Half the Playerbase is gone?

Best gold/hr isn’t the main reason a lot of people do old content. I still run through old classic and TBC raids for the heck of it…hic!

I saw where Candy Crush Saga is the #5 most profitable mobile game and lost all faith in humanity.

When some patch was worth waiting? The last 3 years ?
After 7.3.5 for me personally it’s almost always something decent

What’s really frustrating is that a lot of us WARNED everyone that Blizzard was going to mess up the level squish, since they’ve repeatedly screwed up ilvl squishes that are much less involved.

Only to be shouted down, over and over again, about how the level squish would be perfect and the greatest thing since sliced bread.

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To bed?

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I’m sure after WoW regular is gone that WoW mobile will be a big hit and the players will love it. Because everyone has phones for gaming and not actually using to call people right?

…hic!

Great Vault Slots!

I hope it IS accurate. Maybe Blizz will fix scaling then.

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that. exactly that.
“lets see how little we can do but give so much menial crap for busy work that it’ll SEEM like theres something to actually do”
And then you get the knights in here telling us how great it all is so its no blasted wonder blizzard doesnt get with the program until the screaming starts.

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What is kind of pathetic is even if half the players from SL’s launch are gone, which I kind of believe, this game still has way more active players than FF14.

I can make calls on my smart phone?

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I love scaling. Now if Blizzard could have gotten it right, it would be much better.

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A lot of it is sunk cost/time.

WoW came onto the market and dominated it on one simple principle: they catered to casual players.

Relative to the other peak MMOs pre-WoW, WoW provided easy questing, a solo path for progression to max level, and dead-simple dungeons and raids that were highly accessible for casual players.

The original dev’s were EQ players who realized there was a huge niche for a game that was more casual friendly than EQ, and that’s the principle they made WoW on.

Now, years later, the dev’s (and a lot of the players) are convinced that being “hardcore” is what made WoW great, but it’s really not. I’d be that the number of players who raid at all (including LFR) are still in the minority, along with the number of people that do anything above heroic dungeons.

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Not all. I’ve noticed some of the people who were complaining aren’t posting anymore. And some who said they are leaving still post because they still have game time left after falling prey to those 6 month sub offers lol. For those people I think they keep posting and having at least a passing interest because they’re hoping that there will be a blue post or a linked article saying things they are unhappy with will be fixed. And when those things aren’t fixed and their sub runs out you won’t see them anymore. But you’re definitely right, there are some on here who constantly say they quit and never go anywhere. They just need a place to vent their frustrations about the game and here is where they do it lol.

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Nah. WoD was the first expansion with close to a 50% drop.

MoP had a slow decline, but it was more like 20-30% across the expansion and there wasn’t a huge jump at the beginning.

WoD sold a ton of copies based on hype and “a return to the old days of WoW” with Draenor, and then didn’t live up to it, so all those people left. It basically sold 5 million copies to people who came back and then decided the game wasn’t for them.

I mean, I’m still here because I’ve got millions of gold with nothing better to do than occasionally buy a token.

They should realize the the casual players outnumber the hardcore players by a lot. From a business stand point, it would seem to be a smarter move to cater more to the casual players.

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I understand the idea behind it, and I can’t disagree with the idea that scaling can help keep the game challenging and prevent boredom from setting in by hitting that power threshold in leveling when you’re not even inconvenienced by mobs and you’re more annoyed at how long it takes to complete quests.

That said, for me at least, it really took away the most meaningful thing about an RPG, which is power progression.

Maybe? I think I’d be happier if there were servers where scaling was enabled, and servers where it wasn’t. That would probably be a nightmare to balance the game around though.

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By do it right I meant what you want. Keep it challenging but at the same time the player needs to feel more powerful.

I like things scaling to me and not just ripping through it but, as you pointed out, feeling weaker as you level is no good.

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Anyone who thinks this needs a slap upside the head and a reality check. WoW has always been the casual MMORPG.

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