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So what's going on with WoWFollow

#77 Sep 09 2013 at 3:18 PM Rating: Excellent
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azwing wrote:
snow-balled the problems with balance.

34 class/specs, across:

3 levels of raid difficulty
5-man dungeons + heroics, 3-man scenarios, & various solo encounters
Regular and rated battlegrounds
5v5, 3v3, 2v2 arena

Now balance it!

Smiley: eek

I don't see how they even do as good as they have honestly. Even with the degree of homogenization that's there it doesn't seem humanly possible. Especially with how far different PvE and PvP are in WoW.

Part of me wonders why they even balance to that degree. The amount of resources it must take can't be that small can it?I mean most other MMOs just respond with a "yeah we know it's not balanced, deal with it," kind of attitude once they reach the point all the classes can reach the level cap solo. Smiley: rolleyes

Edited, Sep 9th 2013 2:18pm by someproteinguy
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#78 Sep 09 2013 at 3:32 PM Rating: Good
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someproteinguy wrote:
Now balance it!


They never should have tried.

The RSP model wasn't perfect, but how much has really been improved over the last nine years? And how much has been sacrificed? I'd trade the current "balance" for the ability to go melee Huntard and hybrid Druid again. Why? Because **** yeah, choices!
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#79 Sep 09 2013 at 3:55 PM Rating: Excellent
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Mazra wrote:
someproteinguy wrote:
Now balance it!


They never should have tried.

The RSP model wasn't perfect, but how much has really been improved over the last nine years? And how much has been sacrificed? I'd trade the current "balance" for the ability to go melee Huntard and hybrid Druid again. Why? Because @#%^ yeah, choices!

I'm sure there'd be plenty of QQ (to answer my own question as to why not I guess...), but you'd have to think their job would be a lot easier going forward. Mages: Frost has good survival, fire has the highest sustained DPS, Arcane has the most burst. Warriors: you get 1 tank spec, one DPS spec and one PvP spec. Hunters, please choose: do you want a strong pet, good DPS, or good survivability? Then so on and so forth. You'd think with dual spec it'd be less of an issue now then it was back in the day.

I mean no one really enjoying coming along just "because we needed that buff" or "someone has to innervate the real healers" but maybe that's the price you have to pay if you want varied gameplay?

I dunno.
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#80 Sep 10 2013 at 12:58 AM Rating: Good
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my main beef with blizz and balance is their hesitance to have spells function differently in pvp and pve.

having that as a tool could making solving balance issues a lot easier.
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#81 Sep 10 2013 at 5:02 AM Rating: Good
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someproteinguy wrote:
I'm sure there'd be plenty of QQ (to answer my own question as to why not I guess...), but you'd have to think their job would be a lot easier going forward.


For PvE, sure. For PvP, not so sure.

Instead of having to balance a class to hard-counter another class, they now have to balance every class to counter any other class, provided one player possesses superior skill. I can't even imagine how many variables they have to handle now. And whenever they get something wrong, it results in a class being grossly overpowered/underpowered for half an expansion.
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#82 Sep 10 2013 at 9:13 AM Rating: Good
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azwing wrote:
iddigory, I think one very important aspect is missing from your analysis:

Arenas.

In my opinion, the introduction of arenas really snow-balled the problems with balance. They've been dealing with the aftermath of it ever since. Everything from CC to healing, to dps, to tanking...you name it. The rock-paper-scissor balance of larger scale battlegrounds just didn't work with the small-scale arenas. It forced Blizzard to make compromises on one side or the other (i.e., PvE or PvP) that usually made no one happy (well, except for the flavor-of-the-month crowd). A change to PvE made something OP in PvP, or vice versa...and the crying would begin again. I think between the homogenization of classes and the latest talent system, Blizz has just thrown up their arms and given up.

At this point, I'm only dabbling with leveling. Raiding just doesn't have much appeal anymore. From a leveler's perspective, the new talent system is really disappointing. Even it was only a psuedo-choice in the past, I liked the idea that I would get to pick something regularly...now, not so much.

azwing wrote:
iddigory, I think one very important aspect is missing from your analysis:

Arenas.

In my opinion, the introduction of arenas really snow-balled the problems with balance. They've been dealing with the aftermath of it ever since. Everything from CC to healing, to dps, to tanking...you name it. The rock-paper-scissor balance of larger scale battlegrounds just didn't work with the small-scale arenas. It forced Blizzard to make compromises on one side or the other (i.e., PvE or PvP) that usually made no one happy (well, except for the flavor-of-the-month crowd). A change to PvE made something OP in PvP, or vice versa...and the crying would begin again. I think between the homogenization of classes and the latest talent system, Blizz has just thrown up their arms and given up.

