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Why no more long dungeons like Brd?
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Post by
334295
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Post by
Eledhwen
Unfortunately, in some of the dungeons, like the Sunken Temple, you couldn't complete it or take down a boss without first unlocking it by clearing another section. It didn't help that every class seemed to send you to ST. By the time i got to my Warlock I just skipped it. Even though I'd gone in there dozens of times I never seemed to be able to find my way around without doubling back.
I hated Maraudon with a passion. It took forever, every corpse run was a lesson in frustration. I ALWAYS got lost in there! After (with GREAT difficulty) I killed the Princess with my very first toon I refused to accept any quests that sent me in there with my alts.
Then there was the fact that the mobs would resurrect almost immediately. You would often have to clear a place numerous times to finish intance. You can't imagine how discouraging it was to clear a long dungeon out, then wipe on the final boss and discover that the place was filled with mobs again! I MUCH prefer the BC/Northrend dungeons were things pretty much STAY DEAD after you kill them! Having the mobs rez was just plain stupid. I could never understand the reasoning behind that.
Then there's the fact that it would often take 3-5 hours to clear a long dungeon. I'm sorry, but I just don't have that kind of time. Often the configuration of whatever group I was in would change multiple times because people would have leave, we'd have find replacements, etc, etc. When an instance takes 45-1 hour it pretty much is a "go" and you aren't up 'til the wee hours of the morning finishing them.
Yes, Raids take a long time but you have multiple days to finish them! That makes a BIG difference! I often felt that long dungeons could only be made feasible if they were made straightforward (no confusing mazes), if you could break it up time wise but either having it be like a raid that can be "saved" or breaking it into sections like the Scarlet Monastery and lastly, NO mobs rezzing!
I think Blizzard went in the right direction with the shorter instances. Maybe there could be one or two that are long. For instance, Shadow Labs was rather long in BC but most were of shorter duration.
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Post by
Corgan
Longer dungeons are now called Raids.
Post by
killerpet
While many of the arguments for why Blizz opts for the quickies make sense, very few address the possibility of having maybe ONE long dungeon per expansion.
You mean like a raid?
So Blizz is choosing to cater to the generation of MEMEMEME! NOWNOWNOWNOW! being the most rational of the arguments for these quickies.
People want to go raiding, we are nearing the end of the expansion. Blizz wants more people to see the content. You need gear to go and this place offers the gear to go.
Most companies who have something resembling respect or appreciation for their customers try their best to offer something to everyone.
-Normal instances
-Heroic instances
-Achievements
-Over 100 mounts
-Vanity items + pets
-Hard Modes
This means that since 4/5 of the WoW population now wants the 20 minute "leet lewtz" runs, the 1/5, who might prefer a lengthy, challenging, lore-heavy dungeon crawl get.....shafted?
They get to go join raiding guilds and raid for hours on end while the casuals get to pick up and play when they like
Creating one long dungeon,
Naxx?
loaded with lore and story for each expansion shouldn't be an impossible or even unrealistic task for a team as large and diverse (wealthy, too) as Blizz development. Shocking though it may seem, this would mean they would need to create (OMG!) 2 whole dungeons, vast, sprawling and complex.
Naxx AND Ulduar?
Fill them with some faction we are only exposed to a little in said expansion, or a sect of one of the major factions, who have holed up in some dark, deep cavern.
Like meeting up with Brann? Or defeating kel and his minions in naxx?
I, too, have limited playtime, due to work and so forth. I do agree, however, that having the OPTION to dedicate a few hours to a dungeon crawl would be a nice change of pace.
Go pug naxx, should keep you busy for a few hours
Catering to the masses is, most often, the most profitable answer to design. Ignoring a decent percentage of your base, however, won't put you as far ahead as you might like. Putting 100% of your efforts into pleasing 80% of your customer base might sound OK on paper, but in reality, paints you to be a money grubbing greed machine.
You cant keep everyone happy, so why make everyone mad?
If you go from pulling in $15 mill to $12 mill because you ignored a portion of your customers, you will notice it.
Better than dropping from 15mil to 3mil
Of course, I doubt they'd see such a drastic reaction, but it shows, I think, how a "small" portion of your customer base can, if suddenly gone, have a significant impact on your bottom line.
Most people wont quit because, despite what they say when they are whining and complaining, they enjoy playing the game. They like collecting the shiny purple pixels. Getting uber titles and unique mounts.
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