. It's raiders, hardcore pvpers, across the spectrum... which, of course, isn't a problem now and will never be a massive problem given their sub base but it may be a bit of one once the competition lands.


Title: Re: #3 guild in the US quits WoW.
Post by: Llava on March 23, 2008, 11:22:51 AM
Honestly, I probably woulda stuck around much longer if they did something as simple as putting timers into heroics and 10 mans.  Just give me extra badges in heroics and for 10 mans some goofy mount.  Speed runs are fun, reward people for doing them.


Title: Re: #3 guild in the US quits WoW.
Post by: Fordel on March 23, 2008, 01:16:38 PM
One thing to consider is when they 'lose' players due to their glacial content development pace, is how many are really truly lost.


I know from even my own little guild, that people come and go in waves. We always have a few people 'quit' during the low points, but they all show up again once the new patch comes out. Like, how many people are not playing, but still keeping a sub due to the 3-6 month prepaid plans or whatnot?


Isn't that the ideal MMO customer? Pay for the subscription but don't use any of the resources?  :oh_i_see:


Title: Re: #3 guild in the US quits WoW.
Post by: Paelos on March 23, 2008, 03:47:17 PM
The truth is that most people don't really bother cancelling for long when they leave. They do just that. They wait until the next content patch, pay for another month to check it out, and then make decisions from there. When the next expansion hits you can expect another insane wave of people to return to check it out. However, given all we've seen just getting 2.4 out, there's almost no way in hell the expansion is coming until Thanksgiving, which is purely unacceptable in my view.

Taking 2 years to get the first expansion done, ok that's fine and all, but TBC hasn't really rocked my socks. It introduced a lot of crap I hated, like kara being on the only lead-in to 25 man raiding/Zangermarsh/fucking attunements, and it introduced some stuff I liked, ala difficulty adjustments in 5 mans/lower raid caps/dailys for gold instead of farming endlessly. In fact, most of the nifty hardcore content didn't even actually launch in the expansion. ZA, Black Temple, Magisters, and Sunwell have all come in the last approximate year, soaking up lord knows how many resources.

The next expansion is make or break for me in terms of the game. It'll be coming out at the same point I was in DAOC when ToA released. If it's going to make things even more ridiculously hardcore at the top end to appease the epeens, I'm out. I like to raid, but I do it for fun, not getting kicked in the balls repeatedly for months on end. Killing Arthas after 10 phases and 30 minutes isn't worth it to me.


Title: Re: #3 guild in the US quits WoW.
Post by: Llava on March 23, 2008, 09:43:41 PM
Killing Arthas after 10 phases and 30 minutes isn't worth it to me.

Quit now.  I guarantee you at least 20 minutes and 5 phases to that battle at the very, very least.  Hell, the group I ran with would be disappointed with less, and we were about as casual as decent 25 mans can get.


Title: Re: #3 guild in the US quits WoW.
Post by: Paelos on March 23, 2008, 10:27:49 PM
Killing Arthas after 10 phases and 30 minutes isn't worth it to me.

Quit now.  I guarantee you at least 20 minutes and 5 phases to that battle at the very, very least.  Hell, the group I ran with would be disappointed with less, and we were about as casual as decent 25 mans can get.

You think things would get that far? A boss fight should never take 15 minutes unless you ARE NOT PREPARED!


Title: Re: #3 guild in the US quits WoW.
Post by: Llava on March 24, 2008, 12:41:25 AM
Going with my gut.  There have been grumbles about the Illidan fight being anti-climactic.

Though who knows, maybe Blizzard knows better.  They've done well.  Honestly, there are ways to improve the game, but it's not for flaws with it that I quit.  It was because I have goals for this year and WoW was getting in the way.  So I should probably give them the benefit of the doubt.

I was hoping they'd put in a boss with a really low health total who has a ridiculous regeneration rate, so the question isn't total damage dealt but damage per second.  They could very well end up throwing wrenches like that into the system, and that would run counter to the staple of "more HP, more damage, more harder".

But... something still tells me, 20 minutes, at least 5 phases.


Title: Re: #3 guild in the US quits WoW.
Post by: Fabricated on March 24, 2008, 03:08:03 AM
If I was Blizzard I'd just design Arthas in a way that he was literally impossible to kill but so it looks like he is totally killable if you would just play perfect enough. The uber-guilds would happily beat their heads against him for months until you decided enough time has passed and made some subtle adjustments to make him killable.


Title: Re: #3 guild in the US quits WoW.
Post by: Merusk on March 24, 2008, 03:31:32 AM
They've said a few times already that Arthas won't be an encounter.  Some BS about "Arthas as the Lich King is too badass for even a 40 man of level 100s to kill him."

Which means, what? Archimonde is a pussy? (Ok, well, they did have the forest wisps helping there... )


Title: Re: #3 guild in the US quits WoW.
Post by: eldaec on March 24, 2008, 04:07:30 AM
Can I have their stuff?


Title: Re: #3 guild in the US quits WoW.
Post by: Dren on March 24, 2008, 05:06:37 AM
There is a common opinion out there that none of the "big" bosses should have been killable anyway.  I kind of subscribe to that.  Where is the lore supposed to go now that all of the worst bosses evaar are now dead?  I suppose they could use the old soap opera come-backs, but that is pretty lame.

"You didn't really kill boss xxyyzz.  That was his clooooone!!!!"

It would have made more sense to just allow certain events to take place that either took those bosses out or at least "banished" them.  For instance:  Clear a path to allow evil boss A to get after evil boss B.  Once done, watch the fireworks fly!  Hey look, evil guy B lost and left this big chest of goodies behind.

Another example:  Set up the right conditions so good guy A can banish/trap bad guy B.  Oops, bad guy B left behind a lot of items in his footlocker!


Title: Re: #3 guild in the US quits WoW.
Post by: Modern Angel on March 24, 2008, 05:38:17 AM
There is a common opinion out there that none of the "big" bosses should have been killable anyway.  I kind of subscribe to that.  Where is the lore supposed to go now that all of the worst bosses evaar are now dead?  I suppose they could use the old soap opera come-backs, but that is pretty lame.

"You didn't really kill boss xxyyzz.  That was his clooooone!!!!"

It would have made more sense to just allow certain events to take place that either took those bosses out or at least "banished" them.  For instance:  Clear a path to allow evil boss A to get after evil boss B.  Once done, watch the fireworks fly!  Hey look, evil guy B lost and left this big chest of goodies behind.

Another example:  Set up the right conditions so good guy A can banish/trap bad guy B.  Oops, bad guy B left behind a lot of items in his footlocker!

I've always thought that WC4 will come out once they wipe out the current lore bosses by letting you kill them in WoW.

Re: turn around time on their content. I remember getting to 70, checking out the five mans, heroics, seeing how much raid content was in the game and thinking, "Blizzard is SO smart and so disciplined! There's pretty much *exactly* one year of content here at all levels so people can just head right into their next expansion!"

So they got that part right: make one year of content which should be dying off just as you're ready for a new expansion. Except the new expansion never came.


Title: Re: #3 guild in the US quits WoW.
Post by: waylander on March 24, 2008, 07:13:07 AM
I personally think that the Badges of Justice for certain types of gear upgrades was a good idea. There are tons of casuals who can't raid, and their game would effectively end at level 70 without a continued way to progress. What I don't like is that the badges require playing on heroic mode, and the heroic dailies drop very few badges. 

On the raider side, not every guild has a ton of time to put into gaming. I think its good that everyone's got an equal shot at these raid dungeons now without having to deal with time consuming side quests just to gain entrance.

While LotD isn't as high ranked as these guys, we're in the top 10% of US ranked guilds and hovering around the top 5%.  I know how much time our guys put into this game, and all the dumb restrictions that set us back as we replace retiring members with new recruits. I think we'll enjoy being able to access BT before the next expansion because without these changes, we'd probably never see it.


Title: Re: #3 guild in the US quits WoW.
Post by: Ratman_tf on March 24, 2008, 07:58:11 AM
There is a common opinion out there that none of the "big" bosses should have been killable anyway.  I kind of subscribe to that.  Where is the lore supposed to go now that all of the worst bosses evaar are now dead?  I suppose they could use the old soap opera come-backs, but that is pretty lame.

"You didn't really kill boss xxyyzz.  That was his clooooone!!!!"

In a world full of rezzers, I would find it strange if anyone stayed dead.


Title: Re: #3 guild in the US quits WoW.
Post by: Mrbloodworth on March 24, 2008, 08:02:46 AM
Blizzard no longer cares about the hardcore gamers, be that the raiders or the pvpers. Well, we're done with it. It wasn't just one thing really. While we were all excited to get some tier6 for our freshly 70 alts from this new badge gear, there's a part of you that just has to feel some pain when you look back at all the time you spent farming instances...for nothing.

I polish my shitty quest greens with his tears.

LMAO.


Title: Re: #3 guild in the US quits WoW.
Post by: Chimpy on March 24, 2008, 09:43:25 AM
If I was Blizzard I'd just design Arthas in a way that he was literally impossible to kill but so it looks like he is totally killable if you would just play perfect enough. The uber-guilds would happily beat their heads against him for months until you decided enough time has passed and made some subtle adjustments to make him killable.

C'Thun was that way for a total of about 3 weeks.

Then Xi and the Death and Taxes drama patrol got ahold of someone who understood math better than they did and figured out that it was impossible with the game mechanics and gear of the time to kill him the way he was and cried like a pack of little girls who had their lollies stolen until Blizzard "fixed" it. Then they cried even more when Nihilum got the world first kill because "blizzard hot patched it when Europe still had cleared instances".

You will never make the nerd-rage hardcores happy, regardless of how you tune stuff. They complain about everything for the sake of complaining about it and showing how much smarter they are than the people whose game they pay to play.


Title: Re: #3 guild in the US quits WoW.
Post by: Lightstalker on March 24, 2008, 08:18:38 PM
Quote
You will never make the nerd-rage hardcores happy, regardless of how you tune stuff. They complain about everything for the sake of complaining about it and showing how much smarter they are than the people whose game they pay to play.

You don't have to try to make them happy, you just have to keep taking their money.

Apparently it is that second part that is letting them down here.



Personally, I'm pissed we can't get our shit together for bear mounts in ZA, stuck at 3/4.  I like badge loot, because N drops for M guys (M>>N) is just not very fun at all.  If you are going to give me a 'challenge' that is: designed to be beaten and easily beaten, don't waste my time making me come back an arbitrarily large number of times for the shiny because I won't do it.  Most players cannot perform to within 85% of their gear limit anyway so gratz epix is pretty hollow when you know it won't help the chaff you bring along not stand in fire any better.  I think every raid encounter in WoW just comes down to getting enough idiots to not stand in fire for 10 minutes at a time.  That's pretty depressing and why I'm pretty much only interested in timed ZA runs anymore since that sustained focus is still something that any chimp with a keyboard can't manage.  Oh, and I don't expect WotLK to be any different because one doesn't need to fix a cash cow... 


Today's nerd rage brought to you by the letter P and the number 9.


