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  1. #1
    Player Nadirah's Avatar
    Join Date
    May 2015
    Location
    Gridania
    Posts
    1,978
    Character
    Nadirah Serenity
    World
    Excalibur
    Main Class
    Paladin Lv 60
    Quote Originally Posted by Fendred View Post

    Lets say they have the next raid in some kind of frigid northlands. As a result, players need to gather sets of gear that provide protection against ice damage to survive the environment and its denizens. That is what horizontal progression is. Instead of raising the item level, the raid set has some kind of situational stat. There are various reasons why this is useful, such as countering power creep in a game, but the primary reason a lot of people are asking for it is that WoW didn't do so hot after it raised its level cap too many times.
    That's not why wow isn't doing so hot.

    It's not doing so hot because its two phases are Facebook games(garrisons) or "raid or die", coupled with an obnoxious grind to unlock flying(which was the final straw for many.

    After leveling a few times 1-cap to gets boring as balls. Even in Vanilla I had 1-60 down in 6 days /played so if you knew what you were doing it still didn't take long.
    (2)

  2. #2
    Player
    Fendred's Avatar
    Join Date
    Jun 2011
    Posts
    956
    Character
    Valentyne Laska
    World
    Balmung
    Main Class
    Dancer Lv 100
    Quote Originally Posted by Nadirah View Post
    That's not why wow isn't doing so hot.

    It's not doing so hot because its two phases are Facebook games(garrisons) or "raid or die", coupled with an obnoxious grind to unlock flying(which was the final straw for many.

    After leveling a few times 1-cap to gets boring as balls. Even in Vanilla I had 1-60 down in 6 days /played so if you knew what you were doing it still didn't take long.
    I'm referring to more long term problems over the course of its life than its current state of affairs. It turned into what you are describing after many years, and is connected to the second part of what I wrote where the pacing of the game eventually became incompatible with the bulk of its material. It created a situation for itself where the only part of the game worth approaching as an MMORPG was at level cap because that was the only place in the game with enough people to be MMO material. No one wanted to level because the pacing was poorly balanced by the Cataclysm rework. Yet they had to rework the pacing or it would have taken people too long to get to max level. They were damned if they did and damned if they didn't.
    (0)
    Last edited by Fendred; 09-13-2015 at 02:59 AM.