Where Are The Warts?

I hear what you’re saying, but i so think ilevel chnages are more than minor. That affects class/raid balance for two full raid patches ( toc snd icc), this can significantly alter tuning and endgame balance.

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Because the game at that time fostered a certain environment and that right there is what will keep people playing … socialization no matter how small resulting in bonds made doing a common thing just like friends do IRL. That was what made wow great back in the day and it was ALOT more widespread then today. Personally this type of population infects so many games and slowly seeing people get sick of it now. If wow was smart they would make a game that appeals to the mass of people excluding those that are toxic and BAM you would have a winner i guarantee it.

ya this is why we shouldnt of done changes in the first place bud but yall were ok with them

It’s not as if there are some closely guarded secrets held by the pserver crowd. A month after a handful of players knows something, virtually all players know that thing. Should literal game- or mechanic-breaking exploits be fixed as they are discovered? Of course. But you have to be able to differentiate between fixing a thing that is objectively broken, and re-designing something so that it is subjectively better.

Uh…since like halfway through Classic. Where have you been?

Please cite where they promised it.

Turns out the game is actually 20 years old, and some of those warts are cancerous today. What about this are you failing to understand?

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Again, this was all known when Classic launched. In fact, it was so well known that it dictated the evolution of the entire retail version of the game. Retail removed the cancerous warts over the past ten years, and Classic launched with #NoChanges in spite of this.

You’re saying it was well-known how cancerous the warts were gonna be? It was well-known that boosting would be as pervasive and destructive as it was? Even when Retail never really witnessed a boosting craze to the same magnitude?

Now you’re just being dishonest, which is a great way to get people not to listen to you.

No, Classic launched with #NoChanges because people thought they did, but they didn’t.

[quote=“Bloomsday-sulfuras, post:29, topic:1319196”]
You’re saying it was well-known how cancerous the warts were gonna be? It was well-known that boosting would be as pervasive and destructive as it was? Even when Retail never really witnessed a boosting craze to the same magnitude?[/quote]

Actually, yes. Leveling in retail is easier and less grindy, because players today don’t have the time and patience to grind for their levels to the extent that they used to. Blizzard has been keenly aware of this for quite some time, hence why retail has gone the direction it has.

Case in point: GDKP exists in retail because raiding is about the only grind left. Players would rather buy their loot than grind for it. It wasn’t hard to figure out that players would apply the same sort of thinking to the leveling process. The same can be said of gold farming and of all of the other warts.

The issue here is that Blizzard, now, is trying to recreate the playstyle of the original game, rather than recreate the game itself. They haven’t yet realized that playstyles can’t be forced on players. If you don’t give players the freedom to play the game the way they like, they simply stop playing.

The players who like boosting aren’t going to level their alts the “traditional” way for the millionth time. They’ll just quit. The players who like running dungeons through RDF won’t run them regardless. They will just quit. The players who liked unadulterated Wintergrasp will just quit. The players who liked to farm old content will just quit.

Will the game be better off without half its players, as those remaining won’t have to think about such unsavory playstyles that others used to enjoy? Clearly a lot of people think so.

It does not, not that i have ever once seen. carries/loot funnels do though.

Well, then you’re either psychic or dishonest. Take your pick. I’ve made mine.

Because blizzard met with private server owners and top players. They wanted the game AS IS to say ok we’ll shut the servers down and help bring players to Classic. That’s why it was advertised and mostly kept as it was. When you have 200k+ coming almost guaranteed you just paid to make it happen. If they didnt come guess what … classic would not have been released.

To be honest I haven’t minded some changes or parts of changes, such as when they nerfed raid buffs, or more recently when they nerfed mage boosting quite hard. On the other hand there are things I don’t like about those changes and since they’re ultimately ‘post-mortem’ changes there’s nothing me or anyone else can do about them.

To be more clear what I mean is that there was no outright electoral process where the community was engaged with the decision and aligned with the decision. In retrospect nerfing the boosting and buffs earlier on would have probably retained more of the subscriber base, in my opinion, and I think that the community being upset with those things was the direct cause of blizzard nerfing them.

All of that being said, with these wotlk changes before the game has come out it leaves me wondering if these changes are coming from the same thought process that the previous changes were made from. There is surely no classic-specific customer feedback / classic-specific aggregated community feedback to justify these decisions.

So this leaves me nervous about the future. And I think that many people are feeling the same when reading these types of changes. So, in conclusion, that is why so many folks are concerned about the game being changed. This one feels rushed, not shown to be backed by prod data or prod feedback, and not really solving anything that has been clearly shown by the community to be a problem.

As a note to blizz I would suggest that it is important to let customers decide as much as possible in these scenarios. Changes need to be tested against real customer experience. You don’t have any seed data or prod data to demonstrate that these changes are going to be good or bad. Remember your customers are paying for this because they don’t want to live through all of your other changes you implemented throughout retail. So keep the perspective on this.

When Blizzard realized the Classic versions of the game were going well and found out that WotLK was inevitable. They can’t have an old and “outdated” version of their game doing better than their retail version without their hand in it! Nothing can be successful if it’s not given say-so by the current devs!

That’s what it seems like, anyway.

Unfortunately, this is the case when you open the door to changes, even if they seem beneficial. This is the problem with WoW Classic, companies, governments, Homeowners Associations, both political parties, etc. Remember that old phrase “you give an inch, they take a mile?” Nowadays it’s drowned out by the cries of “SLIPPERY SLOPE FALLACY SLIPPERY SLOPE FALLACY SLIPPERY SLOPE FALLACY SLIPPERY SLOPE FALLACY”, but it turns out that old concept is often observably true, and a real threat. Slippery slopes are indeed real, and not every instance of its use is a fallacy. In fact, I would venture to say most uses of accusations of someone committing a “slippery slope fallacy” are indeed fallacious due to the rampant incorrect usage of the phrase. The denial of ability to use foresight to judge situations is the denial of the ability to think as a human. People can always say “but that’s different!” Everything is different, I suppose, but more often than not, you can fairly accurately predict behavior, or at the very least, the possible risks attached, in similar situations.

I was always a pro no changes person for this reason, outside of adding Goblins in Wrath because they’re awesome (joking of course, and even though I’d prefer a Wrath with Goblins and Kezan, I can’t support that, because I’d have preferred they just leave it alone in the first place)

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Where Are The Warts?

thats a rather personal question

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