
Explain. You can't just say "X will turn this game into WoW..." and not explain logically how that would occur.
Last edited by Alaeacus; 07-28-2021 at 03:56 PM.
Explain? Sure.
The wow community is well known for being super toxic in a pug settings. Yoshi P seen this, and is the reason we don't have acts added to the game. It is the reason why they are super harsh on people who kick for no reasons, or harass players. Because he has Wow as a example what happens when you don't set ground rules down on player skills and leechers in duty finder. They try to balance that content out so players can do it with them.
That is the best answer, if you start adding systems to punish players, start making it harder for less skills, or even people who just want to relax and not try that hard in content that does not require it. It becomes a free for all like in wow.
It starts to expect that those who sign up for Savage have at least managed an Extreme Trial or the like at some point. Very scary. Very toxic.
Emphasis on "known for". Sadly, it's also a discourse largely propped up by people who'd rather complain than actually engage with or understand that which they complain about, let alone improve or take responsibility for their own behavior.
It's far easier, when you've wiped a group for a third time and get kicked for lacking fundamental skills like not accidentally pulling additional packs time after time or performing well-marked mechanics, to blame "toxicity", after all.
Silent kicks, and kicks on non-afk players in general, are more common here than there, though? For those more frequent kicks on afk players, the reasons are dominantly technical; here, we are unable to kick for the first 5 minutes, for 270 seconds after any item is looted, or while in combat, whereas WoW does not so complicate that process.
Nor is ACT, nor Recount, Skada, Details, or any other form of damage meters, the reason for those kicks. In day to day content, it's among the least important factors. Pulling enemies unnecessarily, afking, getting lost, using none of your utility, disrupting mob-gathering, going to town on a single target that needn't be focused and thereby pulling it off the tank in the middle of an AoE pull, and the like, are all far larger factors than one's damage in your typical Normal or Heroic dungeon run. Heck, they still remain so all the way through Mythic+; it's just that all standards increase as the difficulty level does.
Which then bores the hell out of all but that bottom 20% we've made the content possible for.
Last edited by Shurrikhan; 07-28-2021 at 08:01 PM.
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