hivemind
Guest
TBC > Vanilla
TBC was almost perfect. Literally the only negative aspect were the flying mounts.
TBC was almost perfect. Literally the only negative aspect were the flying mounts.
TBC ruined world PvP.
Eh, I never understood praising WoW as some great game based on its mechanics. I thought that City of Heroes was for more interesting (and had way better combat).
Yeah well no, WoW was better.
Personally, i have a different theory about why MMOs are shit. WoW set the bar very high, then Blizzard systematically went on to dump down their own game and pull it in the wrong direction. When other companies started to copy WoW, they didn't try to recreate the same formula used in the vanilla experience, but actually tried to copy all the streamlining Blizzard was adding with their expansions, which is the part about WoW that nobody likes. What everybody loved was the vanilla experience, despite all the rough edges and the obviously unfinished content.
I don't even know what you are trying to say. My point was about how class homogenization hurt the game.When the developers clamp down on creative solutions with things like enrage timers, mob leashes, 'correct' rotations, immunity to all utility and crowd control, etc. that's what happens.
It's just not possible to have 40+ differentiated roles in a raid. WoW would have been better off with a blog post stating that not all talent options are valid for raiding and not all talent options are competitive for pvp.
The real irony with them caving into complaints and making retribution paladins a viable raid spec is that they've never caved to the bigger ask, making everyone viable in 1v1 pvp. An odd place to draw a line in the sand for principles.
You could just roll a new character just for PvP or grind for the gold for the respect if you wanted to change style. It was not the end of the world either way.
I agree about class homogenization being bad. It also can apply to anything, like items. I saw it a lot in Everquest, over the years. I think it primarily has to do with mudflation and keeping costs low. For example, it's easier to design and implement code when the classes are similar and spreadsheet-like. When the classes can be very diffferent, it's more expensive and time consuming to add new content and fix bugs. Insofar as mudflation goes, this really pertains to the lower and mid levels, but not the highest levels. Mudflation generally means the lower and mid levels are increasingly a droolworthy sideshow. Your class may be able to do some fancy tricks, but there's less and less reason to use them unless you're high level.I don't even know what you are trying to say. My point was about how class homogenization hurt the game.When the developers clamp down on creative solutions with things like enrage timers, mob leashes, 'correct' rotations, immunity to all utility and crowd control, etc. that's what happens.
It's just not possible to have 40+ differentiated roles in a raid. WoW would have been better off with a blog post stating that not all talent options are valid for raiding and not all talent options are competitive for pvp.
The real irony with them caving into complaints and making retribution paladins a viable raid spec is that they've never caved to the bigger ask, making everyone viable in 1v1 pvp. An odd place to draw a line in the sand for principles.
You could just roll a new character just for PvP or grind for the gold for the respect if you wanted to change style. It was not the end of the world either way.
Is this genre dead?
Black desert, eve and ddo (tho ddo has population problems).What should I play if I want a huge, good, well populated and real (non story) MMO? Does such a thing even exists these days other than WoW - Is WoW even good nowadays? Should just go back to it because it's probably the last of its kind?
Winterlight Seize your urge to play a proper MMO by the throat and throttle it until it stops breathing.
With the exception of maybe EVE Online (which I'm four years out of date on; also, it's 13 years old) and some private servers for UO, SWG, etc., the MMORPG genre is a graveyard with a few zombies left wandering around. Blizzard ceased to publicize WoW's subscriber numbers a long while back because they'd been steadily declining for years.
The zombies will stick around for a good long time, but it turns out that no other MMO killed WoW. Instead, dotas killed MMOs, or more properly they replaced MMOs as the retarded time-wasters of choice.
Dota 2's active player count hovers around 13m per month, which is easily more than double WoW's current subscriber count... whereas LoL boasts 43m per month. Between them they probably have 3-4x as many active players as all of the world's MMOs and text MUDs (including MMO-like action games such as Warframe), combined.
I really do think MMOs have run their course. Not to mention, there's exponentially more F2P/P2W/item shop bullshit and related faggotry in the mix with each passing year. Your best bet is likely to look for a private UO server/shard/whatever.
Lord British will never do it again, Shroud of the Avatar is the MMO equivalent of Down syndrome.
Why create a ton of hand-made content that runs out so fast, when all you need to do is a create a set of working rules and let the players create their own content by simply playing
Then we had the surge of the story MMOs (which I'd say it's more of a sub-genre)
He will create a super badass ultima IX.Lord British will never do it again, Shroud of the Avatar is the MMO equivalent of Down syndrome.
Is it really? I'd imagine he'd just create a super badass UO, but I heard it has IAP? Fucking decline.
Why create a ton of hand-made content that runs out so fast, when all you need to do is a create a set of working rules and let the players create their own content by simply playing
How would that even work?