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 The REason why i stop loving WoW.

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PostSubject: The REason why i stop loving WoW.   Sat May 03, 2008 10:54 am

this post is not from me. But it really reflect what im thinking about WoW.

everyone know i alway like world pvp but blizzard kill it.

Quote from: Barbryn
Quote :

In the wake of the Season 4 ratings announcement, a couple of things
have become clear. One, that Arena will remain the source of the best
PvP gear in the game. Two, that Blizzard is doing what they can to try
to shape it into a “viable eSports platform” (to quote a recent
developer interview). Clearly, the Arena will remain the focus of PvP
for the indefinite future.

Before the release of the Burning
Crusade at the start of 2007, PvP in WoW referred to skirmishes in the
open world and organized encounters in instanced maps called
battlegrounds. World PvP could mean anything, from a level 60 killing a
lower-level character to a chance encounter between level 60s in a
high-level zone that escalated to a mini-war as each side called in
more friends. A fundamental element of world PvP is that it was random,
unpredictable, and often unfair--leading to stacked retaliation on the
part of the victim through his friends or even other strangers in the
zone. On a PvP server, these battles could become exciting and dynamic,
lasting for hours (and the rivalries created could last indefinitely
afterward).

Battlegrounds were an organized method of getting
two factions together to fight in large-scale battles. The epitome of
this was the raid-level battleground, Alterac Valley. The original
versions of this map could last for hours or even days, with the tide
of the battle moving back and forth. Alterac Valley used to be
considered so important that people would wait in queue for hours, and
if they were in an instance when the queue popped, their party members
would understand if they left. The battleground’s playtime has been
significantly shortened since then, but its scale remains.

Today,
while battlegrounds and world PvP do exist, PvP is now encompassed by
the Arena. Introduced in the Burning Crusade expansion, it consists of
rated duels within small, instanced maps. After the expansion, it
became clear that certain class combinations were superior to others,
and that many classes had significant strengths in some formats. Over
the course of three seasons of Arena, the scale of PvP has been reduced
to cookie-cutter class compositions running around a pillar, the only
differences between teams being the names over their heads. The
funneling of MMORPG classes of different races and specs into small
instances for the purposes of eSport has caused a large amount of
controversy when it comes to balance, particularly for classes that
have struggled to achieve the success of other classes based on
representation statistics available online. There is also a contingent
of people who prefer large-scale warfare on an MMO-scale, since this
is, after all, an MMO based on a well-known franchise of real-time
strategy games.

The problems that arise from running MMO classes through staged duels can be summed up as follows:

#
Because classes are based on different roles due to their PvE roots,
some classes don’t survive when matched up against classes whose role
is stronger in a small-scale PvP setting. Certain classes don’t hold up
well in the Arena environment itself, such as hunters and mages. Large
numbers of players are enduring an uphill battle that other players
don’t have to face.

# Race choice, originally an aesthetic
decision with special abilities to add flavor to your character,
suddenly become major decisions that can determine how far you can push
through the upper echelons of Arena battle.

# Classes are able
to choose different specs of talents that alter the way they are
played, but in the Arena, only certain specs have viability in a
small-scale PvP setting (regardless of how fun that spec is for the
player).

# Balance changes for the Arena affect other areas of
the game. For instance, Blizzard tested a change to the Life Tap
mechanic of warlocks that would have significantly altered their
itemization requirements and playstyle in a PvE setting. Only when
warlock Arena representation began to recede during testing did
Blizzard abandon the change. Shamanistic Rage was changed into a
physical effect so that it could not be dispelled by enemy players, but
the duration was halved, affecting enhancement shamans in PvE. Neither
are (or would have been) game-breaking changes, but they are noticed
and resented by players not participating in the Arena.

#
Establishing instanced duels as the top form of PvP in the game ignores
three continents of open land already populated by both factions. World
PvP is significantly diminished. The scale of PvP is reduced to five
people waiting around a goblin in a tuxedo.

# Certain
professions are locked out of the Arena because they are considered
overpowered in a rated, small-scale setting (many engineering items,
for example). However, other professions like enchanting or
blacksmithing--which can produce a stun-proccing mace--are allowed.

#
Arenas ignore all established lore. There is no regard for faction or
setting. Members of the Alliance fight other members of the Alliance
undisturbed in the ruins of Lordaeron, for example--an impossible
situation.

