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 Post subject: Re: What Has Blizzard Done Right?
PostPosted: Wed Jun 01, 2011 3:24 pm  
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Feckless Fool
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As for "the game is more grindy, and more poorly tuned, than ever before", did you even play vanilla? Levelling was grindy, instances were grindy, pvp was grindy, even high end, otherwise well-designed raids had grindy aspects (getting enough warriors geared for 4HM, for example). Class abilities were generally terrible, for a time you could take 40-man raids into 10-man instances, clearing those instances with appropriate numbers took hours and hours of clearing dull trash before you reached dull bosses, gear had bizarre stats (spirit on warrior plate), PvP wasn't close to balanced and getting any rewards took a ridiculous amount of grinding. The fact that you're praising it retrospectively just proves my point #1.


i'm not going to disagree with you about vanilla, despite it being the most fun i had. people really, really need to stop bringing up 4HM and gearing out your tanks as an excuse though. that was probably the easiest part of it.

like really, that's probably the only boss i've ever done that we spent more time talking about it and spending over 9000 hours in MS paint then actually being in combat.
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 Post subject: Re: What Has Blizzard Done Right?
PostPosted: Wed Jun 01, 2011 3:27 pm  
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Aestu wrote:
Logging on occasionally and whimsically doing something is not "playing the game". You don't need to play five hours a day, but your perceptions are so far out of whack it's clear that you don't have a proper frame of reference.


Don't be silly. "Logging on and doing something" is exactly how one plays an online game.

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Yeah, I did, thanks for asking, and no they weren't, instances and levelling were way less grindy in Vanilla compared to Cata. That's not my "opinion", it's objective fact, and it's objective fact as demonstrated by measurable reality.


Which measurements, specifically, quantify the relative grindiness of the game now and then?

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A modern instance, all modern instances, are endless packs of between three and five mobs, and the occasional super-elite, going down a really long hallway. Wipes are rare and usually the result of general failure. No communication is necessary and the challenge is very marginal.

Strat/Scholo/BRD, and every other vanilla instance, had diverse layout. Even instances like SFK/WC/RFC/SM, which were in principle long hallways, did not feel as such because the environments had a more complex, detailed and organic layout. There were random pats and odd mechanics that required learning and communication, quests that required cooperation, etc.


BRD did have an interesting layout. It also took about 7 hours to clear if you took advantage of that. Strat was treated as two different dungeons, both of which were essentially linear. Scholo had a few forks to reach optional bosses, which is cool, but modern dungeons have optional bosses too. There were some cool mechanics in those dungeons (eg. Eyes of Stratholme), but those were still the exception. Most of the time in a dungeon consisted of pulling packs with no interesting abilities, and few of the bosses were anything but tank and spank. I agree that the difficulty of modern dungeons leaves something to be desired, but most of the wipes that I recall in lvl 60 dungeons came from tight spaces and mobs that ran away at low health (or people being dumb and fearing/walking into other packs). The kind of difficulty in something like the heroic TK instances was much more interesting and fun.

Quote:
Cata levelling, same deal. The revised classic world, to a far greater extent than its original form, consists of endless and vastly more predictable permutations of
-kill X non-elite mobs
-kill this one "!" mob
-kill X mobs and collect Y item
-bombing runs and Simon Says

Yes, vanilla questing was time-consuming. But what made it less grindy was that quest chains weren't so predictable that you could know what the next quest would ask you to do before even seeing it. That has nothing to do with years of experience but the simple fact that vanilla quest chains were fundamentally unpredictable in a way Cata chains are not. Good example would be the Fenris Isle quest chain: no amount of experience would allow a player to guess each step of the chain or expect the head to even drop off those gnolls.


You seem to be redefining the word "grind" here. Almost all vanilla quests were exactly what you describe, as well as the occasional "kill yetis until you get 5% drop rate item" (which they thankfully got rid of), many weren't even part of interesting chains, and many of the good quest chains involved long periods of flying between zones and travelling between continents. There were also a number of levels where the only efficient way to get XP was to grind mobs, and you can't get any more grindy than that. Quest chains now are considerably tighter and there is never a time where you can't get a set of decent quests for your level.

Quote:
None of that is strictly my opinion, based in some way on my own interpretations. What I have described is the material reality of the game content.

When I say that it is clear that you are out of touch with the game, this is what I mean. Your view of the game as "improved" or "more balanced" or "less grindy" is only intelligible in the context of taking platitudes at face value without any meaningful experience to compare them against.

