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11-14-2008 @ 2:53PM
IMO, the problems with the event are bigger than just what the article mentioned.No incentive to do anything except the urge to explore the mechanics of playing as a zombie or grieff. No quests, no overall goals, no rewards for spreading or fighting the plague, no way to track progress overall.The mechanics were heavily favored the zombie players. Even if you wanted to fight the plague, you could never really beat it because the mechanics made getting plagued and spreading the plague so much easier than eradicating it. Especially in Shat where bugs made it so that you couldn't attack zombie players.The only realistic outcome of that plague was the utter destruction of the entire world except that some NPCs saved the day. NPCs...not players. Any game designer in the world can tell you that's a big no-no.Timing was baaaad. While halloween is certainly thematically appropriate, there was already an event going on that people were enjoying and participating in enthusiastically. Why step on that?Pacing was baaaad. The 12 days after halloween, before the release would have been plenty of time.Phase 1 - scourge invasion - aka the old naxx event. Nov 1-12thPhase 2 - zombie plague - Nov 6-9, but with the wrath launch date so close, people have an instinctive sense for when it will end and you get MUCH less complaining.Phase 3 - Nov 9-12 the plague is cured and the city attacks start.No way to opt out. One level 70 zombie could shut down an entire low-level quest hub indefinitely. I know you think the immersion was important, but there's got to be a limit.
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