Almost nobody would use that filter.
No, the exact same playerbase is playing Classic and Classic doesnât have this problem. Sure they finish it as fast as possible but at least they have to be a little careful not to overpull.
The reason why it is the way it is is because the game design encourages this.
People are gonna hate you for saying that longtime players need to be inconvenienced a little bit but OP is 100% correct. This design is inexcusable. We should be encouraging new people to get involved in social content not chasing them off like this.
This is supposed to be an MMORPG and we need players to be encouraged to interact with each other.
Having an issue with the way other players play and being told âplay by yourself insteadâ is precisely the wrong answer.
The answer for how to do this is pretty easy, but itâs unfortunately one that players will not accept.
Itâs far more important for new players to have fun.
New players are not imbeciles that need forever dungeons to learn everything about their class in ONE run. It will take more than one run to learn it all, then apply the knowledge to each circumstance they encounter.
Runs where someone is lost and left behindâŠwell you are bearing witness to their learning curve. Doesnât mean they will be lost and behind forever. See it for what it is, realize that no change in the game is needed for this.
But mobs lasting long enough to get dots up will greatly help all players trying to level a Shadow, Moonkin, Feral, Aff lock, Sin rogue.
If Blizz wants to get new players interested enough in WoW to stay, they shouldnât be falling behind and told the game gets fun later when they figure it out and can speed along everybody. It ought to be a dungeoncrawler experience from the first queue to the last queue of their leveling journey.
YES.
This is the exact problem that Real Time Strategy ran into where the genre forgot how to make the games fun for new players.
Itâs all âYou have to learn how to APM, micro macro and timingsâ and guess what, RTS doesnât get new players anymore because itâs not fun right away.
The genre didnât start with APM, micro macro and timings. We started out just building stuff and killing stuff with what we built. That meta we see arose out of the fun that we had just building stuff.
Whoâs saying that? Iâm saying people are not the box of rocks others believe them to be. Some people truly enjoy the learning curve and everything that comes with it. That is the fun of the game at first.
I donât believe a single new player has ever been compelled to play more because of the learning curve of pressing W in a dungeon without falling behind.
I made a thread about this exact topic earlier and I kid you not there was someone there who argued that new players need to âjust take their hazing.â
I used to play SC2 and I remember metas where the game doesnât get fun until gold rank, because the lower ranks had nothing but cheese. The new player experience is vital to all games, otherwise theyâll leave for a game that is fun from the start.
Because you might believe that a new player is only interested in dungeons and not the game as a whole?
I get it and can feel a little sorry for the new player but there are Follower Dungeons available. They have another option.
SCII had the easy on-roading in the form of the campaign (On a slightly different note: the Wings campaign is probably the best RTS campaign of all time)
Dungeons are one piece of the puzzle and part of the point of low level dungeons to begin with is to encourage players to play with each other.
If a new player asked how to play with other players, theyâd just say âjoin a discordâ which is further proof of the gameâs insulation problem. Weâre at a point where most people playing are in an ingroup and penetrating that ingroup is incredibly difficult.
This isnât the fault of the players, this is the way the game is designed. The game design is hostile to social interaction happening in their massively multiplayer online game.
Even if I agreed with this sentiment, what youâre suggesting is literally impossible without the game physically preventing players from pulling more than one pack at a time in the âslow modeâ. Nothing is forcing players to go fast, thatâs simply what players choose to do if they are able. If the game were designed to make a faster pace impossible (meaning no matter how skilled you were, you wouldnât survive doing multi-pack pulls), there would be no way for a toggle to âgo fastâ to function.
By having the design allow fast, players can choose to go slow if they desire. But a design that enforces slow cannot support going fast only for those who want to do so. The design we have today truly is the most flexible. Iâm not saying this comes without flaws, but there unfortunately isnât any other way short of building artificial road blocks in the content that would make the experience feel very disjointed and ruin the experience for anyone who wants to strike a balance between slow and fast.
Skill also plays a role, though. Thereâs a reason all content in classic has been run significantly faster than when that content was retail. Blizzard didnât force players to go faster as the game evolved, merely added the tools to enable the practice. One of the main reasons the game was slower early on is the player baseâs collective lack of ability to perform in the game back then.
Yes, the desire to go fast is an attitude, but if players are incapable of success while doing so most will dial it back. Itâs not faster to wipe every pull rather than just slow down a beat.
Seriously, thatâs your response? Youâre making me defend Aqure?!
Itâs a video game. Suggesting that the majority should be able to influence the pace of a group is just unequivocally not the same as suggesting the players that want to go slowly should be forced to clean my digital house come Midnight.
RTS stopped being a thing because companies stopped making them since they are a lot harder to monetize, has nothing to do with the genre. Grand strategy games from Paradox sell millions of copies and are infinitely more complex than any RTS ever made.
Iâm playing both retail and classic WoW. Thereâs far more socialization in classic WoW dungeons, a lot of it built just on the pacing of the dungeons. People talk more when they donât have to hold down W.