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Reader Comments (Page 1 of 1)
10-15-2011 @ 2:04PM
Moeru said...
I was just talking about this last night with someone. Eerie.
Reply
10-15-2011 @ 3:45PM
Snuzzle said...
Me, too. I was in a BOT pug and after two wipes on the first boss, the group just dissolved without a word. I was left feeling like the odd man out, wondering whatever happened to expecting a couple wipes in a pug?
10-15-2011 @ 3:46PM
Moeru said...
That happened to me earlier today actually. Healer left as we were pulling T-Rex boss in DTK, and then the tank and the hunter left after the wipe.
10-15-2011 @ 5:08PM
DarkWalker said...
@Snuzzle:
While I did manage to beat LK while it was still current content after over a month of nothing but wipes, my tolerance for wipes in PUGs is very low. Though I won't leave an ongoing PUG due to just wipes, getting a couple bad PUGs in a row can make me stop PUGging altogether for a time - and getting almost a month straight of bad PUGs, together with my old raid group disintegrating, is what drove me to leave the game back in January.
BTW: with the LFR in place to take a look at the raids, if I do get back to WoW, I most likely won't even attempt the normal or hard modes. For me, the effort to find a good group - or the frustration of wiping with a PUG - is just not worth it. Plus, being able to play without scheduling it in advance is, for me, a REALLY HUGE improvement. Also, I like the idea of having the looting system locked into a "need before greed" mode, which should eliminate the worst cases of ninja looting in PUGs (although I would really prefer individual loot, either in the form of loot bags, or as just tokens/points).
10-15-2011 @ 9:45PM
Snuzzle said...
@DarkWalker
I've realized over time that I seem to have a greater tolerance for wipes than most people, but recently it seems to have gulfed larger and larger. I can't imagine ever leaving a party over two wipes, and I've run into plenty of groups that have fallen apart after just one wipe.
I can't decide, though, if my high wipe tolerance is due to my innate stubbornness, or due to it being ingrained into me during classic that you can't succeed without lots of wiping.
10-16-2011 @ 1:53PM
Sqtsquish said...
I have been talking with this aspect of the game with friends for quite awhile- my prediction that what the least coordinated, most casual players consider as "hardcore", regardless of whether or not it is "hardcore" or not is essential to the continued success of the game regardless of the fact that that group holds a significantly smaller margin of the playerbase.
My thoughts are this:1. that "casuals" and "hardcores" often have mutual friends in common. 2. "Casual" players are capable of experiencing a rush by ever so slightly challenging themselves and succeeding whereas the same content is almost insulting to their "hardcore" friends of friends. 3. "Casual" players play games very often for social interaction, whereas "hardcore" players play games more often for goal centered challenges. 4. When "hardcore" players find nothing worthy of their time they leave- eventually taking a person or two with them- reducing the population slightly of people that will call out for dedication. 5. Game difficulty expectations start to shift and goals become more easily accomplished with a short period of time. 6. "Casual" players have seen some of their friends leave the game because they left with a couple of their more goal centered friends and they have easily achieved most things they have set their eyes on. 7. Casual players who are bored with doing the same things over and over again without the friends they used to play with find some other game to spend their time on.
So in essence, casual players are a dime a dozen- and one or two leaving are of little effect to the eyes of the playerbase due to their admitted little time investment (they have real lives, so their little time spent online is less missed when they are gone); whereas goal-driven "hardcore" players are difficult to appease and will leave promptly upon being left out to dry. The paradox lies that when a company sees some of the small "hardcore" players start to leave it seems a small monetary loss over the continued gain of the larger part of the more "casual" audience, but the "hardcore" audience is what drives the game forward.
Think about it this way: if Blizz had left leveling as a huge time investment, if Blizz had focused on revamping all questing content like they did for 1-60, if there was no group demanding that there be end-game content and people just focused on questing with their buddies (as many claim they spend most of their time on), then there would be no need for any additional content for the next couple years. There are literally tons and tons of "casual" things to do in game that are passed up regularly because Blizz directs people to end game content (raiding, heroics, etc).