Title: Re: #3 guild in the US quits WoW.
Post by: Rasix on March 24, 2008, 08:31:29 PM
*tears*

(http://img179.imageshack.us/img179/2847/thsmileyswoondp0.png)


Title: Re: #3 guild in the US quits WoW.
Post by: Fabricated on March 24, 2008, 09:10:09 PM
Quote
You will never make the nerd-rage hardcores happy, regardless of how you tune stuff. They complain about everything for the sake of complaining about it and showing how much smarter they are than the people whose game they pay to play.

You don't have to try to make them happy, you just have to keep taking their money.

Apparently it is that second part that is letting them down here.

Personally, I'm pissed we can't get our shit together for bear mounts in ZA, stuck at 3/4.  I like badge loot, because N drops for M guys (M>>N) is just not very fun at all.  If you are going to give me a 'challenge' that is: designed to be beaten and easily beaten, don't waste my time making me come back an arbitrarily large number of times for the shiny because I won't do it.  Most players cannot perform to within 85% of their gear limit anyway so gratz epix is pretty hollow when you know it won't help the chaff you bring along not stand in fire any better.  I think every raid encounter in WoW just comes down to getting enough idiots to not stand in fire for 10 minutes at a time.  That's pretty depressing and why I'm pretty much only interested in timed ZA runs anymore since that sustained focus is still something that any chimp with a keyboard can't manage.  Oh, and I don't expect WotLK to be any different because one doesn't need to fix a cash cow... 

Today's nerd rage brought to you by the letter P and the number 9.
The bear mount is retarded.


Title: Re: #3 guild in the US quits WoW.
Post by: Paelos on March 24, 2008, 10:57:30 PM
He's sort of right but in that silly raider way. The one where all the arguments drip with boredom/apathy/hate/shame.

Making people run the same thing they've beaten constantly because of a random number generator unrelated to your skill is stupid. No other medium would force you to do such a thing. MMO raiding is unique in this fact, and it's all based on cashflows. They know as well as we do that when the rewards off something are gone, we stop giving a shit about it en masse.


Title: Re: #3 guild in the US quits WoW.
Post by: Phunked on March 25, 2008, 11:23:39 AM
Guys, I know its fun to be all like "they was doing it wrong lul fuck em" and whatever, but you know they might have a point.

I was top 10 preTBC and top 25 postTBC until I finally said fuck it and stopped raiding. Largely because 2nights a week is too much of a commitment when no one gets anything out of it and largely because tanking the same shit is boring (to be fair, I also healed and DPSed that shit to death on 2 alts). 

They do have a point. If you play this game competitively, you run out content way too fast. Seriously, it's been 10 months since Black Temple hit and the new raid is up today. It'll be finished within 2 weeks and be old within 2 months. They really should put out more content, because otherwise people just bored as fuck.

It doesn't hurt casuals because they never hit the content cap. But a lot of people (many more than you'd think) are hitting the content cap. And at that point it becomes a useless grind. They make a lot of money, they should be able to give us more crap. Hell EQ released more content more regularly and they have like 100k people playing.

It isn't nerd rage. Rather these are people who are good at this game and want more content to be good at. It'd be like calling CS players who play a lot and get really good at CS morons if they claim that there's  no one to compete with. I realize that a lot of people here are not going to care if the top end raiding tier is bored. That's fine. But surely you want more than one 5 man every 6-8months? Because I don't know about you, but Heroic Warp Splinter can go fuck himself by now.


Title: Re: #3 guild in the US quits WoW.
Post by: Nebu on March 25, 2008, 11:35:56 AM
They do have a point. If you play this game competitively, you run out content way too fast. Seriously, it's been 10 months since Black Temple hit and the new raid is up today. It'll be finished within 2 weeks and be old within 2 months. They really should put out more content, because otherwise people just bored as fuck.

I disagree.  Designing games for the hardcore is poor resource management.  Churning out content that only a small portion of the playerbase will see isn't a sound economic decision.  I hope that more game companies will adopt this strategy and develop their games with the casual player in mind.  I'm quite happy to see the hardcore players get bored and leave.  It means less e-peen waving and board trolling for the 95% of us that play the game for fun.   


Title: Re: #3 guild in the US quits WoW.
Post by: Valmorian on March 25, 2008, 01:10:36 PM
Quote
But a lot of people (many more than you'd think) are hitting the content cap.

I've got 2 70's, finally, as of this week.  I've still only seen about 4 instances in the Burning Crusade.  I've hardly scratched Shadowmoon Valley and Netherstorm.  There's a TON of quests that I have yet to complete.  Never really done a raid instance since I tagged along on few Molten Core runs before the Burning Crusade.  Hell, there are instances in the OLD world I've barely stepped into.

There are a LOT of people who have done less than me, many more than you think.

Now here's the important part: I'm paying just as much a month as every hardcore player, and what's more, there are more of us than of them.

Really, which do you think they should be catering to?


Title: Re: #3 guild in the US quits WoW.
Post by: Chimpy on March 25, 2008, 01:48:25 PM
There was this game once, designed by the ultimate hardcore MMO gamer.

It was designed with the "dedicated" gamer specifically in mind.

It was all about walking 400 miles in the desert heat while wearing a hair shirt.

That game was called Vanguard.



Title: Re: #3 guild in the US quits WoW.
Post by: Merusk on March 25, 2008, 01:54:35 PM
As we've mentioned already, their content pace could be a little quicker for raids. It doesn't need to be pedal to the metal, because of gear resets. This is a good thing, imo.  There's plenty of guilds in the "mid range" for whom the current raid pace is still too fast or just right for.  Uber gets bored, uber should move on. Same as anyone does with any other game.  You've 'beaten' it, congrats, take a break and revisit later.

Nothing wrong with that but for some reason it's a concept MMO players just can't fucking get.  Get bored with FFXII, stop playing.  Get bored with CS, stop playing.  Get bored with an MMO? Bitch endlessly on any available forum about how the developers aren't caterting directly to you and your tastes.

 However, their development on the 5-man side is almost non-exsistant and really needs a kick in the pants...


Title: Re: #3 guild in the US quits WoW.
Post by: Ratman_tf on March 25, 2008, 07:47:41 PM
There are a LOT of people who have done less than me, many more than you think.

I don't even have one level 70 character.  :ye_gods:


Title: Re: #3 guild in the US quits WoW.
Post by: Paelos on March 25, 2008, 11:49:52 PM
There are a LOT of people who have done less than me, many more than you think.

I don't even have one level 70 character.  :ye_gods:

He's an idiot, move along.

And this is speaking as someone who raids. The numbers aren't on the side of the hardcore.


Title: Re: #3 guild in the US quits WoW.
Post by: Sunbury on March 26, 2008, 05:06:58 AM
They do have a point. If you play this game competitively, you run out content way too fast. Seriously, it's been 10 months since Black Temple hit and the new raid is up today. It'll be finished within 2 weeks and be old within 2 months. They really should put out more content, because otherwise people just bored as fuck.

I disagree.  Designing games for the hardcore is poor resource management.  Churning out content that only a small portion of the playerbase will see isn't a sound economic decision.  I hope that more game companies will adopt this strategy and develop their games with the casual player in mind.  I'm quite happy to see the hardcore players get bored and leave.  It means less e-peen waving and board trolling for the 95% of us that play the game for fun.   

I don't understand why they don't set these instances up so they can 'have their cake and eat it too'.   Duh - they are instances - different copies could have different rules based on who enters them.  If you enter it solo, it scales to that, including lowering the uber loot.  Even have the boss not home that day - he's out raiding, and have the boss's son there for you to kill. 

It can't be that many more manhours to scale down content.   Now everything they add, everyone can see, more or less.  Uber raid guilds still get to experience the uber version.   I would have kept playing a lot longer if I could have visited more of them.


Title: Re: #3 guild in the US quits WoW.
Post by: ajax34i on March 26, 2008, 05:20:55 AM
I think it's because the length of time for a 25-person raid is different than for 5-person or solo content.  A solo instance where you go in solo but have to spend, say, 10 hours, before you see the end, sucks just as much, and for much of the same reasons, as a 25-person instance run.  And, basically, if you have the same map for a solo run and a 25-person run, then it will take equally long, unless it's designed so that the solo version has long corridors of empty space.  So they can't really set them up like you want, I think.


Title: Re: #3 guild in the US quits WoW.
Post by: Sunbury on March 26, 2008, 05:24:28 AM
There would have to be areas with no mobs, unless they can save state so you can log off without respawning.  Then you can spread out your crawl over time.   Also I assume the reduced versions do not have 'tricky parts', again, those are saved for the uber versions.


Title: Re: #3 guild in the US quits WoW.
Post by: Ratman_tf on March 26, 2008, 08:05:11 AM
There would have to be areas with no mobs, unless they can save state so you can log off without respawning.  Then you can spread out your crawl over time.   Also I assume the reduced versions do not have 'tricky parts', again, those are saved for the uber versions.

Diablo 2 did dat with the waypoints. That's just one thing (which waypoints have you marked?) for the game to keep track of.


Title: Re: #3 guild in the US quits WoW.
Post by: DarkSign on March 26, 2008, 08:23:38 AM
If I was Blizzard I'd just design Arthas in a way that he was literally impossible to kill but so it looks like he is totally killable if you would just play perfect enough. The uber-guilds would happily beat their heads against him for months until you decided enough time has passed and made some subtle adjustments to make him killable.

This principle is spot on. In fact, applying this to a different arena, lots of MMOs should be designed to look "hardcore" but have the actual gameplay protect carebears in PvP.


Title: Re: #3 guild in the US quits WoW.
Post by: Gobbeldygook on March 26, 2008, 10:23:33 AM
Quote
I don't understand why they don't set these instances up so they can 'have their cake and eat it too'.   Duh - they are instances - different copies could have different rules based on who enters them.  If you enter it solo, it scales to that, including lowering the uber loot.  Even have the boss not home that day - he's out raiding, and have the boss's son there for you to kill.
The lack of people running Zul'gurub tells me your idea would be a waste of time and effort that would be better spent making new content.

Blizzard has an extremely strong disincentive from making more solo endgame content: Retention.   Without friends and guildies around (They are often not the same thing), it's much easier to just get up and quit.  So it's in their best interest to force you to make friends so you'll stick around.


Title: Re: #3 guild in the US quits WoW.
Post by: Valmorian on March 26, 2008, 11:31:46 AM
The lack of people running Zul'gurub tells me your idea would be a waste of time and effort that would be better spent making new content.

I would have run Zul'gurub at an appropriate level if I could have done it with 1-3 people.  I cannot get 5 people together, regularly, all at an appropriate level. 



Title: Re: #3 guild in the US quits WoW.
Post by: El Gallo on March 26, 2008, 06:58:47 PM
Quote
I like challenging 5-man content. Me and my guildmates play a lot and are really good at 5-manning dungeons. We used to have a lot of fun playing WoW. But Blizzard is just not putting out nearly enough new 5-man content to keep us interested (or any other content, for that matter). Moreover, what 5-man content they are putting out is just not hard enough to challenge us. Therefore, we are not going to focus our play on WoW anymore. I am posting this on my website that lots of people (for whatever reason) visit for updates on 5-mans we've finished, strategies we've tried and loot we've gotten so those readers know not to expect to see any of that stuff anymore.