At this point, I'm only dabbling with leveling. Raiding just doesn't have much appeal anymore. From a leveler's perspective, the new talent system is really disappointing. Even it was only a psuedo-choice in the past, I liked the idea that I would get to pick something regularly...now, not so much.


Oh I completely agree with you. I was just trying to discuss the state of the game from player perspective and experience. The idea that Blizzard failed to give PVE players the PVE experience they wanted them to have and this being due to arena balance issues are not at all incompatible. But I don't think it's realistic to pardon Blizz on that part (which certainly hasn't been the policy of posters on this board in patch note threads, ever).

At the end of the day, someone who is bored or frustrated with a dungeon isn't going to rationalize their experience in terms of Blizzard's struggle to balance content. If they're thinking about it at all, it's just going to **** them off more.

And at the end of the day, they're bored/frustrated with the content, and that's Blizzard's fault. It's not required of the player to pay for something that bores/frustrates them. And since Blizzard is the one who wants them paying, it's Blizzard's job to give them an experience to pay for.

In some ways, I do feel bad for Blizz's position. Well, I feel bad for the DEVS' position. The game grew really quickly, and then Blizzard was bought out by Activision. That adds a LOT of corporate pressure on them to make decisions from a business perspective. If it was up to the Devs, Cata would never have launched in that unfinished state, and I'm perfectly willing to believe they could have pulled off the transition back to a CC model quite well.

But business decisions forced them to release the game before it was finished, something directly contrary to Blizzard's approach to pretty much everything for most of their history, and the entire game.

And, honestly, that's probably the same thing that happened with arenas. The devs wanted them to be dungeon-level content. But esports were getting big, and business-side pressure forced them to gain more of the spotlight. And I'm sure that did make Blizzard a LOT of money.
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#83 Sep 10 2013 at 10:12 AM Rating: Good
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More importantly, they changed Wrath to be yellow instead of green.

ABOMINATION!

Seriously, though, Night Elves casting sun spells is just hilarious from a lore POV. And it was only done to justify Tauren Paladins... ABOMINATION!
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#84 Sep 10 2013 at 10:16 AM Rating: Excellent
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I liked being a tree, but they didn't want me to be one. Smiley: glare
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#85 Sep 10 2013 at 10:56 AM Rating: Good
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Mazra wrote:
More importantly, they changed Wrath to be yellow instead of green.

ABOMINATION!

Seriously, though, Night Elves casting sun spells is just hilarious from a lore POV. And it was only done to justify Tauren Paladins... ABOMINATION!


someproteinguy wrote:
I liked being a tree, but they didn't want me to be one. Smiley: glare


Not going to lie... Both of these changes helped diminish my interest in my Worgen Druid. That, and hitting Outland. /shudder.
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#86 Sep 10 2013 at 1:47 PM Rating: Good
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idiggory, King of Bards wrote:
Not going to lie... Both of these changes helped diminish my interest in my Worgen Druid. That, and hitting Outland. /shudder.


I took my first Pandaren through the starting zone today.

Never again.

Johni wrote:
Despite it being one of the most detailed and visually enhanced places in the entire game, The Wandering Isle has to be one of the most sickly and slow experiences I've ever felt in the game. Even the first time round I was forcing money into my computer screen in the faint hope that it would let me skip it. I'm sorry but despite it being one of the few good things of the art teams I like in this expansion, it just doesn't have any replayability factor for me. Yet there are people who could play it over and over without a single care in the world.

Heirlooms would help you kill things faster, but it's still a very, very slow experience regardless. The distances between quests are dragged out on purpose, because when every second gets you money, you'd do the same thing. The quests themselves aren't all that meaningful and have nothing in relation to questchains as soon as you get to Orgrimmar or Stormwind.

As much as I'd like to give kudos to the devs for their work, I think it'd be better for them if they just gave me the option to start elsewhere in another faction's starter zone (after I've done it once, to be fair). Believe me, the more times I think of this zone, the greater the urge to kill becomes.

http://eu.battle.net/wow/en/forum/topic/7617461861#13

I thought the Death Knight and Goblin/Worgen starting areas were bad, but they at least had a pretty decent pacing and an interesting story (well, the Death Knights and Worgen did). The Pandaren story is just some random "go save spirits, then save mega-spirit!" plot with a "I am one with the Force now, padawan" twist. It only picks up during the last fifteen minutes or so, when you are introduced to the Horde and Alliance, and that's two hours into it!

I have done each race's starting zone maybe four times - the Undead and Human zones 10+ times. This is the first time I've actually been tempted to quit a character due to the starting zone alone. I don't know if it took longer than Elwynn Forest or Tirisfal Glades, but it felt like it. Every hour felt like three. And I was leveling a Shaman, so my rotation consisted of this.

Never again.

