Quantity <> quality, 4.1 was a step back, recycling pointless dungeons in Cataclysm lore lasted a few days for most people and CTA pissed more people off, WoW needs a patch that changes a lot of the current stuff without adding anything new, after that maybe they can have a solid base to build a better game
I agree with the stuff that rockaprime said. It feels like half an expansion, not a whole one. There isn't enough NEW content, and what they DID add wasn't very exciting or even new. Add on the bugs and whatnot, and there's the 600k subscribers that left.That being said, I still enjoy the game. I play it for the immersion and lore (as well as very polished gameplay) and am one of the few that always enjoys leveling another toon.Maybe we'll get a lot more subscribers back from Rift when the summer comes around, because I've heard that game went down the tubes pretty fast. Poor endgame content, poor PvP, empty servers with no merging planned, and the rifts themselves get old when there are no players around.
4.1 was fine IMO. ZG was completely different from the original and do you know how many max post threads there were on the main forums about people wanting a chance to get the amani bear? The main problem people had with the BOA satchel from CTA was that they weren't getting it at first because a single person left group somewher in the dungeon. This has since been fixed. The bags have a 1% chance of dropping any number of mounts/pets. This means the actual chance of getting the mount you want is something like trying to farm the deathcharger pre droprate buff.
I think ZG and ZA would make sense if they shipped with the game, as well as a level 90 cap, Cataclysm was rushed out just because it had to be released in 2010, they cut off any nice feature that would push it to 2011 and testing was poor as well. People aren't just leaving, they are quitting the game
I understand why there was a drop. Cataclysm wasn't that entertaining, all my friends and I had dropped our sub by january because it was just the same old same oldAfter 4 months i just came back to see whats new and shouldn't have bothered, a couple recycled instances and thats it for 4 months? Its no wonder everyone's bored.
I'm ready for Blizzard's next big mmo or at lest WoW's next expansion. Cata blows!
as expected. the 600,000 that decline did a good job. i am one of them and i own 2 accounts.cataclysm is a big disappointment. no bull.greg street need to go. ever since he come to blizzard, wotlk and cataclysm has gone down the hill. reason?a) he give every class at least one spell that is identical to each other, just different names. bloodlust for mages? aoe heals for paladin? stuns and interrupt that now every single class has it? wtf is healing rain, hw:sanctuary and efflorscene? it's the same spell with different names and colors on ground. this is not balanced, it destroyed class uniqueness.b) bring the player not the class, has proven wrong. it does make raid setup easier but bland and boring and need no skills. why would i bring holy priest when 3 holy paladin can faceroll a raids? again this has destroyed class uniqueness. wow gameplay is all about how different class works, NOT how similar they works. thanks for making all the class I leveled now works similar and isn't UNIQUE at all. BORING!
Didn't read the whole thing, but the first page is full of melodrama.The game is in the best state it's ever been in. The design decision to overhaul 1-60 was an easy one to make. That original content was produced at different time in the development cycle. Way back at the beginning of the previous decade. We're talking as early as 2000-2001 here. At this time in history, the MMO genre was still arguably in its infancy. All of the post-Everquest games (of which WoW unquestionably is - a lot of the primary original devs came straight from famed EQ guild Legacy of Steel) were still unreleased. At this time focus and resources were directed on building a working system and getting it out there. That early in development they didn't have the design liberties they did to design the kind of content that was subsequently seen in The Burning Crusade, Wrath of the Lich King and Cataclysm. That content in comparison was not as lore rich, it was very grindy(Helcular's Rod FTL), static, and most of all it was less intelligently placed in the world. It was terribly optimized for the leveling experience. Quests would send you all over the map, only to go back...and back again. There is absolutely no question that Blizzard is making content today that is several magnitudes better than the virginal content they put forth back in the infancy of the game. That alone was a reason to redo it, but it wasn't the only reason.As designers, they surely realized they had to. As the level cap expands (and it will continue to) it obviously takes more and more time to reach the maximum level. They have lowered the amounts of experience it takes to reach each level several times, usually at expansion launches. They could not simply continue to do only this to combat lengthy leveling times. At some point it would put the 1-60 leveling experience in something of a broken, amateur product status - something that Blizzard would not put out for public consumption. Blizzard chose the harder way, the more expensive way, the way admirers of their craft appreciate.It also happened to fit perfectly with their design choices for the Cataclysm expansion. It dovetailed nicely with the additions of the unfinished zones like Hyjal, Gilneas, Uldum, etc.. in Azeroth. To allow flying in Kalimdor and Eastern Kingdoms, the unfinished bits of the game world that were never meant to be seen, had to be fixed and fleshed out.The game isn't as fun as it was 6.5 years ago, but that's because it's 6.5 years old. There's nothing Blizzard can do about nostalgia. All they can do is continue to improve the game and they do just that. A lot of the time with the age of the game in mind. I think Cataclysm was a lot more inspired than a hypothetical third expansion that added yet again just another new continent that you arrive at via boat / portal, with 10 new, similar, consecutively laid out zones. Creatively Cataclysm blows away both TBC and Wrath.