Seems sensible enough to me.  On f13, that post would get something between "meh" and a furious circle-jerk about how much Blizzard sucks. But drop in the word "raid" and the place immediately turns into the Vault.

Show me on the doll where Furor touched you.


Title: Re: #3 guild in the US quits WoW.
Post by: Ubvman on March 27, 2008, 12:16:21 AM
And it's not just a matter of non-instanced content and competition, either, because much later, in the ages of Gates of Discord, Omens of War, and the newer EQ expansions where all this raid stuff was instanced and on a timer just like WoW's, things still played out like this, with top guilds taking several months to complete an expansion, not finishing until the next one is just around the corner, and 'average' raiding guilds being an expansion or two behind on content with much to look forward to at all times.

I was a Plane of Time raider that went into GoD (Gates of Discord) expansion - essentially that EQ1 expansion was designed for hardcore raiders like me. I can say with some authority, THAT expansion wasn't hard or good content. It was essentially BROKEN, BUGGED, INCOMPLETE AND UNBEATABLE. For Pete's sake, they released the damn thing tuned to level 70 but somehow "forgot" to raise the level cap along with the expansion. Whole swathes of the GoD expansion was unusable and with deliberate in-design cockblocks to slow down players so they couldn't reach the broken content. Hell, they even admitted that some zones like Uqua was impossible to complete (and deliberately so - it was designed and itemized over one weekend, untested with no QA so as to meet the release deadline and someone forgot to CC the dev about the level 70 cap not being lifted).

And this is for a paid expansion. EQ1 free content released for raiders is released on a glacial pace far worse than Blizzards (the last one I think was the revamped Veeshan's Peak, but I've quit since then).

EQ is NOT a good example to point to  when discussing a good schedule for periodic content releases - for hardcore AND casual players. Hell, after the GoD debacle - players even threatened a boycott of the next expansion OoW in view of the bugs and broken stuff still unfixed in GoD. OoW was released 9 months later rather than the planned 6 months. EQ1's expansion release rate has been a big point of contention among the players. It does the game no good for expansions to be released at an arbitrary 6 months rate bugged, unfinished and inadequately tested. EQ1 expansions come at a yearly rate now - to the relief of the players.

So no, if you're looking bad in fondness at GoD, you came way (waaaaaay) later when they finally tuned the place (after OoW went live BTW). You do NOT WANT shitty half baked unfinished content released to the live server  just to keep a few hardcore idiots happy doing free QA testing for the devs.


Title: Re: #3 guild in the US quits WoW.
Post by: El Gallo on March 27, 2008, 05:35:26 AM
GoD was a clusterfuck of epic proportions when released. The timing could not have been worse for EQ either, considering how close it was to WoW's release. You do not pound your hardcore raiders, your family guild raiders, your hardcore groupers, and your casuals up the ass as hard as possible on the eve of your competition's big release. Unless you are Smedley, of course.

That still doesn't change the fact that EQ put out expansions, even decent ones, much faster than WoW despite having oodles less money. 

As for Koyasha's point, I think a lot of the reason so many guilds in EQ are several expansions behind is because of the low population in the game now.  Bleeding edge guilds are more eager than ever to poach better mid-tier raiders, mid-tier raid guilds are more eager than ever to raid each other for members.  Mid-tier guilds keep re-flagging and re-gearing new members for shit as old as Anguish, making the longer-term members quit or move to the one bleeding edge guild still on the server.


Title: Re: #3 guild in the US quits WoW.
Post by: Valmorian on March 27, 2008, 06:34:57 AM
Quote
I like challenging 5-man content. Me and my guildmates play a lot and are really good at 5-manning dungeons. We used to have a lot of fun playing WoW. But Blizzard is just not putting out nearly enough new 5-man content to keep us interested (or any other content, for that matter). Moreover, what 5-man content they are putting out is just not hard enough to challenge us. Therefore, we are not going to focus our play on WoW anymore. I am posting this on my website that lots of people (for whatever reason) visit for updates on 5-mans we've finished, strategies we've tried and loot we've gotten so those readers know not to expect to see any of that stuff anymore.

Seems sensible enough to me.  On f13, that post would get something between "meh" and a furious circle-jerk about how much Blizzard sucks. But drop in the word "raid" and the place immediately turns into the Vault.

Show me on the doll where Furor touched you.

Nope, that'd make me laugh too, actually. 


Title: Re: #3 guild in the US quits WoW.
Post by: Dren on March 27, 2008, 06:46:59 AM
Whenever you guys start talking about EQ1 expansions and glory days, my eyes glaze over.  That game, from the beginning, felt hardcore in no way any other game has for me.  I'm even adding FFXI in that (I had to quit it too, but not as quickly as EQ.)  I just couldn't log into EQ1 and play.  I had to set aside at least 1.5 hours to feel like I got any play time in.  

It really comes down to the "casuals" not really being casuals.  They are probably like me.  A casual player with tendencies to want to be hardcore, but just realistically can't.  I'm not saying I want to poop in a sock.  I'm saying I thrive on the feeling of accomplishment and exploration and it drives me to want to play more.  However, that drive is not strong enough to make me forget about my family, friends, job, etc.

I actually didn't mind EQ and coming from UO it was a nice graphics upgrade.  It reminded me of what I'd always wanted, a graphical way to dungeon crawl with my friends.  It failed in many many other ways, but it was fine.  It was, however, the first game that made me stop playing because I was spending way too much time online.  Not in total, but in too large of increments.

I only mention all of this because I had to quit at like level 24.  So yeah, talking about anything past that just speaks to things I cannot even start to imagine.  It doesn't matter if they came out with content faster than Blizzard.  That's not even an argument that registers in my mind, because all I can think is that there was no way for me to play that game anyway.  Why would I care?  There are 9.5 million other people that are probably thinking the same thing.  EQ's expansion schedule doesn't matter.

The release rate of content from Blizzard is just fine for me.  I have absolutely no issues with it.  I may have Hardcore tendencies, but I am missing one big part of their personality.  I couldn't care less about what other people do or accomplish in the game.  I do not measure myself based off of the failures or success of others.  So, I have no timeline I have to keep.  A good example of this is this latest patch.

I was like others and curious about the new area.  So, I jumped on a bird and flew out there.  I even took some of the quests to check it out.  After about 20 minutes of going through lag hell and fighting over MOB kills, I left to do other things.  I really have no interest in rushing through that content.  I will get around to it later at my own pace.  I really don't care if others get new items first or down new bosses first.  I'll be chewing on this latest content well past the launch of the next expansion.

I do have to say I'm loving the PvP changes for BG's and Arenas.  It is much easier to log in and spend small chunks of time and accomplish quite a bit.


Title: Re: #3 guild in the US quits WoW.
Post by: slog on March 27, 2008, 09:48:49 AM
this is like comparing a Horse drawn carriage to a Ferrari.


Title: Re: #3 guild in the US quits WoW.
Post by: Mrbloodworth on March 27, 2008, 01:00:46 PM
They do have a point. If you play this game competitively, you run out content way too fast. Seriously, it's been 10 months since Black Temple hit and the new raid is up today. It'll be finished within 2 weeks and be old within 2 months. They really should put out more content, because otherwise people just bored as fuck.

I disagree.  Designing games for the hardcore is poor resource management.  Churning out content that only a small portion of the playerbase will see isn't a sound economic decision.  I hope that more game companies will adopt this strategy and develop their games with the casual player in mind.  I'm quite happy to see the hardcore players get bored and leave.  It means less e-peen waving and board trolling for the 95% of us that play the game for fun.   

*claps*

Raiders have never been the target audience, not since MMOs became mainstream.

Also, LOTRO is adding 3 man instances. Someone knows what they are doing.


Title: Re: #3 guild in the US quits WoW.
Post by: Rasix on March 27, 2008, 07:20:35 PM

Also, LOTRO is adding 3 man instances. Someone knows what they are doing.

That is very cool and something I'd love to have in WoW.  Unfortunately LOTRO didn't really click with me beyond the first couple weeks playing it.


Title: Re: #3 guild in the US quits WoW.
Post by: Dren on March 28, 2008, 04:15:00 AM

Also, LOTRO is adding 3 man instances. Someone knows what they are doing.

That is very cool and something I'd love to have in WoW.  Unfortunately LOTRO didn't really click with me beyond the first couple weeks playing it.

Same for me.  I really wanted an alternative to WoW, but it just didn't have it for me.  I blame it mostly on the polish.

I would love to see them continue to push the envelope with things like 3-man instances though.  That will have to be their niche to continue to come up with and publish new ideas that most people have been asking for anyway.  It will keep them viable and you'll, more than likely, start seeing the more popular ideas bleed over to WoW.


Title: Re: #3 guild in the US quits WoW.
Post by: Koyasha on March 28, 2008, 05:00:56 AM
I never said Gates of Discord was a good expansion.  I hated it too.  It was a lot better coming back once Omens of War had been released and we were at the level it had originally been designed for.  Even then it was a pain in the ass of an expansion that I and everyone I knew avoided as much as we could.  I mentioned it because it was the first EQ expansion with lots of instanced raid content (that was actually progression above Time level, unlike the LDoN raids that most guilds ignored due to shitty loot and other issues).

Low population is probably part of the reason why so many guilds are behind, but I suspect that even if EQ had WoW's population, its raiding guilds would still be spread out over three or so expansions rather than all in the most recent stuff.  The last time I played EQ was late '07, but I'm pretty sure that of the raiding population, even if it were considerably increased in total, a good percentage of it still wouldn't have defeated Mayong Mistmoore in the Demiplane of Blood by the time the Buried Sea was launched.

Sometimes EQ's expansions were shitty.  Sometimes they were good.  But in the last nine years, not a year has gone by that hasn't seen the release of an EQ expansion (or two), and that's with vastly less resources than WoW.  And it's not just that, but EQ adds content, WoW replaces content.


Title: Re: #3 guild in the US quits WoW.
Post by: Mrbloodworth on March 28, 2008, 07:25:53 AM

Also, LOTRO is adding 3 man instances. Someone knows what they are doing.

That is very cool and something I'd love to have in WoW.  Unfortunately LOTRO didn't really click with me beyond the first couple weeks playing it.

I really think you should give it another go.


Title: Re: #3 guild in the US quits WoW.
Post by: Valmorian on March 28, 2008, 07:56:41 AM
I really think you should give it another go.

Is it much better?  I've been tempted for a while now to go back to LOTRO for a bit, but I seem to recall that as I got higher in level the areas seemed less and less "finished".


Title: Re: #3 guild in the US quits WoW.
Post by: Mrbloodworth on March 28, 2008, 08:04:17 AM
I really think you should give it another go.

Is it much better?  I've been tempted for a while now to go back to LOTRO for a bit, but I seem to recall that as I got higher in level the areas seemed less and less "finished".


