Pathfinder Exists Because of Players' Lack of Moderation

Well it has the opposite effect. People hurry up and do pathfinder and unsubscribe until pt 2 instead of leveling alts and playing the game.

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yeah but the problem is the time played metrics are already in and by their measurement its a success even if players do P1 and stay away until the second part it still looks good on the MAU system and by extension the shareholders are happy

the devs created pathfinder
1- so people are forced to see the content they created
2- to delay unsubscribtion
3- to piss off the players that dont do questing
4- because they are mentally incapacitated

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That does not imply that people don’t want to WPvP, maybe they just don’t like to be crushed 40v1 by the overnumbered faction

It implies exactly that. People just don’t want to participate. It’s no where near as popular as you think.

I say if Warmoders want to fly, it should be at walking speed. Let them have the ability to fly in zones where there is a definite need, but not fast. Let them PVP it out. Slowly.

“We had to implement measures to stop our customers from playing our game too much.”

Just the suggestion of this being the actual reason is hilarious.

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said no game developer ever

Wrong. There has been the consistent message that players were consuming the content too fast and claiming that we would sit and complain about how there is no content. And pathfinder(grounding) being a way to help slow the consumption along with time-gates.

Often it is accompanied with: “Can’t just drop all of the content on the first day because you’d consume it all. So it has to be drip fed for your own good.”

This is where the devs talk about CYCLICAL PLAYERS.

Don’t try that.

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It’s a fact that I play MORE when I can fly not less.

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I don’t want to WPvP ever, war mode was one of the best things they ever added. Now if I can just get them to stop flagging me with it off, don’t care if the guards one shot me, just don’t flag me for pvp.

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When players have travel options they tend to do more.

This is especially true in single player games that have a lot of back and forth between areas. When you make travel laborious, people are less likely to be willing to go off the beaten path and explore. Because its time consuming and usually not fun.

Now if travel takes time but going off the beaten path has tangible rewards, players are more likely to be willing to travel. But if you simply expect them to travel slowly everywhere they go, for no other reason than “its immersive!” you end up losing players.

I mean, I loved the entire feel of Dragons Dogma. But travel is so ungodly slow and there are areas you travel through frequently that it becomes annoying. Sure, you get a fast travel option later, but its rather restricted and you have to go places that are so far off the beaten path that travelling ends up feeling like a chore.

I truly want to finish the game, but the travel restrictions suck a lot of the potential fun out of the game.

When you put the brakes on a player for no good reason, you’ll find the player is more likely to put the brakes on even playing or paying for the game.

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The top 3 reasons given by Bashiok before WoD were flight…

  1. trivializes the deliberately tedious, trash mob-annihilating parts of combat that occur between actual quest objectives.
  2. trivializes the cartoonishly simple questing paradigms they use in open world content.
  3. Forces them to make bigger zones, which I don’t think is necessarily true.

The whole “content is being consumed too fast” argument flew straight out the window the moment they started selling level boosts.

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A progressive story campaign through each of the zones that also awards Normal Raid Ready Gear. So gear awarded at or about (within reason) of 5-10 ilvls below the Normal Raid Gear drops. I am saying 1 to a maximum of 2 pieces per zone so you are getting a HUGE upgrade after completing a strong and serious piece to the main story, but only 1. This gear would be the main pieces only (weapons, shoulders, head, legs, gloves, boots, belt, bracers, and back). Thats alot of gear, fine give use Blue Weapons, and Bracers or whatsoever, just make the Story and the Lore great and with great reward for completing it.
To reiterate this point, the end result/ilvl is not an OverPowered Score or that Equal to the Raid, it is one that is near the Raid score so that the player can enter and do well in a Normal level/difficulty Raid.

After completing the story this way, there would be another adventure; Pathfinder…
I think Pathfinder should be based how it is now, as I am currently working on getting this - i hate doing it, but the idea and achievements i agree with. To implement this differently is what i ask.

After Completing the Main Story, this unlocks Story Line quests to each zone. This story line should be similar to all the side quests available in the zones to give depth to the races/factions that exist there. Now this Zone Story Line, will have increased rep gains with completion of quests, and end just prior to being Exalted (requiring about 2-3 days worth of world quests per zone, to earn increased favor with the factions/races). Beyond earning reputation for this zone based story line, there would be, again, a Normal Raid Difficulty Ready gear piece reward but only upon zone completion. These rewards would likely complete the main pieces of gear, or perhaps be Trinkets, Rings, and/or Neck pieces.

Perhaps, this Zone Story Line could be introduced at the same time as the player enters the zone through the Main Story Line, but identified as a Green or Different Color exclamation point; as the Main Story is Orange, the Zone Story could be Green.

I feel a system like this would operate BEST during a zone transformation, like in Cataclysm, but in general could be implement at any time. I am NOT saying that with this implementation there should be no, by all mean many players enjoy the side quests. And in fact, perhaps Story Line + Zone Story Line + Side Quests = Exalted (Pathfinder); that would be extremely nice. In the current game it would be implemented more like Story Line + Zone Story Line + War Campaign Story + Side Quests / World Quests = Pathfinder; which is also Okay* with me. (Okay: being i don’t entirely like the War Campaign being apart of pathfinder, but i don’t hate it either.)

Again the Rewards for completing the Stories should be worth* it and thus, Raid Ready Rewards; above or at Heroic Dungeons but a step below Normal Raid. This is to make it worth* it as well as feel a sense of accomplishment and satisfaction with completing the Story. The player would Finish Gearing through Heroics or however they choose after the completion of Story Lines, but ideally gear up after the Story.

This idea does not stop side quests from being there could make them more story-telling-like and directional/relatable. As well, this would not be the only way to Gear up as Dungeons, Heroics, and Mythic exists along with World Quests. It would offer a more directed way through the Story and Zones to be informative of the Lore.

So long as the decision maker (ion, the WoW director) hates flying and loves pathfinder, it’ll remain that way.
My guess is the pro-flying devs are either gone (quit or transfer to other games) or “suppressed”.

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the story stops WAY WAY before revered and those 100 different WQ are not part of the story.
Also YOU find it not half as bad, dont speak for me ty.
And you have no say in who really needs flying or not the fact is nobody really needs it, but alot of people had it for a long @ss time then it gets taken every bloody expansion for no good reason they have all right to be pissed of.
And there needs to be NO time gate AT all it should be loremaster explorer warcampain no rep no 45791864916741497 WQ no treasures no other BS jsut the main story.

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The 100 different WQ are almost all nothing but REPEATS of stuff we’ve already done.

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The grind is boring and the new content sucks to have to grind the dumb WQs over and over and over. I’m thinking of quitting WoW, if not for me having this awesome xmog I would’ve. My xmog is the one thing keeping me from quitting right now.

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You mean like dungeon rep? That thing they inexplicably removed for no reason?

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and FYI flying was a part of the game longer than it wasn’t. It was a HUGE qol life feature that Ion decided he didnt like in the game and wanted to get rid of.

The hypocrisy of it all is that they removed the water striders ability to walk on water because they felt that people were forced to do a long rep grind in order to have an advantage yet they keep flight (an actual advantage) behind an insanely long, time gated rep grind.

Mark my words, the new mount equipment system… thats how you will get flight soon. It will be an item you have to swap in and you will have to buy a new one each expansion for some insanely inflated price off a crafter.

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