Dec 1st 2011 7:22AM Easy solution here: "Giving up our powers was just a setback!"
Nov 25th 2011 8:33PM Interesting interpretation of what I said. Perhaps re-reading it might help you to recognize that I don't care about either faction enough to be excited about them fighting each other. I am interested in fighting something evil. Making either faction out to be evil doesn't work. Varian is a d-bag, and Alliance has done plenty of wrong, just as Garrosh and the Horde have. They're both doing and have done terrible things. Just because the Horde happen to be having more success right now doesn't make them inherently evil, nor does it make me a cheapskate.
The point is, Orcs vs. Humans may work for an RTS, but I do not believe it is a winning strategy for an RPG. At the very least, it doesn't interest me as a story that I would want to be a player in. I know that I am not alone in this belief, as numerous other blogs have pointed out the problems with this entire story idea. We can't have a victor like WWII. That leaves two options - WWI-style armistice (terrible story-telling) or something much more horrible emerges to distract us from fighting each other.
It's great for you if you care passionately about your faction, and I'm sure you'll enjoy the next expansion. Wrath was the high point for WoW in terms of subscribers, and it's not hard to see why - simmering tensions existed between Horde/Alliance (just like East vs. West during WWII), but both sides stayed focused on the much worse enemy - the Scourge. THAT is a compelling story that is pretty universally liked.
Nov 25th 2011 4:03PM I don't care about my faction (Alliance). Most who play WoW have not chosen their faction because they particular cared about it. I chose it because that's what my friends were playing, and ended up investing too much time and effort to just abandon these characters. And since it would cost me an outrageous sum to faction change the characters I care about, I am stuck with Alliance. I prefer Horde, from the atmosphere and architecture to the fantasy nature of the races, and so I am left with an upcoming expansion that is meant to focus on the fight between these two factions. The faction I would have to fight for is one I do not care about, and so I am unlikely to spend the money on MoP, as there does not appear to be an overall story line with a central villain and evil force for that I should care about. Blizzard, I *want* to keep playing, I *want* to like the game. But if this is the direction the game is going, then there really is nothing left for me in it.
Nov 18th 2011 8:47AM Of all the nitpicks I have about Cataclysm (which has been my least favorite of the expansions by far), the letdown of archaeology has been the worst I think. I was excited about it initially, and saw great potential for keeping the game interesting. The items and lore are quite awesome, but.. the sheer grind and need to spend more time flying between dig sites than digging made me unable to stomach leveling it up all the way. Fishing was always dull, but not tedious, and kept a pretty good pacing of reward, however small. Archaeology, however, requires far too much travel time for a relatively casual player, and just really missed the mark for me.
Nov 14th 2011 9:18PM I agree as well. Going into WotLK, I wanted to kill Arthas. Leveling through Northrend reinforced that. The scourge were ever present with Naxxramas, and as much as everyone hated ToC, it fit the story - only the best of the best should enter Icecrown Citadel, lest they end up joining the Lich King's army. Killing Arthas was the crowning achievement of my time in WoW thus far. Going into Cataclysm, I didn't care about Deathwing. The leveling experience was enjoyable, but did not advance the idea of Deathwing being this horrible, all-powerful end-game boss that I would need and want to kill. I fear MoP is going to fall into the same pit of failure for me. A game without a compelling villain is going to have a really hard time holding the story together. Cataclysm has, for me, not held together.
Oct 31st 2011 10:38PM Yeah, synergy. So now instead of everyone needing to determine their optimal build based on their gear, they have to figure out their optimal build based on *everyone else's* gear and builds. Of course, Blizz won't (I hope) be designing fights around this idea that everything will be optimized to this degree, but the hardcore raid guilds will still pursue it, and the lazy players will still pick things at random, then be criticized for it.
I'm guessing the idea of "no wrong choice" is more that the delta between the "worst" and "best" builds in terms of measurable personal performance will be minimal to non-existent. Pre-Cata, that could be a very dramatic difference, and even now there is still a gap.
Oct 14th 2011 9:04AM Between teleports for the Dungeon Finder, RAID teleports with the guild perk, and the portals in Stormwind/Orgrimmar, I'm really baffled as to why Blizz even bothered eliminating the portals in Dalaran. The idea was to get people out and about in the old world. Not only has that not happened, they made it worse because now we only see our own faction 99% of the time.
The portals are convenient, sure, but I barely recall the last time my main saw anything outside of Stormwind or an instance for more than about two minutes. Portals should have remained in the hands of Mages, only. Once a new toon leaves the starting zone, are they going to encounter any players outside of cities? Very unlikely. This does not exactly create a sense of "massively multiplayer" to me.
Aug 16th 2011 7:08PM You know, I missed threat mattering at the end of Wrath. But what I've realized as random heroics turned into unbearable failfests with pug DPS who would rather whine about the tank than take responsibility, is that for the random dungeon finder to work, threat needs to be a non-issue. DPS need to be able to murder mobs as fast as possible, because for many people (myself included), it's not viable to spend an hour in a random heroic every day. I like being challenged a bit more than the end of Wrath (gear escalation was the reason for that), but I and many others just don't find the current model to be that much fun anymore. There will always be bad players, and there will always be jerks. The RDF is still better for heroics than the old method of waiting in trade chat for hours for that last DPS or a healer or whathaveyou. At least in Wrath, you could work around the bad players and jerks 99% of the time. In Cata, you can only work around those people if the tank and healer massively outgear the DPS, which is generally only the case if those players don't really need the emblems anyway.
Jan 5th 2011 12:43PM My thought is that instead of punishing bad players (which becomes a tool for jerks to wield against others), there should be greater incentives for doing well. Reputation rewards seem like the easiest solution - each tier of raiding should introduce a new faction that you can only rep up with by running randoms. The more rep you gain, the more rewards (gold, JP, etc) you get from each boss kill. You get more rep for each boss you down and for each random player you group with. This way, tanks and healers would have greater incentive to queue for randoms, as right now, I feel zero incentive to heal a pug tank over a guildie, even if that means I don't get to run a heroic every night.
Oct 6th 2010 7:43PM So you mean to tell me that if not for Murlocs, trolls might have gone Alliance?
As someone whose first love in WoW was playing a Troll but wound up playing Alliance due to having a lot of friends on that side, I've got to say.. I really hate Murlocs even more now!