They are already using us as test subjects in Live servers now. I wonder how are they planning to speed the process more... :/
I'm sure a part of it is rift, and im sure a part of it is the time between expansions and also the small amount of new content with the patches, but theres also this thing called real life. It's harder than heroic 25m lich king with 19 people while going for all of the achieves from him. People are busy, and i know a couple of people that had to quit because they were busy and they couldnt afford the game, etc. I know that this probably accounts for a small portion of the people, but i for one wouldnt leave the game just cause a patch sucked. I would love to have awesome patches with new gear and raids and stuff like firelands looks to be, but i can wait... not long but i can wait...
Apparently Rift has a bit to do with the loss of subs
been playing wow for 6 years.tbc was still the best expansion.ever since greg street join in woltk and cataclysm as lead designer, everything went down hill.i play wow because of it gameplay and ignored the graphics as it is not that great compared to ffxiv and aions. a game with great gameplay can overcome anything.now that it gameplay sck so bad, plus it improving graphics limited by it engines, it has nothing to be amazed at. unsubcribed since january 2011 with 2 accounts.as to why gameplay scks:-homogenization (mage version of bloodlust, aoe heals of paladins, stun interrupts available to almost every single classes destroyed class uniqueness)"bring the player not class" has proven wrong after 2 expansions. it sure gives easier setup to raids, but bland and boring and takes no skills, just mindless raiding. why would u bring priest/druid/shaman when 3 holy paladin can faceroll the raids and get it done the same way?
I foresee more subs progressively leaving. There's really no reason to stay. Leveling, as said before, is simply too fast, and end-game runs dry quick. Yeah, there's tons to do if you have the time to dedicate to Heroic raiding progression (and even that is a grind in itself), or high-end arena, but if you don't have that time to dedicate 3-5 nights a week to the game, there's honestly not a whole lot to do at 85 -- which is where the majority of the player-base is.WoW would appear to be heading towards the end of its "dynastic cycle" -- and for once it isn't just an incredibly small vocal minority complaining about the game.Inc new MMO from Blizzard as WoW drops below 10m Subs at the end of 2012.
I don't see much point in hashing out what I dislike in cata, especially because I think it winds up sounding like I REALLY dislike cata when that actually isn't the case. So instead I will say a few things that I hope they remember to include in the next xpac instead.I hope they remember to include:One or more completely optional vanity grinds. This was a feature in tbc, multiple factions that mostly or only rewarded mounts and didn't give gear that was significant. This gave people stuff they could do when they WANTED to but didn't feel like they HAD to for gearing, also it was great that there were multiple ones with very different atmospheres...didn't like the green of the netherwing area and felt icky? Go grind ogres for maghar!Multiple world pvp objectives. This is another tbc feature that I really miss and I'm not even a pvp minded person. The towers in hellfire are STILL one of the most frequent world pvp locations that are random on my server, the bone wastes still change hands frequently and can be hotly contested for no reason that people wanting to. Nagrand usually requires a bit of cross faction communication to set a date/time but it's way more fun than lol barad for most people I ask. I think putting all the eggs in one "world pvp zone" basket is less fun than multiple smaller objective fights and one larger but not as huge fight is better. I don't expect everyone to feel the same but surely tossing out at least one other small zone fight couldn't take that much time.A first tier raid with a built in difficulty modification that can be adjusted at each attempt until locked. We need another Obsidian Sanctum imo. A fight that at it's base difficulty is quite easy to give the very beginners a gear jump and some experience, and at least 2 other difficulty settings...same mechanic of mini-bosses would be fine. It really did give EVERYONE an encounter to start with in wotlk.Bring back item collections for rep as an additional option for gaining rep. Yes, tabards make gaining rep easy..but they also made it a one-way trip and while I'm not asking for it to go away, having an additional option that can be done solo in spare time would be nice. I'm also not saying every faction should have a repeatable turn-in, but a few here and there would add some flavor and an extra solo time-waster, having more than one faction with an item and making the farm locations for them have different atmospheres would be a good thing imo :)
People are making a lot more of this than necessary. This has nothing to do with Greg Street or any specific personal design criticisms you may have. It's a combination of Rift and age. I played one of the 72 hour weekend Rift passes. It's a good game. Primarily because it's a carbon copy of World of Warcraft in almost every single meaningful way.No subscription MMO like WoW has ever had the kind of population numbers WoW enjoys. None ever maintained peak population for this long, much less continued to grow. A decline is absolutely inevitable - it's natural - and it remains to be seen if this is actually significant. History says most of those subs will be recouped.