Edited, Sep 10th 2013 9:53pm by Mazra
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#87 Sep 10 2013 at 1:49 PM Rating: Excellent
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I canceled my sub last week after not logging in for a month and seeing nothing of 5.4. Smiley: frown But not because I think WoW sucks or I don't want to play. I've just got, like, work and stuff. That's the downside of a sub game versus one you can just come to and go from as you please. (Because the extra three minutes it takes to turn a sub on or off is prohibitive? I guess so.)

As for the argument about WoW's glory days, my 2 cents is, I like a lot of the features and mechanics of the game as it is now, and I think they got a lot right with the last expansion, but it's still an eight (for me) year old game. I'd love if I could magically get the game as it is now, viewed through the eyes of me then. If I was new and it was exciting and I'd never seen Darkshire (I still remember the first time I saw Darkshire, it was awesome), and there were still a ton of fun people to play with and the community was as lively as it used to be, but it looked like how it does now plus farming and pet battles? That would be super cool. But no matter how good a job Blizzard does with this or that feature or overhauling certain mechanics, they can't recapture the shiny for me.

Doesn't mean I don't want to play though. I look forward to having things calm down toward the end of fall so I can go try all the new 5.4 pet features.
#88 Sep 10 2013 at 4:24 PM Rating: Good
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I like the Pandaren starting zone, but the pacing definitely needs to be upped. And no heirlooms is just nonsense at this point.

In some ways, the Pandaren zone suffers from anachronism. The experience is a lot like old-school WoW's starting experience was, where it was really all about your race's immediate needs, and far less about the world beyond, war, etc.

But that feels really off when you phase into Cata-level WoW right afterwards.

And it suffers from the timeline issue, badly. Your starting zone is kinda-sorta during the Cataclysm... but then you level straight through Cataclysm... and never resolve Cataclysm... and suddenly MoP?

That's definitely a major issue with leveling alts in WoW (and one they should have addressed with Cata's revamp). It's not timeline-appropriate on later characters.

What they really needed to do on top of revamping the world was:

1. Create "transition" quests that serve the purpose of raid cutscenes and give the finality to leveling characters.
2. Do... something... to make the BC timeline less insane. Frankly, it should have been revisited - BC was far more like Vanilla than like Wrath, content-wise. But even if that wasn't possible, they should have edited quest text where necessary to make it work.

The absolute worst case scenario should have meant making Outland and Wrath "Cavern of Time" worlds, with quest chains explaining the plot hole as sending you back in time to assist. Add some eternal dragonflight mobs, and move on.

But I loathed the timeline gap moving into BC. Couldn't stand it.
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#89 Sep 10 2013 at 5:00 PM Rating: Decent
Mazra wrote:
Every hour felt like three. And I was leveling a Shaman, so my rotation consisted of this.

Never again.
I laugh so hard on this video.
#90 Sep 11 2013 at 9:00 AM Rating: Good
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idiggory, King of Bards wrote:
And it suffers from the timeline issue, badly. Your starting zone is kinda-sorta during the Cataclysm... but then you level straight through Cataclysm... and never resolve Cataclysm... and suddenly MoP?


I've given up on trying to understand the writers' vision of the timeline. It's completely messed up.

If they were so hell-bent on revamping the "main continents" leveling experience, they should have come up with a time travel excuse for Outland and Northrend. Caverns of Time would have been an excellent choice. While the Aspects gave up their power, I'm sure they could come up with something less ridiculous than the current content jumping.

Even the main continents are messed up now. You're doing quests that are set in a time before the Cataclysm has been resolved, yet Pandaren are running around everywhere. Is the Cataclysm and Pandaria stuff happening at the same time, chronologically, or what?
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#91 Sep 11 2013 at 9:04 AM Rating: Good
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Just repeat to yourself "It's just a show game, I should really just relax."
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#92 Sep 11 2013 at 9:12 AM Rating: Good
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Mazra wrote:
idiggory, King of Bards wrote:
And it suffers from the timeline issue, badly. Your starting zone is kinda-sorta during the Cataclysm... but then you level straight through Cataclysm... and never resolve Cataclysm... and suddenly MoP?


I've given up on trying to understand the writers' vision of the timeline. It's completely messed up.

If they were so hell-bent on revamping the "main continents" leveling experience, they should have come up with a time travel excuse for Outland and Northrend. Caverns of Time would have been an excellent choice. While the Aspects gave up their power, I'm sure they could come up with something less ridiculous than the current content jumping.

Even the main continents are messed up now. You're doing quests that are set in a time before the Cataclysm has been resolved, yet Pandaren are running around everywhere. Is the Cataclysm and Pandaria stuff happening at the same time, chronologically, or what?


