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4-20-2011 @ 5:03PM
I think that the big difference in Burning Crusade was the culture. During that point in WoW's evolution, it really was a virtual world. The dungeons and raids fit in very well with their environments and the story of the game, and the players were perceiving the world through the eyes of their characters. It was ok if you didn't run through a heroic every day. There was plenty of other stuff to do. When you were in a dungeon, you were working as a team, and failure was acceptable - these things were hard!We strayed away from "virtual world" and into "e-sport" sometime during Wrath. In many ways, WoW is now a giant graphical lobby, from which small teams go an engage in small amounts of repetitive content again and again (dungeons, battlegrounds, and to a lesser extent raids and arenas). In this new context, you aren't rewarded for existing in the world, exploring it, and doing cool things. Instead, you're rewarded primarily for repeating content as quickly as possible. There's no incentive for people to be patient. If you are slowing them down, you're directly hurting their bottom line. Since they aren't seeing the world through the eyes of their character, they don't see you as someone to be encouraged, taught, and helped along. Instead, they see you as an impediment. It's easier to kick you, or drop group, than offer advice and make another attempt. Tanks -- and to a lesser extent, healers -- have this worst, because they need to rely the most on other people behaving and acting patiently, whereas the other people have no real incentive (or, in the context of the game, desire) to be patient or behave well. Call to Arms attempts to address the symptoms of this (fewer people queuing as tanks) without addressing the underlying problem (the change in culture which has led to tanks shunning the LFG tool).
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