Laelia wrote:
Class abilities were generally terrible, for a time you could take 40-man raids into 10-man instances, clearing those instances with appropriate numbers took hours and hours of clearing dull trash before you reached dull bosses, gear had bizarre stats (spirit on warrior plate), PvP wasn't close to balanced and getting any rewards took a ridiculous amount of grinding. The fact that you're praising it retrospectively just proves my point #1.


No, what proves #1 is that all those flaws you cite were less consequential than what Vanilla did right, which was establish an immersive and compelling game world that was worth playing.

Instances (of all formats and difficulties) have never been more dull (no, never), and balance doesn't count for shit if the game isn't compelling.


What about Vanilla made it more "immersive and compelling" than it is today? It was fresh, and you had friends to play with. Neither of those has anything to do with game quality.


Laelia Komi Anomalocaris
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 Post subject: Re: What Has Blizzard Done Right?
PostPosted: Wed Jun 01, 2011 3:37 pm  
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Obama Zombie
Joined: Fri May 14, 2010 1:48 pm
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Laelia wrote:
Which measurements, specifically, quantify the relative grindiness of the game now and then?

One things for sure - the competitive PVP Ranking that Vanilla WoW had was grindy as hell. You had to log in and play non-stop if you wanted to have a chance at getting near Rank 14.

Wasn't the event leading up to the AQ gate opening a big grind?

What about getting exalted with some of the later factions (like Argent Dawn)...

Vanilla was very, very grind-full.
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 Post subject: Re: What Has Blizzard Done Right?
PostPosted: Wed Jun 01, 2011 4:15 pm  
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Joined: Thu May 13, 2010 12:19 pm
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Laelia wrote:
Which measurements, specifically, quantify the relative grindiness of the game now and then?


Diversity in content layout.

How many mob pack paradigms are? How different are instances from each other? How much communication or learning must take place to learn to do an instance or figure out what a quest is about?

Laelia wrote:
BRD did have an interesting layout. It also took about 7 hours to clear if you took advantage of that.


Au contraire. It took seven hours to clear if you did NOT take advantage of that.

Laelia wrote:
Strat was treated as two different dungeons, both of which were essentially linear.


Presentation is everything.

Laelia wrote:
Scholo had a few forks to reach optional bosses, which is cool, but modern dungeons have optional bosses too.


That's an oversimplification and you know it. It wasn't just that it had optional bosses, it's that the instance layout was more than a hallway, and there were a hundred little secrets and odds and ends.

Laelia wrote:
There were some cool mechanics in those dungeons (eg. Eyes of Stratholme), but those were still the exception. Most of the time in a dungeon consisted of pulling packs with no interesting abilities, and few of the bosses were anything but tank and spank. I agree that the difficulty of modern dungeons leaves something to be desired, but most of the wipes that I recall in lvl 60 dungeons came from tight spaces and mobs that ran away at low health (or people being dumb and fearing/walking into other packs).


The game provided tools to prevent that from happening. When I say "mechanics", I'm not referring to the mobs, I'm referring to the instance and all the little quirks and odd stuff Vanilla instances had. Even TBC instances, to quite some extent.

The kind of difficulty in something like the heroic TK instances was much more interesting and fun.

Laelia wrote:
You seem to be redefining the word "grind" here. Almost all vanilla quests were exactly what you describe, as well as the occasional "kill yetis until you get 5% drop rate item" (which they thankfully got rid of), many weren't even part of interesting chains, and many of the good quest chains involved long periods of flying between zones and travelling between continents. There were also a number of levels where the only efficient way to get XP was to grind mobs, and you can't get any more grindy than that. Quest chains now are considerably tighter and there is never a time where you can't get a set of decent quests for your level.


Fun fact: That quest still exists. And the drop rate still sucks.

Laelia wrote:
What about Vanilla made it more "immersive and compelling" than it is today?


Everything I just said. Instances were more than long hallways with four mobs per pack. Quests were more than linear grinds around hubs.

If the game hadn't changed at all since Vanilla your argument would have merit. But it has changed (as you yourself point out), so the claim that new-ness is the issue has no basis in fact.


Aestu of Bleeding Hollow...

Nihilism is a copout.
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 Post subject: Re: What Has Blizzard Done Right?
PostPosted: Wed Jun 01, 2011 4:41 pm  
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Joined: Sun May 16, 2010 5:46 pm
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Aestu wrote:
Diversity in content layout.

How many mob pack paradigms are? How different are instances from each other? How much communication or learning must take place to learn to do an instance or figure out what a quest is about?


OK, so measure it. I need some numbers here.

Quote:
Au contraire. It took seven hours to clear if you did NOT take advantage of that.


I'm not sure what your point is here. If you treated it as a linear dungeon it took perhaps a couple hours to get something done. If you tried to run all of the wings and optional areas it took far longer.