They have been revamping a lot of the upper areas with each "Book". As well as adding 1-2 each time as well, and 1 to 2 classes get more top end skills added. I say people should give it another go, because I'm sure, if you played Wow for any length of time, LOTRO was not given a fair look. For one, don't play it like Wow, the end is not the only part that matters.

Check out this discussion here for more takes on it. (http://forums.f13.net/index.php?topic=12545.0)


Anyway 2c.


Title: Re: #3 guild in the US quits WoW.
Post by: Chimpy on March 28, 2008, 08:57:16 AM
All I know about LOTRO is that it's TAXI TO VICTORY only lasted 2 weeks.


Title: Re: #3 guild in the US quits WoW.
Post by: shiznitz on March 28, 2008, 09:01:47 AM
My old EQ1 gang is split 40/40/20 WoW/LOTRO/EQ2. I hear good thing about LOTRO quite often, the most common being that the grind is minimal and the atomosphere is great if you like Tolkein.


Title: Re: #3 guild in the US quits WoW.
Post by: Lightstalker on March 28, 2008, 01:17:51 PM
WoW brings out the Achiever, LotRO brings out the explorer.  I suppose it helps that I play LotRO solo and don't have a guild eager to chew through 'new' content.

I do wonder about the playability at times.  WoW has done their usability studies even if you don't agree with what you are expected to do in game.  In LotRO you have more confirmation dialogs about getting off your horse than for buying a house...  Though, LotRO bug fixing appears faster than WoW bugfixing, so I guess one can't have everything.


Title: Re: #3 guild in the US quits WoW.
Post by: Paelos on March 28, 2008, 10:27:19 PM
I'm starting to feel like Blizzard is losing it's ability to create group content that isn't horribly annoying instead of fun. I don't think the new 5 Man is even that fun. I remember when Dire Maul came out and I thought, DAMN this is a good time.

Magister's Terrace just seems like they took the trash pulls from Shattered Halls, coupled it with the boss fight from the "PvP group" in BRD, and then dumbed down the Kael fight adding floating orbs of doom.

Heavy CC, high trash/boss ratio instances aren't my idea of a good time. Given the fact they itemized it to pretty much exclude tanks barring 1 trinket, I've basically said fuck that place.


Title: Re: #3 guild in the US quits WoW.
Post by: Fordel on March 29, 2008, 01:15:40 AM
My first memories of Dire Maul were "shit those ogres hit hard!"  :ye_gods:

As to Magister's.

The first bit of trash isn't terrible, you can skip a little bit of it and it's a good intro to the kind of mobs you'll be fighting. Not too far in and you reach the first boss room with the crack elves. This is the first time in the dungeon where I really start to think "I hope you brought CC!". I think it's six or seven mobs to a pull? They don't hit very hard, but it can easily overwhelm if your DPS is retarded and can't assist. The first boss himself is a loot pinata. SV end boss, the sequel.


The 2nd hall/area is probably my favorite in the whole dungeon. The little Trail of mana fish mobs you follow into the "Holy fuck that's a lot of mana fish!" hall. Gleefully discovering the mana fish buff your damage, wondering if you were supposed to use said buff to kill the 2nd boss. I really like the 2nd boss , the mini Curator. There are a bunch of different ways to approach the fight and it gives someone other then the tank and healer responsibility that doesn't completely revolve around "screw up and wipe us all!". Also a fight where things like hunter/warlock pets aren't just random damage adds! The fact the entire fight can be 'controlled' if desired is also really nice.

The little cutscene is a nice bonus too, as is what's his face showing up.

The third section is where things start to get really stupid trash wise. The big golem robots aren't to much trouble, kill a couple of those then you start with the 4-6 mob pulls with half of them being casters, the other half being super annoying. This is where you 'appreciate' the difference between all the caster mobs you fought before in other dungeons, and the MT caster mobs. Other dungeons have casters that cast one spell every 15 seconds then melee you with a staff. The MT mobs act like actual casters and do nothing but spam their spells at you. Spells that actually hurt. You get at least two of these a pull, along side a LadyDemon that seduces, a Ethereal that blinks and PBAE's, the stun boomerang shield warrior, the 2h paladin that actually has a heal worth a damn and the priest mob that uses PRoM.

What sucks about this pull, is you do it at least a dozen times in a row. Just two rooms full of this same pull, for no reason outside of 'because'. You can't really skip most of it either, since you need the space they all occupy for the 3rd boss fight.

The 3rd boss is actually a entire enemy AI group. The Boss fight is a PvE version of a PvP fight. The mobs don't obey aggro rules, will target the healer/squishies and are all completely CC able, but not Tauntable. The moral of this boss fight is snare kite ftw. It's as mentioned, the BRD Dungeon 2 quest fight all over again. Which is good imo, since so few people actually got to do the Dungeon 2 fight. This fight generates a LOT of tears from pure pve folk. The "I have 2k +dmg/heal but only 50 Hitpoints!" kind of pure pve folk. If your a priest in the primal mooncloth set, go pick up your rep vendor blue pvp set and use it, if only for this fight. Your life will be made infinitely easier.

There is only one more group of trash in your way before Kael, it's pretty much the same group of trash you already killed 20 times by now, only notable because you have to fight it in what feels like the slimmest hallway ever created.

Then your left with Kael himself. If the 2nd boss is Mini Curator, then this Kael is a mini-me version of his 25 man counterpart. The first 50% is straight forward and simple, any PuG will manage it without issue. The second 50% is where you may be questioning your choice of group mates. The actual mechanic is really cool, especially since there isn't really anything like it in the 5-10 man range up until that point. It also causes people to turn dumb, dumb and blind.

Overall, I do like the dungeon, they just need to remove 50% of the trash and rework the remaining 50% to not fuck over every DPS'er in game that doesn't come with CC. "You can't Trap, Sap or Poly? Why are you even here?". This is also the dungeon that highlights how far behind Holy paladins have come in healing 5mans. It seriously a giant fuck you to them.

But everything else I like. I enjoy the boss fights, I enjoy that the trash seems to have a little depth, I really liked the little bit of 'lolore' they put in, along with how they tied the 25 man into the 5.

As to the loot, my two mains are a Moonkin and Prot Paladin, neither gets loot to begin with :p


PS. The invisible wall on the entry balcony? totally should drop once the 3rd boss is dead!


Title: Re: #3 guild in the US quits WoW.
Post by: Driakos on March 29, 2008, 02:42:17 AM
PS. The invisible wall on the entry balcony? totally should drop once the 3rd boss is dead!

Yes.


Title: Re: #3 guild in the US quits WoW.
Post by: Paelos on March 29, 2008, 11:18:23 AM
Yeah, I guess I was just expecting something else. I wasn't expecting massive amounts of trash thus defining the exact type of groups you would have to have, not to mention a final boss that directly punishes certain classes like melee dps and pally/shaman healers.

That and the loot diversity really sucks. I don't see many tanks wanting to do this place for long. Once they get that trinket, they are basically done. There are about 10 different places in Outlands that are easier to get badges. Slave Pens, Botanica, Mech, Underbog, Ramparts, even Old Hillsbrad is simple now with the lookouts gone.


Title: Re: #3 guild in the US quits WoW.
Post by: Zetor on March 29, 2008, 11:44:39 AM
The second and fourth bosses are "really fun" to heal as a shaman [and even worse as a pally, I'm guessing, as shamans at least have a kinda-AOE heal and a weak AOE hot]. The tank is taking heavy constant damage, the group itself is taking significant AOE damage, and everyone has to spread out so I can't even chainheal them. No instant heals make dodging the phoenix / flamestrikes / orbs while trying to keep the rest of the group alive in the Kael fight "really fun" too (though we cheated with our feral druid tank keeping HOTs on everyone while up in the air, might as well put the mana pool to good use since there's no tank for phase 2).   :ye_gods:

Of course, the Blizzard forums are full of resto shamans in tier6 posting that the "instance is tuned just fine, easy to heal, l2p" and boasting how they zoomed through heroic MT with no CC in 1 hour. I'm impressed, really!

It's not as bad as the first boss of H-Crypts (hi2u 400% casting speed reduction), but it's not good on the blood pressure, that's for sure. Especially with a pug. :p


-- Z.


Title: Re: #3 guild in the US quits WoW.
Post by: Paelos on March 29, 2008, 02:27:23 PM
If Blizzard tunes instances to the overgeared, then I'm going to honestly quit a month after the expansion. You are supposed to tune instances to those who could use all the drops as an actual upgrade.


Title: Re: #3 guild in the US quits WoW.
Post by: Fordel on March 29, 2008, 02:40:03 PM
They already do with Heroics. Most of them just aren't doable with the gear you'd get from Rep and normal dungeons. Not without an 'ideal' group setup.

The leap from even a kara/badge tank back down to a Rep/Dungeon blue tank is somewhere between laughable and demoralizing.


Title: Re: #3 guild in the US quits WoW.
Post by: Fabricated on March 29, 2008, 09:23:35 PM
I don't think the instance is tuned for the overgeared so much as it's tuned for the most generic WoW group ever. If you're not packing 3 forms of hard CC go home is basically what Magister's Terrace says. If you're an offspec you're fucked. There's like 4 amazingly great drops for fury/arms warriors in there but NO reason to bring one. I did it several times on the PTR with groups of people in blues. 3 of the best runs I had were with groups with like 6 epics between everyone...and hilariously enough the worst 2 were with groups where everyone else was rocking full T6.

The lack of tank loot depresses me too but well, I'm used to not getting upgrades. I can get...a trinket and a pretty cool set of tank throwing knives to hold me over until I get my ubiquitous tank gun.


Title: Re: #3 guild in the US quits WoW.
Post by: Paelos on March 29, 2008, 09:41:56 PM
There's like 4 amazingly great drops for fury/arms warriors in there but NO reason to bring one.

Uh, yeah. Can you not see this coming as the gods of the game? I'm pissed off because they utterly and totally FUCKED THIS PLACE UP.


Title: Re: #3 guild in the US quits WoW.
Post by: Simond on March 30, 2008, 03:51:07 AM
This is about the only WoW forum I've seen where people are nerdraging over MrT (other than "Second boss in heroic  :ye_gods:" which is everywhere) What gives?


Title: Re: #3 guild in the US quits WoW.
Post by: Chimpy on March 30, 2008, 06:51:01 AM
This is about the only WoW forum I've seen where people are nerdraging over MrT (other than "Second boss in heroic  :ye_gods:" which is everywhere) What gives?

Paelos nerdrages about everything that is not totally filled to the gills with what he considers good warrior tank loot, has more than one trash pull in the whole zone, and doesn't look exactly as he thinks it should aesthetically.


Title: Re: #3 guild in the US quits WoW.
Post by: Fabricated on March 30, 2008, 09:42:51 AM
This is about the only WoW forum I've seen where people are nerdraging over MrT (other than "Second boss in heroic  :ye_gods:" which is everywhere) What gives?