The Pandaran starting zone experience is all about the effects of the Cataclysm on the Wandering Isle. My understanding is that the starting experience is set shortly after the Cataclysm occurs, roughly the same point in the timeline as the rest of the leveling content in Cata. They've actually just retconned the Pandaran back into that content.

Once that issue is dealt with, they have the time to focus on this new continent. After all, none of the zones in Cata are, strictly speaking, "new." They're all close to home, and just ones we haven't really been able to access before now. Only the Titan zone was actually new. But because there were already outposts near it, ignoring it wasn't really an option.

The moment Deathwing fell was the moment the race for Pandaria began.

At least, that's my understanding of it.

I'd suppose the best way to put it is that the Goblin, Worgen, and Pandaren starting experiences are all roughly in the same period, but the Pandaren starting zone starts towards the end of those other two (who actually experience the Cataclysm, and months following it).

[EDIT]

I haven't been through the DK starting experience since Cata. They retconned those races into it, I know. But it's timeline hasn't changed, right? Editing the LK out of it would be a big task.

Edited, Sep 11th 2013 11:13am by idiggory
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#93 Sep 11 2013 at 11:57 AM Rating: Default
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#94 Sep 11 2013 at 1:17 PM Rating: Good
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idiggory wrote:
The Pandaran starting zone experience is all about the effects of the Cataclysm on the Wandering Isle.


I didn't notice any Cataclysm references on Turtle Island. I may have missed the reference to Deathwing, but as far as I can remember, the quests on the island deal with the turtle's increasing discomfort, which is threatening to sink the island.

You kill a bunch of the local fauna as part of your class training (way boring on a Shaman, by the way), and then you go fetch the four elemental spirits that have gone missing. Maybe the spirits left because of the Cataclysm, but as far as I can recall, one simply fell asleep (earth), one was being chased around by an onyx serpent dragon (air), one was angry for some reason (fire), and one wanted to play geyser trampoline (water).

After fetching the spirits, Obi-Wan Kenobi does his thing, and then you talk with the giant turtle, who reveals the reason for the discomfort: a giant airship crashed into its shell. That's when you encounter the Horde and Alliance. There are some angry tigers and monsters from the sea there, but I don't remember there being any explanation as to why they're there. I simply assumed they were drawn/aggravated by the turtle's discomfort.

Once you leave the island, you enter Stormwind/Orgrimmar and are immediately involved in the conquest of Pandaria and the Horde-Alliance conflict, which seems to indicate that you arrive in Stormwind/Orgrimmar well into the Pandaria content.

Edit: The DK starting area hasn't been revamped. Same ol' thing.

Edited, Sep 11th 2013 9:19pm by Mazra
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#95 Sep 11 2013 at 1:39 PM Rating: Good
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Mazra wrote:
idiggory wrote:
The Pandaran starting zone experience is all about the effects of the Cataclysm on the Wandering Isle.


I didn't notice any Cataclysm references on Turtle Island. I may have missed the reference to Deathwing, but as far as I can remember, the quests on the island deal with the turtle's increasing discomfort, which is threatening to sink the island.

You kill a bunch of the local fauna as part of your class training (way boring on a Shaman, by the way), and then you go fetch the four elemental spirits that have gone missing. Maybe the spirits left because of the Cataclysm, but as far as I can recall, one simply fell asleep (earth), one was being chased around by an onyx serpent dragon (air), one was angry for some reason (fire), and one wanted to play geyser trampoline (water).

After fetching the spirits, Obi-Wan Kenobi does his thing, and then you talk with the giant turtle, who reveals the reason for the discomfort: a giant airship crashed into its shell. That's when you encounter the Horde and Alliance. There are some angry tigers and monsters from the sea there, but I don't remember there being any explanation as to why they're there. I simply assumed they were drawn/aggravated by the turtle's discomfort.

Once you leave the island, you enter Stormwind/Orgrimmar and are immediately involved in the conquest of Pandaria and the Horde-Alliance conflict, which seems to indicate that you arrive in Stormwind/Orgrimmar well into the Pandaria content.

Edit: The DK starting area hasn't been revamped. Same ol' thing.

Edited, Sep 11th 2013 9:19pm by Mazra


IIRC, the first part of the quest line was that the magics cloaking the Wandering Island in its mist were failing due to the severe upset that the Cataclysm caused. Wowpedia says it had something to do with the Maelstrom.

And my understanding is that the Wandering Isle bit and Pandaria aren't really related in the timeline, since no one on the Isle had any clue where Pandaria was. Both sides already knew Pandaria was out there, anyway.

But it's also possible that they got the timeline screwy over that period of time. The original Pandaren blurb talked about you joining a conflict close to boiling over into outright war, which more accurately describes Cata than it does MoP, from what I can tell.
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