Lmao you cant type this and say you are looking at things objectively…
Dungeons fell apart all the time back in original vanilla aswell wtf does this empty statement even mean? Dude you are grasping as so many straws trying to hang on just stop.
I think the bigger failure was making the social chat groups cap at 1000 players. Why? Most of them don’t even play anymore, and who has time or energy to delete 990 players from a social group? The social chat groups should not have a player-cap; this is the global chat we all deserve, imo.
Within hours of launch, you have people maxing out stuff, making the best routes and paths.
I grew up where it was you and your neighborhood friends trying your best to beat that boss in whatever game.
Now it just comes down to “ok, so you know the fight, have the gear, and have the addons” but “can you do it the fastest? What if we made it 10x harder?”
The exploration and the shared experience of discovering the world is gone. Even in SoD.
It’s back to twitch skills, APM, and dancing choreography hand/coordination excessive even for an RPG. That’s the issue I have and the emphasis on esports
Even the people who wanted the time machine of Classic, by the time Wrath came around, were being treated to insane behavior like PUG groups wanting full Sunwell gear to speed run Utgarde Keep, which is one of the 5 easiest dungeons ever put in the game. People blame Blizzard, but it’s mostly the players who have caused the negative trends.
Well I meant that you approached packs like you would a dungeon.
I can’t really recall the last time I actually did this in open world, everything just dies, there’s no real point in CC, I feel invincible for the most part.
It’s open world through, as you said, it’s been like this for years. Probably since WoTLK at least.
Just because you don’t find something interesting nor challenging does not mean that others don’t. The problem with threads like this is that people only look at what they like and what people like them like. It is not a false positive if someone sees it as something good that you don’t personally enjoy.
As it stands now WoW has a pretty good mix of difficulties for players to choose from. The issue is the community, finding groups that allow for players to learn and grow into doing harder content if they want to.
That is current day gaming. Gaming has trended into maximizing every single thing. No awe or surprise we get datamining every day. No need to “explore” builds we get the best build solved. You may not like it but this is gaming in the current year.
Even the darling of some here “classic” , that they claim is that feeli g of awe and surprised has been minmaxed to death and people wont even level up without am addon tellimg them the best fastest safest route.
This is why I think it isn’t primarily game design-related as well.
Vanilla was presented again, to the same game’s playerbase 18 years later, and it didn’t play like vanilla did. Various reasons for that, but one of the main ones is that the players are just different now. Everyone is about max efficiency, now. The game is not new, and it is not social – people don’t socialize in games like they did when the internet was fairly new in 2004. People game in games, efficiently, so that they can socialize elsewhere, online or offline.
It’s a totally different gaming community, even when you stick to the same game. It may be true that some aspects of the community are conditioned to a degree by the game design, but mostly Blizzard saw which way the wind was blowing, in terms of online gaming (specifically how it was moving towards much shorter gaming sessions as other things began to compete for people’s time in a large way), and adjusted the game to reflect those larger trends.