Paelos nerdrages about everything that is not totally filled to the gills with what he considers good warrior tank loot, has more than one trash pull in the whole zone, and doesn't look exactly as he thinks it should aesthetically.
I started becoming that way after about my 5th Kara run as a tank when we stepped out into the library. It does eat shit to be a tank in terms of drops though, because our best (read: the most significant boosts to our survivability) come from bosses towards the END of each raid which is kinda odd considering that the tank is pretty much the most gear dependent role in the game and that shit would be a lot more useful for meeting gearchecks towards the beginning of the instance.

I like MgT a lot though. It's fun with the right group, but it sucks that it's neigh-undoable at the appropriate gear level (read: should be all blues) without it.


Title: Re: #3 guild in the US quits WoW.
Post by: Paelos on March 30, 2008, 11:59:26 AM
This is about the only WoW forum I've seen where people are nerdraging over MrT (other than "Second boss in heroic  :ye_gods:" which is everywhere) What gives?

Paelos nerdrages about everything that is not totally filled to the gills with what he considers good warrior tank loot, has more than one trash pull in the whole zone, and doesn't look exactly as he thinks it should aesthetically.

Yeah, we'll see how easy it is to get tanks involved in the place over time. It's already tough enough trying to find the CC classes for it in our raiding alliance. As far as filled to the gills with tank loot, you're nuts. When you put 13 items on an end boss, you'd expect one to be tanking. Instead, for example, 2 of them are leather dps shoulders. WTF?


Title: Re: #3 guild in the US quits WoW.
Post by: Chimpy on March 30, 2008, 01:39:18 PM
You obviously did not read and understand what my post said. Nowhere did I say anything about the loot of any specific zone, or even that it was filled to the gills.

Step away from the game if you hate it so much, seriously. Every post you make about the game is bitching about how anything new added doesn't fit what you consider to be the direction the game should take.


Title: Re: #3 guild in the US quits WoW.
Post by: Phunked on March 30, 2008, 01:57:45 PM
They already do with Heroics. Most of them just aren't doable with the gear you'd get from Rep and normal dungeons. Not without an 'ideal' group setup.

The leap from even a kara/badge tank back down to a Rep/Dungeon blue tank is somewhere between laughable and demoralizing.

They certainly are doable.With worse gear than what you have now.

They're hard yes. You can't screw up yes. But you CAN do them. We cleared Heroic SH with one cc 2 days after 70. Not because ZOMG WE ARE LEET, but because we figured out a strat and said here we go, this is how we're going to approach the pull and executed it. Yes we wiped a couple times, largely because I screwed up a pull or someone CC'd  a moment too late. But it was brand new content and supposedly hard, if I hadn't wiped on it I would have quit the damn game right then and there.

Stop saying stuff isn't doable. Magister's Terrace is harder than the other instance at 70 because for once the mobs are all individually dangerous (aside from the physicians who don't do shit). Seriously, I don't care if you play 2 or 20 hours a week, asking for easy content is the dumbest shit ever. It's meant to be hard, god mode gets boring after 20 minutes.


Title: Re: #3 guild in the US quits WoW.
Post by: schild on March 30, 2008, 02:00:15 PM
Ah yes, MMOGs, where hard means unbalanced and more hitpoints.

God bless you, diku-landscape, you always deliver.


Title: Re: #3 guild in the US quits WoW.
Post by: Phunked on March 30, 2008, 02:11:27 PM
This is about the only WoW forum I've seen where people are nerdraging over MrT (other than "Second boss in heroic  :ye_gods:" which is everywhere) What gives?

Paelos nerdrages about everything that is not totally filled to the gills with what he considers good warrior tank loot, has more than one trash pull in the whole zone, and doesn't look exactly as he thinks it should aesthetically.

Yeah, we'll see how easy it is to get tanks involved in the place over time. It's already tough enough trying to find the CC classes for it in our raiding alliance. As far as filled to the gills with tank loot, you're nuts. When you put 13 items on an end boss, you'd expect one to be tanking. Instead, for example, 2 of them are leather dps shoulders. WTF?

Let's go through this step by step:

1st boss regular:

http://wowhead.com/?item=34699

DPS axe for warriors/shaman, can also tank with it for high devastates.

2nd boss regular:

http://wowhead.com/?item=34706

Nice tanking ring with expertise and armor for warriors and feral druids

http://wowhead.com/?item=34703

Slow MH sword for rogues/warriors, DPS or tanking (large devastates again)

3rd boss regular:

http://wowhead.com/?item=34783

Excellent tanking ranged weapon, or a rogue stat filler.

http://wowhead.com/?item=34789

Very nice DPS bracers for warriors pallies.

4th boss regular:

http://wowhead.com/?item=34807

DPS boots

http://wowhead.com/?item=34810

Tanking/PvP cloak

http://wowhead.com/?item=34798

DPS ring

Now onto heroic

1st boss heroic:

http://wowhead.com/?item=34601

DPS shoulders

http://wowhead.com/?item=34603

DPS/tanking thrown

2nd boss heroic:

http://wowhead.com/?item=34606

1.3 speed dagger. Pretty shitty to tank with overall (getting less AP from normalization) but it is really fast for heroic strike rage dumps. Arguably the only boss without a drop tailored to warriors..

3rd boss heroic:

http://wowhead.com/?item=34472

Best trinket in the game for any tank not expertise capped

http://wowhead.com/?item=34473

Best trinket in the game against anything that hits even remotely hard.

4th boss heroic:

http://wowhead.com/?item=34615

DPS chest

http://wowhead.com/?item=34609

Fast sword (for tanking) that also doubles as a rogue offhand

http://wowhead.com/?item=34616

slow axe for DPS warriors, shaman, hunters.

That instance has a drop that a warrior would want on all but one boss in both heroic and normal modes (7/8 bosses have desirable loot), with several bosses having multiple desirable items. Please stop bitching that the entire place does not provide you with t6 tanking, dps and standing around in Shat gear. The place has much more tank loot than most other 5 mans.



Title: Re: #3 guild in the US quits WoW.
Post by: Llava on March 30, 2008, 02:30:07 PM
Ah yes, MMOGs, where hard means unbalanced and more hitpoints.

God bless you, diku-landscape, you always deliver.

That isn't what they're talking about.  These things don't hit harder and don't have more hitpoints.  But they're mostly casters, so that requires different tactics, and there are a lot of them, so you have to be coordinated or else they'll overwhelm you.

Strategy and coordination, like real multiplayer games.


Title: Re: #3 guild in the US quits WoW.
Post by: Fabricated on March 30, 2008, 02:35:12 PM
Ah yes, MMOGs, where hard means unbalanced and more hitpoints.

God bless you, diku-landscape, you always deliver.

That isn't what they're talking about.  These things don't hit harder and don't have more hitpoints.  But they're mostly casters, so that requires different tactics, and there are a lot of them, so you have to be coordinated or else they'll overwhelm you.

Strategy and coordination, like real multiplayer games.
Basically, you can't CC the right mobs and have the pull magically become easy. Most of the other BC instances have pulls with like 4-5 mobs where only 1-2 are anything to worry about. In MgT pretty much every mob has something dangerous it does (Warlocks spam a nasty incinerate, Physicians actually cast a prayer of mending, blood knights hit soft targets hard and have a big heal, mage guards have that fucking glaive throw, ethereals dump aggro teleport and aoe, succubus seduces, etc.).


Title: Re: #3 guild in the US quits WoW.
Post by: Llava on March 30, 2008, 02:45:33 PM
My point exactly.  I was trying to express the point that it's not so hard because they do X more damage and have Y more hit points.  There's real strategy involved in dealing with all that craziness.


Title: Re: #3 guild in the US quits WoW.
Post by: Paelos on March 30, 2008, 10:02:48 PM
You obviously did not read and understand what my post said. Nowhere did I say anything about the loot of any specific zone, or even that it was filled to the gills.

Step away from the game if you hate it so much, seriously. Every post you make about the game is bitching about how anything new added doesn't fit what you consider to be the direction the game should take.

I like the game a lot. I don't like this new zone, so I don't run it. I don't think other tanks will either in the long run. Is there some fundamental rule on the forums that I shouldn't voice such an issue? Step away from "teh h8" long enough to realize the point I'm making. Exactly what am I supposed to gleen from "frothing nerdrage" "one pull" and "filled to the gills" anyway? If you want to be a dick, step up and do it.

Toolbox.


Title: Re: #3 guild in the US quits WoW.
Post by: Paelos on March 30, 2008, 10:10:30 PM
My point exactly.  I was trying to express the point that it's not so hard because they do X more damage and have Y more hit points.  There's real strategy involved in dealing with all that craziness.

There's strategy to a point. Then somebody posts how to min/max it with the right classes, and that's that. For example, I'd never walk into the place without a warlock, period. That sort of starts to limit your class choices on that alone.


Title: Re: #3 guild in the US quits WoW.
Post by: Llava on March 30, 2008, 10:50:26 PM
<shrug>

As time passes, groups will become more and more lax and still succeed because they know what's coming.  Time was you couldn't hope to do Heroic Shattered Halls without a Paladin Tank.  Or Warlocks were mandatory for Heroic Mech.

The place will probably get nerfed anyways, but I bet given some time you'll see new techniques for skipping certain pulls or handling them differently, and a result of that will be that some flexibility in groups will be opened.


Title: Re: #3 guild in the US quits WoW.
Post by: Paelos on March 30, 2008, 11:02:05 PM
Yeah, I agree it will be nerfed. That's the Blizzard M.O. for new releases as we've seen. I'm perfectly fine with that as an approach because it usually appeases the hardcore and then lets in the semi-casual-almost-hardcore. However, they typically don't add things to an instance, so I'm sort of meh about the place because of what it is in rewards. I'll admit I'm not one of those people who runs 5 mans for a challenge. I run them as a relaxing getaway from the politics and timing and ridiculousness that can be raiding in a 25 man group.

On the plus side, MT is very gorgeous from the athestics POV. I like the sort of desert palace thing they have going on in the place. The cutscene they added at the orb is also very cool. I did encounter a few camera issues due to the curtains on the walls, however. Has anyone else dealt with this? I'll try to face a mob in a hallway and all of sudden i'm in a tapestry. It's weird.


Title: Re: #3 guild in the US quits WoW.
Post by: K9 on March 31, 2008, 02:00:09 AM
...


Title: Re: #3 guild in the US quits WoW.
Post by: Tarami on March 31, 2008, 05:23:17 AM
Oh it gets better, blizzard couldn't figure a way to make the new raidbosses innately harder without giving them the ability to 1-shot tanks, so they just made this. (http://www.wowdb.com/spell.aspx?id=45769)

Basically stepping into the zone reduces all tank's avoidance by 25%.

WoW does alot of things right, but that's just epic game design! :awesome_for_real:


Title: Re: #3 guild in the US quits WoW.
Post by: schild on March 31, 2008, 06:36:10 AM
Ah yes, MMOGs, where hard means unbalanced and more hitpoints.

God bless you, diku-landscape, you always deliver.
Oh it gets better, blizzard couldn't figure a way to make the new raidbosses innately harder without giving them the ability to 1-shot tanks, so they just made this. (http://www.wowdb.com/spell.aspx?id=45769)

Basically stepping into the zone reduces all tank's avoidance by 25%.