Quote:
Presentation is everything.


So if Blizzard added a gate that nobody ever used between two current dungeons they would suddenly become interesting?

Quote:
That's an oversimplification and you know it. It wasn't just that it had optional bosses, it's that the instance layout was more than a hallway, and there were a hundred little secrets and odds and ends.


You're right. It was a series of hallways.

Quote:
The game provided tools to prevent that from happening. When I say "mechanics", I'm not referring to the mobs, I'm referring to the instance and all the little quirks and odd stuff Vanilla instances had. Even TBC instances, to quite some extent.


What sorts of "quirks and odd stuff"? I was referring to the gameplay experience of clearing the instance, which was indeed grindy.

Quote:
Fun fact: That quest still exists. And the drop rate still sucks.


You're right, I always did those yeti hide quests together and I thought they were a single quest. I think rare drops for bonus quests (like the OOX series) are fine, but very low drop rates for quest-required items are bad. They've removed most of the latter, and you no longer find yourself killing mobs for an hour to get the last item you need. You didn't contest my other points about how grindy questing was.

Quote:
Everything I just said. Instances were more than long hallways with four mobs per pack. Quests were more than linear grinds around hubs.

If the game hadn't changed at all since Vanilla your argument would have merit. But it has changed (as you yourself point out), so the claim that new-ness is the issue has no basis in fact.


Modern instances are more than long hallways, and there's considerably more diversity than packs of 4 mobs. Questing in WoW has always been linear, but as we discussed current quests are less grindy, and having them organized into hubs rather than having to run all the way across Desolace for 1 quest is a good thing. Newness is a relevant issue; even though they've added and changed a lot of content, you're still playing the same character (or same type of character) in the same world doing the same sorts of things for the same purposes.


Laelia Komi Anomalocaris
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 Post subject: Re: What Has Blizzard Done Right?
PostPosted: Wed Jun 01, 2011 5:06 pm  
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Joined: Thu May 13, 2010 12:19 pm
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Laelia wrote:
OK, so measure it. I need some numbers here...Modern instances are more than long hallways, and there's considerably more diversity than packs of 4 mobs.


Back to square one: You obviously either have head-up-ass syndrome, or don't know what you're talking about.

The decisive, indisputable fact that decides the issue:
For all its flaws, Vanilla was acceptable to you and your friends.
For all its "improvement, Cata wasn't, and they aren't playing anymore.

WoW is in decline. Vanilla WoW was compelling to a lot of people who aren't playing now, but in terms of sheer numbers, Cata isn't appealing to people who haven't seen the content or the WoW paradigm to any great extent and therefore have no reason to be bored with it.

If your argument had merit, then only the people who have played WoW through-and-through would have lost interest in it.

The state rests, your Honor.


Aestu of Bleeding Hollow...

Nihilism is a copout.
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 Post subject: Re: What Has Blizzard Done Right?
PostPosted: Wed Jun 01, 2011 5:17 pm  
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Aestu wrote:
Back to square one: You obviously either have head-up-ass syndrome, or don't know what you're talking about.

The decisive, indisputable fact that decides the issue:
For all its flaws, Vanilla was acceptable to you and your friends.
For all its "improvement, Cata wasn't, and they aren't playing anymore.

WoW is in decline. Vanilla WoW was compelling to a lot of people who aren't playing now, but in terms of sheer numbers, Cata isn't appealing to people who haven't seen the content or the WoW paradigm to any great extent and therefore have no reason to be bored with it.

The state rests, your Honor.


You said that the game is more grindy than it used to be, and that was "objective fact, and it's objective fact as demonstrated by measurable reality." Where are the measurements of these measurable objective facts? As for me and friends quitting, I also quit during vanilla and TBC, and friends have been quitting as long as I've been playing the game. If that's an indication of the game being terrible, it's always been terrible.


Laelia Komi Anomalocaris
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 Post subject: Re: What Has Blizzard Done Right?
PostPosted: Wed Jun 01, 2011 6:49 pm  
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instances and levelling were way less grindy in Vanilla compared to Cata


Instances feel more grindy today because of the lfd rewards, there were plenty of mindless instances in vanilla.

Frankly, I have a hard time believing anyone who leveled during classic and again during cata would call classic leveling better. Vanilla quests were either kill or collect with a few escort and a fair number of "go to the other continent then come right back". There were a few places during classic leveling that you could run out of quests and had to grind mobs. Cata leveling is leaps and bounds better, the quests are much, much more varied, and the zones contain a more coherent story. There were some good thing about Vanilla leveling. Exploration is missing now, and you level a bit too fast even without heirlooms, but it's much better and much less grindy than Vanilla.


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