As others have mentioned homogenization was horrible, mages shouldn't be reskinned shamans etc. There should be buffs and other things which are unique to the class, not homogenizing the classes makes PvP more interesting and makes you have to switch your strategies up more, it also makes rerolling less of a chore and more of an experience, honestly why reroll as class Y if you have a capepd our class X and your spells will in the end only look more "nature-ish." I don't want to fight a shaman or pally the same way I do a mage etc.However the biggest and worst mistake with WoW in my opinion started as a convenience, the cross server Looking for Group/Dungeon thing, sure we get to location X faster and can get our pre-raiding loot faster but that one mechanic alone basically turned World of Warcraft into World of City-queue-Craft. This basically killed the community, and along with that destroyed world PvP. The community is a major part of any MMO and Blizzard stopped a lot of player to player interaction between people not in the same guild. It started before this but the Dungeon queues where what ultimately turned WoW from a great an epic experience into a to do list that your trying to finish as fast as possible.Another problem is that the expansions don't break any molds and don't have any "wow factor" (no pun intended) What I mean by this is they reskin a lot of stuff which after doing for many hours in another skin in another x-pac gets old fast.Crafting for example, the mineral nodes have very similar equivalents of themselves in WotLK, same goes for herbs, and potions. For example look at the this WotLK potion and this cata potion similar effects only cata's is scaled up, similar mats 2 common herbs and 1 flask for both, and come on even the icon is the same. If in WotLK you were farming this would you really want to farm a reskinned version of this in cata any more or less than you did in WotLK?Blizzard got rid of a lot of the things that made crafting fun in vanilla and just scales stuff in the world like this up rather then add and better it, here's some examples of what I mean by more "fun" crafting We still have a few fun and interesting things that aren't just scaled in crafting in the world, they just happen to be huge gold sinks.I personally believe as far as the world in concered Blizz should try bringing WoW back to its roots.Now don't get me wrong I love WoW and Blizzard but I just personally don't like the recent transgressions happening with WoW
I've been quite bored with WoW as of the late. I'm done getting gear from normal heroics, and LFD is horrid for ZG/ZA. I've been spending my time farming for mounts. I, just yesterday, got Blue-Proto Drake and Deathcharger's Reins on my first try(Farming for it). I'm not exaggerating. Even then, I'm still finding a lack of fun this expansion. As many, my favorite time in the game was in BC.I've just ordered myself a new Xbox360 game, and as soon as it arrives, I'm spending the next chunk of my life playing that game. (Mx Vs. ATV Alive) Check it out, it's a fun game for you moto/action sport fanatics, like myself.
I think they're losing sight of what's fun. The game mechanics have always been repetitive, but it feels much more pointlessly repetitive now than it ever has. Once upon a time, Azeroth was a setting for epic adventures and memorable character stories. Now that players have LFD queues, flying mounts, and all sorts of other things which make life more convenient, the world no longer feels big or dangerous. Now, the end game is just a trudge through the same daily quests, the same bosses, and the same PvP battles with no epic adventure in between.I think Mr. Morhaime is correct in his assertion that players are consuming content more quickly, but I disagree with his reasoning. It's because there really isn't anything else to do other than consume new content. Simply put: there's just too much player convenience. These figures are worrying - 600k subs is a significant number no matter how you spin it - but WoW is far from dead. They still have plenty of greatness to work with, and even though I no longer play and have no intention of re-subbing, I hope they can turn it around.I wonder how many of the 11.4M remaining subs are still playing for the social aspects of being in a good guild, and not necessarily because they're having fun.