Oh man, that's awesome.


Title: Re: #3 guild in the US quits WoW.
Post by: Phunked on March 31, 2008, 07:22:39 AM
My point exactly.  I was trying to express the point that it's not so hard because they do X more damage and have Y more hit points.  There's real strategy involved in dealing with all that craziness.

There's strategy to a point. Then somebody posts how to min/max it with the right classes, and that's that. For example, I'd never walk into the place without a warlock, period. That sort of starts to limit your class choices on that alone.

The fact is, you're comming across as the real min/maxer. I hate to break it to you, but the real powergamers don't run around clearing the place with prot pally holy priest mage*3. They take what they have at the moment and make it work. It's actually the "casuals" who are so damn rigid about what classes they take because "you NEED A MAGE AND A WARLOCK ZOMG NO WE CAN'T DO IT ANI OTHUAR WAI!!!!@!@!@!!" Also, "omg need t6 to kill kael".

You want to bitch about power gamers and min-maxers, fine. Just don't be a hypocrite and talk about never doing it without a certain class (min-maxing at its finest).  Oh and, learn to LoS and use spell reflect+thunderclap.


Title: Re: #3 guild in the US quits WoW.
Post by: Phunked on March 31, 2008, 07:26:43 AM
Ah yes, MMOGs, where hard means unbalanced and more hitpoints.

God bless you, diku-landscape, you always deliver.
Oh it gets better, blizzard couldn't figure a way to make the new raidbosses innately harder without giving them the ability to 1-shot tanks, so they just made this. (http://www.wowdb.com/spell.aspx?id=45769)

Basically stepping into the zone reduces all tank's avoidance by 25%.

Oh man, that's awesome.


Actually, he has it so wrong.

That spell reduces tan avoidance, so that the mobs can hit more often, but for less, requiring the same total healing output but reducing the damage of each individual hit exactly so that the bosses don't 2 shot. This is because the old raid instance bosses (h2u Kaz) could already 3-4 shot a tank. Increasing their damage would lead to 80% avoidance steaks where you never get hit for 15 seconds and then bam two hits land and you're dead.

This is a bandaid fix yes, but at least it works out to being better for the players: more steady reliable damage with less omg instagib spikes.


Title: Re: #3 guild in the US quits WoW.
Post by: Mrbloodworth on March 31, 2008, 07:55:08 AM
Ah yes, MMOGs, where hard means unbalanced and more hitpoints.

God bless you, diku-landscape, you always deliver.
Oh it gets better, blizzard couldn't figure a way to make the new raidbosses innately harder without giving them the ability to 1-shot tanks, so they just made this. (http://www.wowdb.com/spell.aspx?id=45769)

Basically stepping into the zone reduces all tank's avoidance by 25%.

Oh man, that's awesome.


Smells like LOTRO dead system, but not nearly as cool.


Title: Re: #3 guild in the US quits WoW.
Post by: Koyasha on March 31, 2008, 07:58:46 AM
I haven't played a tank for a while, so it's been a while since I remember what the numbers are, but doesn't a 20% drop in avoidance also make you vulnerable to crushing blows from heroic bosses?

People wouldn't stack avoidance so much if it wasn't for the crushing blow mechanic that NEEDS 104% or so avoidance to prevent instagibs from hard-hitting raid bosses.


Title: Re: #3 guild in the US quits WoW.
Post by: Llava on March 31, 2008, 08:50:00 AM
I hate to break it to you, but the real powergamers don't run around clearing the place with prot pally holy priest mage*3. They take what they have at the moment and make it work.

True.


Title: Re: #3 guild in the US quits WoW.
Post by: Simond on March 31, 2008, 10:11:09 AM
I haven't played a tank for a while, so it's been a while since I remember what the numbers are, but doesn't a 20% drop in avoidance also make you vulnerable to crushing blows from heroic bosses?

People wouldn't stack avoidance so much if it wasn't for the crushing blow mechanic that NEEDS 104% or so avoidance to prevent instagibs from hard-hitting raid bosses.
Apparently, none of the bosses in SP do crushing blows.
Oh, and the debuff goes away at a certain point in time - possibly after the first full clear?


Title: Re: #3 guild in the US quits WoW.
Post by: Fordel on March 31, 2008, 10:23:10 AM
Goes away after phase 3 of the invasion is my understanding.


Title: Re: #3 guild in the US quits WoW.
Post by: Paelos on March 31, 2008, 11:41:18 AM
I hate to break it to you, but the real powergamers don't run around clearing the place with prot pally holy priest mage*3. They take what they have at the moment and make it work.

True.

Well yeah. When you're overgeared, class balance is meaningless.


Title: Re: #3 guild in the US quits WoW.
Post by: K9 on March 31, 2008, 01:04:08 PM
Goes away after phase 3 of the invasion is my understanding.

Got a link for that? I'm just wondering because at the current rate phase three is going to be over within the next two resets, which makes it seem like an even more pointless mechanic.


Title: Re: #3 guild in the US quits WoW.
Post by: Gobbeldygook on March 31, 2008, 04:00:14 PM
Quote
People wouldn't stack avoidance so much if it wasn't for the crushing blow mechanic that NEEDS 104% or so avoidance to prevent instagibs from hard-hitting raid bosses.
You either completely misunderstand how removing crushing blows works for tanks or have an utterly exaggerated view of the benefit of a passive uncrushable gear set.  I don't know which, so I'm going to assume you mean the first since the second one takes longer to explain.

My warrior would be uncrushable if I was naked save my shield.  Paladins take slightly more thought, but it's still achievable in kara gear.  Druids ignore our weird discussions of mechanics and shit in the woods.

Edit: Most paladins would have become crushable under the debuff, but this would have only required they play around a little with their actual gear load-out.  As was pointed out above, Blizzard foresaw this and so none of the sunwell bosses seen so far crush; my guess is that the crushing blow mechanic is going to be taken out back and put down like old yeller in WOTLK.


Title: Re: #3 guild in the US quits WoW.
Post by: Montague on March 31, 2008, 05:22:31 PM
Goes away after phase 3 of the invasion is my understanding.

Got a link for that? I'm just wondering because at the current rate phase three is going to be over within the next two resets, which makes it seem like an even more pointless mechanic.

Cockblock. I guess its slightly more elegant than overtuning the boss to hell and then nerfing it next patch.


Title: Re: #3 guild in the US quits WoW.
Post by: K9 on March 31, 2008, 05:37:55 PM
Goes away after phase 3 of the invasion is my understanding.

Got a link for that? I'm just wondering because at the current rate phase three is going to be over within the next two resets, which makes it seem like an even more pointless mechanic.

Cockblock. I guess its slightly more elegant than overtuning the boss to hell and then nerfing it next patch.

I thought that's what the gates were for  :grin:


Title: Re: #3 guild in the US quits WoW.
Post by: Fordel on March 31, 2008, 09:36:07 PM
That's what Brutalis is for from what I've read. The general vibe seems to be "You haven't been farming BT for six months? Well have fun!"


Title: Re: #3 guild in the US quits WoW.
Post by: Paelos on March 31, 2008, 10:54:24 PM
That's what Brutalis is for from what I've read. The general vibe seems to be "You haven't been farming BT for six months? Well have fun!"

Yeah the raid has to do 27,777 DPS. That's at least 1750 DPS per DPS raider. That's totally insane.

Just as a reference, that kind of DPS would take Gruul down in 2 minutes flat, somewhere near the 4th grow.


Title: Re: #3 guild in the US quits WoW.
Post by: SurfD on April 01, 2008, 12:21:46 AM
My point exactly.  I was trying to express the point that it's not so hard because they do X more damage and have Y more hit points.  There's real strategy involved in dealing with all that craziness.

There's strategy to a point. Then somebody posts how to min/max it with the right classes, and that's that. For example, I'd never walk into the place without a warlock, period. That sort of starts to limit your class choices on that alone.

The fact is, you're comming across as the real min/maxer. I hate to break it to you, but the real powergamers don't run around clearing the place with prot pally holy priest mage*3. They take what they have at the moment and make it work. It's actually the "casuals" who are so damn rigid about what classes they take because "you NEED A MAGE AND A WARLOCK ZOMG NO WE CAN'T DO IT ANI OTHUAR WAI!!!!@!@!@!!" Also, "omg need t6 to kill kael".

You want to bitch about power gamers and min-maxers, fine. Just don't be a hypocrite and talk about never doing it without a certain class (min-maxing at its finest).  Oh and, learn to LoS and use spell reflect+thunderclap.
Case in point.  My first heroic Magisters Terrace run?  Me (feral Druid tank in t4, 1 piece of t5, and some Badge / PVP gear), 2 shadow priests,  a holy / disc priest (i think), and a Boomkin druid.

Our strat for 95% of the trash pulls?  Mindcontroll the fuck out of everything, let the mobs kill each other, and have me standby to taunt something if MC breaks early so the Priest can Re-MC it and continue on rapeing face.  I think the only pulls we had a problem with were the ones with the teleporting, arcane explosion casting Ethreals (they tended to interupt the MC frequently).

Trash packs literally melted themselves.

As to kael, if you can survive to phase 2 and dont have a pheonix up, you basicly win the fight.  Dodge orbs, and wait for gravity lapse to finish, and it's gg.  Hell, a single resto druid could probably solo him from 49% to 0 as long as they didnt decide to hug an orb (gg insane mana regen from recent spirit changes).

And yes, i DID die to the pyroblast + shield combo at about 55%, but it isnt like it actually mattered.


Title: Re: #3 guild in the US quits WoW.
Post by: Chimpy on April 01, 2008, 04:40:00 AM
That's what Brutalis is for from what I've read. The general vibe seems to be "You haven't been farming BT for six months? Well have fun!"

Yeah the raid has to do 27,777 DPS. That's at least 1750 DPS per DPS raider. That's totally insane.

Just as a reference, that kind of DPS would take Gruul down in 2 minutes flat, somewhere near the 4th grow.

28k raid DPS really is not that difficult to manage for t6 guilds, but Brutallus's dmg output on 3 tanks requires you to have more healing/tanking than you would on a typical DPS burn fight. Which is somewhat like Patchwerk 2.0.


Title: Re: #3 guild in the US quits WoW.
Post by: Phunked on April 01, 2008, 09:08:22 AM
I hate to break it to you, but the real powergamers don't run around clearing the place with prot pally holy priest mage*3. They take what they have at the moment and make it work.

True.

Well yeah. When you're overgeared, class balance is meaningless.

Was very difficult to be overgeared a week after the xpac hit and there was a massive gear reset. The fact that I was tanking with a petrified lichen guard should tell you something.

Not to mention our shiny new alliance shaman rocking all of 800 healing.


Title: Re: #3 guild in the US quits WoW.
Post by: Phunked on April 01, 2008, 09:15:02 AM
That's what Brutalis is for from what I've read. The general vibe seems to be "You haven't been farming BT for six months? Well have fun!"

Yeah the raid has to do 27,777 DPS. That's at least 1750 DPS per DPS raider. That's totally insane.

