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Wednesday, August 21, 2024

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daralish

for me WOW really blew it when they started the cross realms. before that you knew a ton of people in your realm and had the ability to join up with them for raids, instances and quests. when they opened up crossing realms to do instances and raiding they ruined the community. if you were new in your role you could not develop it with people you knew, everybody just wanted to slam through content. cross realm also made it so people could steal loot or just raid till they got what they wanted and then poof--there was no honor anymore. it stopped being fun. and now, even with new content, I have no reason to ever go back.

cynicjr

The reason why world of Warcraft has struggled since cataclysm is because whenever Blizzard would release a new expansion. They would do a number squish which meant that they also did a content squish and all the previous good content that people enjoy doing would no longer be in the game. In particular, the raids like carazhan or vortex Pinnacle or gruel's layer would no longer be relevant since blizzard would be focused on getting players to buy the latest expansion. They would feel like they had to eliminate the old content and make it irrelevant. So that meant the only time people would play The old content is if they wanted a transmog and in order to get that piece of gear they no longer needed a raid since they could solo it. Well, if you're just going to make all the content in the game soloable at some point, then that defeats the purpose of people actually caring to buy the latest content because they'll just wait until the expansion is cheap, 50% off and then they'll buy it and then they'll do all the old raids so that they can get the transmogs. What Blizzard could have done in order to keep the content relevant to rating Is forcing players to lock out tunes from leveling to latest content levels and for example, they would have to take a character and assign it to a specific expansion's content. So you would have two or three characters set aside for burning crusade content. You would have two or three characters set aside for wrath of the lich King content. You would have two or three character set aside for legion content and so on and the number squish would not affect those characters and the content would stay relevant at what and would not become so easy that the content could be soloed. I made this suggestion to blizzard a long time ago but apparently it fell on deaf ears.

Yevgeniy khron

I'll tell you exactly what happened and I devs would see this!
The way the bew raid and dungeon systm works is the issue.
Yes the new system can be fun for some players to have fun enjoying end game content raids easily.
Though it was the way the old raid and dungeon system worked that had so many wow subs.
The old system made it mandatory to be in a good guild and your only chance to raid especially end game content was to be on your best behavior with the guild leaders.
It would be the most juiciest moment of the week to go do a raid that nobody else can even clean a trash group with yet alone face any bosses.
This causeded more hardcore players to stay.
Now all raids are easily accessable and with a LFG team you can see the end game contents. This new system of raids and dungeons is what broke wow.

Jess

Maybe activison blizzards many crimes have something to do with jt

Lola

I stopped playing WoW before doing anything with the Shadowlands release. Seeing them take away the levels that I worked so hard for, along with busting my ass for gear and achievements, earning mounts among other things.. It just all became way too easy. I would never go back to WoW the way it is now.. Way too watered down.

Doug

I agree with much of this.
I'd add that splitting servers due to population was devastating. I got multiple communities onto one server on launch day, ensuring that there was a good balance of horde and alliance, and we had a server split forced on us. When the dust settled both sides were completely unbalanced. When Cataclysm came in, that was it. Almost everyone on the server switched to horde, and the server transitioned from an awesome collection of communities to the place you transfer to if you want to mindlessly slam out raids.

A other crime, was the end of the 40 man raid.
I am 100% guilty of advocating for smaller raids, and at the time I as server first guild leader believed it was the best thing as it would make scheduling and managing easier. I was right, but by god did that really screw up the game. In any given raid I would have about 10 to 15 people who, while they knew the strats, weren't doing anything much useful because their gear sucked their talents sucked (I refused to dictate talents to members and instead encouraged class officers to educate) or they hadn't prepared enough.

Remiving 40 mans removed that fat, and that "fat" was often a friend or partner or son or sister, mother, or grandfather. It crushed the community spirit. And for what? So I can have an easier time organising, and people's PC isn't overwhelmed by spelling effects?

We tried running multiple raids but that was even more of a hassle and bred resentment.

CJ

This begs the question of why a game like FFXIV is so popular, where the emphasis is precisely on those elements you claim are killing WOW, namely emphasis on the story and making it possible to play through the most of the story solo.

I played WOW on and off for about 15 years, but hated the elitism and the unkindness shown towards people who just wanted to experience the story instead of bothering with spreadsheets, macros, add-ons etc. Dungeons were mostly unbearable due to almost constant toxicity, but so much was gated behind them, even for crafting. I finally decided to take a break 18 months ago, because I could not cope with dragonflying at all, took months just to get through the basic tutorial and still was unable to do it properly after that , yet WOW in its elitist way had made its use pretty well mandatory for a bearable life in the land of the dragons.

I dipped into the FFXIV free trial instead and have never looked back, becoming a subscriber just a few months later because I wanted the full experience. Now I can live through a fabulous story and take my time doing so, because it all stays relevant. Gathering and crafting also remain relevant at all levels so are a pleasure to do. I can play all roles on a single character, so can chop and change my personality and experience different sub-stories at whim without needing to make alts. When I choose to interact with the community, it is usually a far, far more wholesome experience than I had in WOW. Right from the start, I have been far more incentivised to spend time in Eorzea than I ever was in Azeroth.

Olle Ahlström

This is a probably the best article I have read on the subject of went wrong with wow. The removal of "open world exploration"-style game to story-driven playstyle, the way the game has become way to easy and quick to level, and the raid finder/dungeon finder dynamic that took away play interactions.
I would like to add to that, that one of the reasons Blizzard added raid finder to the game and made the game easier was because "only 1% got to see naxx" which is non-argument in my opinion. Merely seeing the 3d-artwork without the challenge of the raid is pretty uninteresting. I say this from experience. In early 2004, some coders cracked the wow-alpha edition but with the caveat that there were no NPCs, monsters or quests in the game. You were basically walking around in an empty 3d-world. Eventhough I was 100% hyped about wow at the time, I got bored with the empty world in about 5-6 minutes. Raid finder is only used for gearing up and possibly for progressing Blizzards lame campaign-story.

Fireblaze-Ravencrest

Finally someone other than me acknowledging the causes of WoW decline. That's what I've been saying ever since the dungeon finder addition in late WotLK and through the rest of the expansions. They have rapidly "streamlined" the social aspects of the game out. And today I keep seeing the statements in my news feed about making the game "friendlier than ever to solo players" and that makes me chuckle to myself. It's unfortunate that struggling MMOs somehow keep arriving to a conclusion that solo-friendliness is the one thing that's going to reverse their decline, while in reality it's likely the main thing that's going to speed it up. Personally, I almost stopped playing MMORPG by now, because they all feel the same - soloable single player experiences with a chat feature. It's just not fun, and if I want a nice single player experience I will play a real single player game.

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