Just as a reference, that kind of DPS would take Gruul down in 2 minutes flat, somewhere near the 4th grow.

28k raid DPS really is not that difficult to manage for t6 guilds, but Brutallus's dmg output on 3 tanks requires you to have more healing/tanking than you would on a typical DPS burn fight. Which is somewhat like Patchwerk 2.0.

Not really. We do it with 7 healers (instead of the 8 most guild bring when they wipe at 1-5% because they miss enrage by ~15seconds). You just need to be smart with the healers you bring: we use 2 resto druids, 2 holy pallies, 1 holy priest and 2 resto shaman. That's as close to being balanced as you're going to get with 7 healers. Assuming you tanks do 400dps each (not hard), the raid dps requirements go like this:

27.7k - 3(400) = 26500, to be done by 15 dpsers (3 tanks, 7 healers).

That works out to 1770 DPS per person.

The fight is almost entirely tank and spank, and one a fight like that most pure dps classes can easily break 2k. If they can't, they don't have the right spec/right rotation/have been to like 1 Illidan kill.

Yes you need to have cleared the past content more than once. Not 24 times (6 months of farm). You just need the right group synergy and to not be a moron about setting up your raid. I'm sure that 5-6 illidan kills would be more than adequate.

 




Title: Re: #3 guild in the US quits WoW.
Post by: Threash on April 01, 2008, 09:20:37 AM
A rogue in the top guild on my server did 2.7k dps on the fight when they killed him.  I usually mana around 1500 without stacking lots of consumables or going all out, i don't think it would be a problem to push 1700 with everything going.


Title: Re: #3 guild in the US quits WoW.
Post by: Merusk on April 01, 2008, 09:26:53 AM
This DPS discussion brings to mind a question that's been bothering me.  What mods are folks typically using to chart DPS.  I run SWstats, Recount AND Damage meters.  Each one has WILDLY varying stated DPS.   For example, I pull ~700-800 on Recount throughout a full raid, but DM lists me at 1200 or better. (I want more T5, dammit! Drop my pants, Leo!!) SWstats falls somewhere in the middle.

Sometimes I think it's simply due to "in combat" time varying between meters, since I tend to pull aggro and/ or die at least twice a raid (thanks insane trash mob AOEs!) Seems like one counts "any time the raid is in combat" another counts "from the time YOU enter combat, until the last person in the raid exits" and the last "when you enter combat until you exit."   It's true for looking at individual fights as well, though, so it's quite confusing.



Title: Re: #3 guild in the US quits WoW.
Post by: Phunked on April 01, 2008, 09:35:20 AM
This DPS discussion brings to mind a question that's been bothering me.  What mods are folks typically using to chart DPS.  I run SWstats, Recount AND Damage meters.  Each one has WILDLY varying stated DPS.   For example, I pull ~700-800 on Recount throughout a full raid, but DM lists me at 1200 or better. (I want more T5, dammit! Drop my pants, Leo!!) SWstats falls somewhere in the middle.

Sometimes I think it's simply due to "in combat" time varying between meters, since I tend to pull aggro and/ or die at least twice a raid (thanks insane trash mob AOEs!) Seems like one counts "any time the raid is in combat" another counts "from the time YOU enter combat, until the last person in the raid exits" and the last "when you enter combat until you exit."   It's true for looking at individual fights as well, though, so it's quite confusing.



Most people use WWS for DPS analysis after the fight is over.

You take the time in combat, in seconds (from pull till dead boss) (A). You take the damage you did (B). You divide B by A. There's your DPS. Probably the most reliable method.

For meters running during the fight, I would use recount. Reset it before every boss. DPS on trash means nothing (although please do try to do some damage).


Title: Re: #3 guild in the US quits WoW.
Post by: Fordel on April 01, 2008, 09:38:44 AM
A more useful on the fly measurement is simply damage done.


Title: Re: #3 guild in the US quits WoW.
Post by: Phunked on April 01, 2008, 09:55:27 AM
A more useful on the fly measurement is simply damage done.

That


Title: Re: #3 guild in the US quits WoW.
Post by: Merusk on April 01, 2008, 02:56:40 PM
That doesn't help me compare e-peens to other folks, though, just the folks in my guild.   :drill:

As I'm consistently #1 or #2 on straight "damage done" (in fights where my pet is allowed to live  :awesome_for_real:) I'm just trying to figure out if my guild mates suck ass, or if I'm simply doing really well.


Title: Re: #3 guild in the US quits WoW.
Post by: UnSub on April 01, 2008, 08:33:04 PM
Dammit, my post got ate.

In short: Blizzard have gotten very complacent with that US $10 m per week in profit that comes in throught their doors. They could (and probably should) be burying their competitors with new content for WoW.

Who are their competitors however?  WAR and AoC are coming along soonish - however they seem to have a slightly different mindset, that being more PVP focussed.  If you want a PvE game to whack foozles - theres noone out there or on the horizon.  I'm sure Blizzard has a war chest if they need it, but for now they have plenty of time to make World of Starcraft or whatever, work on the WoW expansion, and roll in their piles of money.  Which is where most of the money is going - not in investment, but in rolling in piles of money - cause thats what you do if you have a wildly successful product.

Yeah, I'm late coming back to this...

The competition is every MMO that has already launched and plans to launch during WoW's lifespan. WoW is the top dog in the p2p MMO genre, so it's the biggest target. Right now, they are rolling in cash, but that doesn't guarantee the situation will be maintained permanently. I don't subscribe to the great WoW-killer theory, but I do think WoW will see it's player base eroded as new MMOs launch that do certain things better than it does and attracts the casual player / guilds / raiders elsewhere.

What WoW should be doing is working out what drives certain groups of players and then releasing content each quarter that caters to that. Right now it seems (from my outsider point of view) that PvPers and raiders are catered to - the RPers, the casuals, the dollmakers etc aren't. WoW could afford to be developing for all levels of their game at the same time and releasing free updates that keep players hooked instead of the apparent "here's a new raid and some gear for it - come get it! For those who don't raid ... look over there! SHINY!".

WoW could easily be setting the standard for content release in the industry. Hell, if 15 people working on CoH/V can put out 3 well-received free content packs a year and also run events and patches, I think the OMG-we're-rich Blizzard folk coudl be doing a lot more.


Title: Re: #3 guild in the US quits WoW.
Post by: Threash on April 02, 2008, 07:53:07 AM
Right now it seems (from my outsider point of view) that PvPers and raiders are catered to - the RPers, the casuals, the dollmakers etc aren't.

Ehh... atm the only ones being catered too ARE the casuals.  The pvpers and raiders are all ready to jump ship to the first thing that comes along.


Title: Re: #3 guild in the US quits WoW.
Post by: Valmorian on April 02, 2008, 08:38:50 AM
Ehh... atm the only ones being catered too ARE the casuals.  The pvpers and raiders are all ready to jump ship to the first thing that comes along.

Good riddance to them, too.  If anything I'd love to see some of the fluff I hear about from other games added to WoW: The "appearance" slots from EQ2/LOTRO, more crafting options and the like.  The fewer "HARDCORE!!!!" instances and the like, the better.


Title: Re: #3 guild in the US quits WoW.
Post by: Merusk on April 02, 2008, 08:41:55 AM
To be completly fair.. it's the Casual Raiders (a subset of BOTH camps) that's getting stuff like badges and increased boss money from "old" bosses tossed at them.

The badge rewards are also nice, but don't fit all specs, so if you're raiding as anything other than an offspec for specific classes, you're still needing to kill big baddies to fully gear-out.   The money is also nice.. if completly useless.  ( I give loans for epic mounts I have so much money.. and I still have 3.6k laying about doing nothing thanks to the new dailies.)

PVPers are always ready to jump-ship at new shiny, provided the game looks like an upgrade.  There hasn't been "the one game!" for them yet, and I dobut there ever WILL be.. as all games have learned to separate the wolf from the sheep to a greater degree than "the good ol' days."

Hardcore Raiders are also typically willing to jump-ship as soon as they get bored.  They did it in EQ for DAOC (and then right back when they realized "whoops not the game for me..") and they'll do it for the next uber pve game.  Hell, if they were TRULY pissed they'd be jumping-ship to EQ2 or Vanguard to give them a shot, but it's they're low-profile for e-peening.  :grin:

I agree on the "appearance" stuff.  However, most of Blizz's dev staff is still from the e-peen hardcore MMOer crowd.  That won't happen for a while, if ever because they simply don't "get it." 


Title: Re: #3 guild in the US quits WoW.
Post by: Simond on April 02, 2008, 10:38:38 AM
Right now it seems (from my outsider point of view) that PvPers and raiders are catered to - the RPers, the casuals, the dollmakers etc aren't.

Ehh... atm the only ones being catered too ARE the casuals.  The pvpers and raiders are all ready to jump ship to the first thing that comes along.
Oh no, Blizzard is only catering to 95%+ of their playerbase! Woe, woe and thrice woe!


Title: Re: #3 guild in the US quits WoW.
Post by: Threash on April 02, 2008, 10:57:23 AM
Hey i didnt say it was a BAD thing, i was just clearing up some misconceptions.  Pvp is in the gutter because of exponentionally increasing melee damage vs static survibavility and the grand new raid zone that took months to develop is already on farm status for guilds who've been farming the previous one for the last eight months.


Title: Re: #3 guild in the US quits WoW.
Post by: Dren on April 02, 2008, 11:00:40 AM
I have been wondering if this latest change to the PvP Arenas will sour some of the more wolf/sheep types.  Making it so teams are matched up based on both personal and team rating keeps the well-geared playing the well-geared.  I haven't done many arena matches since the change yet, but the little I have done showed a huge difference.

Yes, we won quite a bit more often, but still lost some too.  The noticeable difference was that the matches were very even.  Before you would go from an evenly matched fight to a total blow out from a group in Season 3 full gear.  Now all of the fights are challenging, but never a complete blow out.  In my mind, it is much much better this way.

For some, however, I'm thinking they just ruined their wolf/sheep fun.


Title: Re: #3 guild in the US quits WoW.
Post by: Threash on April 02, 2008, 11:45:08 AM
I have been wondering if this latest change to the PvP Arenas will sour some of the more wolf/sheep types.  Making it so teams are matched up based on both personal and team rating keeps the well-geared playing the well-geared.  I haven't done many arena matches since the change yet, but the little I have done showed a huge difference.

No it doesn't, personal rating resets when you leave a team.  All the change intended to do was fix the personal rating exploits.  You will still be fighting the same amount of full season three geared folks at the 1500 bracket as before.


Title: Re: #3 guild in the US quits WoW.
Post by: Dren on April 03, 2008, 04:38:48 AM
I have been wondering if this latest change to the PvP Arenas will sour some of the more wolf/sheep types.  Making it so teams are matched up based on both personal and team rating keeps the well-geared playing the well-geared.  I haven't done many arena matches since the change yet, but the little I have done showed a huge difference.

No it doesn't, personal rating resets when you leave a team.  All the change intended to do was fix the personal rating exploits.  You will still be fighting the same amount of full season three geared folks at the 1500 bracket as before.

It goes by the highest personal rating you have for all of your arenas I believe.  If you dropped ALL of your arena teams and started over, this would be true.  I doubt that happens often since that is what people use to actually purchase the best items.  Now purchasing said items is based on both your team and personal ratings so my guess is that people will retain their teams that allow them the best stuff.  However, doing this means they will always be fighting higher tier groups on all of their teams (2v2, 3v3, and 5v5.)

I suppose people could drop all of their teams, but I'm not sure what the benefit would be.  They'd basically only get the wolf/sheep success at that point I guess.


Title: Re: #3 guild in the US quits WoW.
Post by: Threash on April 03, 2008, 04:19:53 PM
Are you SURE it goes by your highest rating in any team? that doesn't make a whole lot of sense to be honest.


Title: Re: #3 guild in the US quits WoW.
Post by: Chimpy on April 03, 2008, 05:32:51 PM
Are you SURE it goes by your highest rating in any team? that doesn't make a whole lot of sense to be honest.

You have to have both a personal and a team rating over the minimums in whatever bracket said personal ratings are in to buy the shoulders/weaps.


Title: Re: #3 guild in the US quits WoW.
Post by: Dren on April 04, 2008, 04:48:44 AM
Are you SURE it goes by your highest rating in any team? that doesn't make a whole lot of sense to be honest.

You have to have both a personal and a team rating over the minimums in whatever bracket said personal ratings are in to buy the shoulders/weaps.

Yes, this I know IS true.  I'm not sure about how people are matched up.

However, I don't understand why you think that doesn't make sense.  It makes perfect sense to me.  The game is trying to recognize people that have good gear.  If you have a high score in any of your teams, then you most likely have good gear.  This system stops the nonsense of selling spots on high ranked teams to gain points quicker.  It also stops people from pulling in "Ringers" to get their team stats up quicker.

The end result should be that if you have the gear, you play against people with similar gear.  Are you suggesting it shouldn't be this way?


Title: Re: #3 guild in the US quits WoW.
Post by: Gobbeldygook on April 04, 2008, 11:59:05 AM
You're wrong.  It matches you up in brackets depending on your rating in that bracket.  It completely ignores your gear and your rating in any other bracket.  This is because some people have gear and suck ass while others do not and are excellent.  Edit: In addition, some classes are much stronger in one bracket than in others.

Here is what that change is intended to combat: What people would do is get some friends together and start playing.  5's worked best because of the short queues, but any bracket worked.  The team would get up to wherever it capped out at(like 1600 or 1700), then you'd swap in new players (Or maybe just one guy) and deliberately tank the rating.  Once the rating was low, you'd bring back the first group of players who would take the team back up to wherever it capped out at.  The result is that the A Team's personal rating would continue to go up because they were winning matches - even though it was solely vs weak players.


Title: Re: #3 guild in the US quits WoW.
Post by: Dren on April 04, 2008, 12:45:33 PM
Like I said, I didn't know the mechanics behind it.  I'd say it still has an effect at keeping like-geared-skilled groups fighting each other better anyway.  No, it doesn't stop a group of geared up people from starting over at 1500 and blowing everyone away up to 1850, but there isn't much of an incentive to do that anymore.  That is unless they just like to blow people away.

*Edit* Still the rewards portion is still dependent on your best rating for personal and team across all groups.  That part was right.


Title: Re: #3 guild in the US quits WoW.
Post by: Threash on April 04, 2008, 05:54:53 PM
The way i understood it the change was made to stop the exploit where two people would tank the rating of a team to the low thousands then two others would raise it back up raising their personal rating far above the team rating since the team would be at 1100 and their personal rating at 1500 then having yet another couple who took the places of the tankers raise the team over whatever rating was needed, that way the cheaters could have both the personal and team rating needed.  It has jack shit to do with matching people according to gear or stopping point sellers.


Title: Re: #3 guild in the US quits WoW.
Post by: Gobbeldygook on April 05, 2008, 05:58:50 PM
Quote
If you're not packing 3 forms of hard CC go home is basically what Magister's Terrace says.
Just to give another datapoint -

I finally dragged a couple guildies through it on heroic.  Enhancement shaman, ele shaman, protection warrior, frost mage, and holy priest.  Everyone's in a mix of blues and purples.  We experimented with mind control on the early pulls, but we were less than pleased with the results, so we just stuck to sheep.  A few times we were able to use the fear to control the pull but most pulls, we didn't.  We had no issues with any pulls or bosses save the third one.  We had the arms warrior, warlock, dagger rogue, and hunter adds.  The dagger rogue was ignorable, but the rest were ridiculous, especially the arms warrior.  We finally gave up and had the enhancement shaman switch to his warlock.  The warlock trinket dropped, so everybody went home happy.  I'm bringing the holy paladin next time because I suspect he'll do much better on the 3rd boss.


Title: Re: #3 guild in the US quits WoW.
Post by: Fabricated on April 05, 2008, 09:56:50 PM
Quote
If you're not packing 3 forms of hard CC go home is basically what Magister's Terrace says.
Just to give another datapoint -

I finally dragged a couple guildies through it on heroic.  Enhancement shaman, ele shaman, protection warrior, frost mage, and holy priest.  Everyone's in a mix of blues and purples.  We experimented with mind control on the early pulls, but we were less than pleased with the results, so we just stuck to sheep.  A few times we were able to use the fear to control the pull but most pulls, we didn't.  We had no issues with any pulls or bosses save the third one.  We had the arms warrior, warlock, dagger rogue, and hunter adds.  The dagger rogue was ignorable, but the rest were ridiculous, especially the arms warrior.  We finally gave up and had the enhancement shaman switch to his warlock.  The warlock trinket dropped, so everybody went home happy.  I'm bringing the holy paladin next time because I suspect he'll do much better on the 3rd boss.
I had a good group today with a Prot War, Frost Mage (me), Warlock, Rogue, Holy Priest (and on Kael a Tree druid since the priest had to leave).

Sheep/Sap/Enslave on most pulls. The rogue was really slick though and blinded the extra mob on pulls lacking a demon.

Got the Warlord, Hunter+Pet, Shammy, and Rogue on 3rd boss. I chain-sheeped the warrior, the hunter was banished, the rogue fearlocked, and the shammy was sapped.

Their AI is weird and they'll body aggro on anyone close during the pull. Have everyone stand back from the group (ignoring the rogue who can just stay stealthed) and have the tank long pull them. Hit em with the castable CC when they get to you. Smoke the priestess (interrupt her heals and slam/purge/dispell/spellsteal her shields/renews, took us forever to kill her since she kept healing herself), maul the hunter pet, killed the rogue (with judicious kiting since he bounces all over), killed the shamy easy, killed the hunter, killed the warrior (who is still scary even alone).

Kael you basically have 3 DPS bars you can meet.

1. Push Kael to 50% Before he bubbles and casts the pyroblast.
2. Break the bubble and interrupt it before he casts.
3. Push him to 50% shortly after he blows the tank up.

Other than that it's the same fight.


Title: Re: #3 guild in the US quits WoW.
Post by: Zetor on April 06, 2008, 03:49:14 AM
I wouldn't say you need crazy amounts of cc (look up the video of some dude 5-boxing heroic MGT with 5 elemental shamans, bosses and all), but you do need ways of dealing with multiple casters. Shamans excel in that with resist totems / grounding totems / earthshock, warrior tanks can spell reflect, and rogues / enhancement shaman can feasibly 'offtank' a caster too.

Yesterday I ran hMGT with a decked out group (rogue/warlock/spriest in tier5, tank in tier6 with illidan shield, and me as the gimpy kara-geared resto shaman) and they just applied brute force to everything in the instance; first boss died while he was channeling the first crystal (didn't even damage the crystal), second boss just ate it in 30 seconds (along with most of the group due to spark damage piling up in the last few seconds) barely used CC on the multi humanoid pulls (leading to me offtanking mobs occasionally as the healer... though it didn't matter, stuff died way too fast). It was interesting to see how differently they did things from my usual guild runs (killing crystals, slow burn on the 2nd boss waiting for debuffs to fade, heavy CC on every pull). And even with all this uber gear, we STILL wiped on the third boss; no matter what gear you have, a clothie being trained by the warrior + rogue dies in less than two seconds. Ended up clearing the entire room around the boss so we could get some control with AOE fears.

I kind of like the third boss actually, it reminds me of that tier0.5 BRD event on crack, or fighting a really bad arena team with way better gear than you (:p). My only issue is that you pretty much need to pull two extra groups if you want to use fear as a cc (which you should). Heck, you can even try the outlast game and drain the healers' mana (the priestess is especially bad about spamming renew if someone keeps dispelling it, she'll run out of mana in no time), if you can keep the melee mobs CC'd.

Amusing anecdote: I soloed heroic Kael from 48% two days ago in a guild run; we didn't have enough dps to bust through the shield (not to mention I was the only interrupter as the healer), so the tank died to pyroblast and the last two dps got gibbed by the orbs as we desperately unloaded everything to kill the second phoenix + egg (which JUST spawned after the tank died) at the start of phase 2. After that it was a lot of flying around, lesser/normal healing wave, gift of the naaru, searing totem abuse, and the rest of the group complaining about not being able to zone in to the instance, while my extreme resto shaman dps eventually got Kael down to 0%. Good times. Nerf resto shamans!


-- Z.


Title: Re: #3 guild in the US quits WoW.
Post by: Fabricated on April 06, 2008, 09:45:40 AM
If you try to do the 3rd boss like a normal PvE encounter you will get raped and raped hard regardless of gear pretty much. Kael is a laugh provided you can push him past 50%.

Vexallus needs nerfed in a bad way IMO since the healing and/or DPS requirements are a bit much. You shouldn't have to bring arcane resist gear if you're not rocking T4ish+ DPS. The crafted arcane resist set for warriors though I hear is really handy for that fight since it lets the heal focus hard on keeping the DPS up.


Title: Re: #3 guild in the US quits WoW.
Post by: SurfD on April 06, 2008, 12:25:23 PM
Actually, there are 2 camps of though on how to kill vexallus.  Current info seems to indicate that he spawns the Pure Energy adds at fixed points in his health (80, 70, 55, 40 or something along those lines).

The idea being that you can do it two ways:

- do it "slow and steady".  Kill him to 80, kill the adds then let the debuff tick off (or have a mage icelance both adds and iceblock the debuff, etc), let dps top themselves up to full before bringing him down to 70 for the next wave, and repeat untill you hit 20 and everyone just burn the crap out of him. Probably the best strategy if you have a good single target healer but not a lot of Multi Target heals.

- do it "fast and hard".  Just kill the boss and adds, try to stack the add debuff on people who can make the most out of the added Damage, have your healers heal like crazy, and just melt him when he hits 20% (he should go down FAST with the amount of extra damage output from the add debuffs).

Personally, the thing i hate most about the place is tanking kael on heroic as a Druid, since 9 times out of 10, i am guaranteed to die when he pops shield and pyroblasts me (i have no useful spell interrupt, and no "oh shit" button combination i can use to survive the 50k pyro if we miss the very small interrupt window once the shield comes down)