# Cheating to ensure a high rating, and selling ratings to undermine the ratings system.

# Community elitism based around Arena ratings.


This
year, two competing MMOs are set to be released that have a lot to
offer large-scale PvPers. Because of its recent PvP stress test, Age of
Conan is currently the most talked-about, and later this year, we will
see the release of Warhammer Online, perhaps WoW’s biggest challenger
given the history of Warcraft itself (the first game was originally
supposed to be a Warhammer game). Both of these new MMOs will encourage
large-scale world PvP in ways WoW does not--city sieges, realm control,
ransacking, trophies, conquering towns, and huge rewards for killing
enemy leaders. Guilds in Age of Conan can build their own fortresses
and battle against other guilds. Warhammer features a tier-based level
of control for a realm that leads to outright invasion of the enemy
capital, and Mythic has brought back keeps from Dark Age of Camelot.
Keeps are NPC-guarded forts that players can fight over, complete with
siege weapons and bosses. Guilds can claim the keeps and place their
tabard for rewards, so these locations act like miniature battlegrounds
taking place day and night in the game world.

Because of
Blizzard’s focus on smaller-scale battles, the Arena has potentially
pushed WoW into a corner when its larger-scale competitors are released
to fill the niche that Blizzard has left unaddressed. The problem will
manifest when players are able compare a typical evening of PvP
activity between WoW and other MMOs and find WoW lacking. Age of Conan
players will be leading large-scale sieges on enemy fortresses using
group formations to provide buffs, while WoW players will be waiting
around a goblin in a tuxedo. Warhammer players will position their
tanks in keep entrances to block out invaders while their teammates
dump hot oil from above, while WoW players will be waiting around a
goblin in a tuxedo. The worlds of the others games will be alive and
full of activity, compared to WoW in which most PvP is taking place in
instances, and much of the world is empty except for those who are
leveling, ganking lower-level players, or doing daily quests.

The
much larger scale of battle in Warhammer will mean your choice of class
and specialization will be less of a factor in determining your ability
to contribute to the war effort (in fact, everything you do including
PvE quests will contribute victory points to your realm), because the
dynamics of a large battle mean anyone can find a fun, useful role.
This remains true in WoW battlegrounds, where a shadow priest, balance
druid, or enhancement shaman who would normally have difficulty in the
Arena is able to have a good time in Alterac Valley. Unfortunately, the
Arena has compartmentalized talent specifications into “PvE spec,” “PvP
spec,” “utility spec,” and so on.

Competitors are also
implementing features to address common player problems. For example,
dual-targeting was recently added to Warhammer which means you can have
a hostile target and a friendly target selected simultaneously,
reducing the targeting work that some classes must do in large-scale
combat such as healers (and some spells will utilize both targets).
Guild control is improved to make it not a chore to run one, and guilds
can even form named alliances with each other. WoW still ships with
many of the same interfaces and controls it had in 2004, to the point
that addons exist to replace not just unit frames, but the quest log,
inventory, profession dialogs, and more. It all makes Blizzard look
slow and conservative when it comes to keeping up to date with the
playerbase and its needs. Warhammer will ship with 20 scenarios
(instanced PvP zones equivalent to battlegrounds for players who want a
quick PvP game), and starting at level 1, a player can just click a
button in the interface to enter a queue. In four years, Blizzard has
only released four battlegrounds. The Arena runs just three maps.

WoW’s
reduction of PvP scale has given its competitors a huge opportunity to
attract players hungering for PvP on a scale befitting a
massively-multiplayer online game. Blizzard has given no indication
that the Arena will be de-prioritized in the coming expansion pack, and
given developer statements on eSports, it is likely to remain as-is.
While the other MMOs will reward players for forming armies, taking
cities, and collecting enemy heads as trophies, WoW will demand an army
of five members maximum of a particular group composition waiting
around a goblin in a tuxedo. Blizzard has decided that this is the
route they wish to take with the game to provide for an eSports
platform. The exact intended goal is unclear. Televised battles on
Korean television? Worldwide tournaments? Is it worth the sacrifice of
scale in exchange for pointless, composition-influenced duels?

The
information released so far about the next WoW expansion doesn’t offer
much in the way of a response to these new competitors. The expansion
will offer 10 more levels and a new battleground that is not instanced
like the others, which comes off as a tacit admission that the
playerbase is wanting more large-scale PvP in the open world. No other
info has been released about the new battleground’s objectives or
mechanics beyond the existence of siege weapons. Unfortunately, a level
70+, expansion-only battleground is not going to compare to the
integrated, tier-based RvR system of Warhammer. Like other
battlegrounds, it will be another area in which players are funneled
out of the world and collected in a controlled location that has no
effect on the world outside of victory buffs, and the Arena will
continue to be the source of the best PvP gear, legitimizing it as the
“true” PvP game-within-the-game.

The demand for MMO PvP has
evolved toward larger scale fights taking advantage of the existence of
thousands of players in an online world, but WoW has moved in the
opposite direction in pursuit of a reduced-scale eSports platform,
hurting non-instanced PvP and violating the original spirit of the
Warcraft franchise which was once a very brutal story of “two factions
battling for dominance.” Just how many players leave WoW for the
dynamic battlefields of Age of Conan and Warhammer will indicate how
much of the WoW playerbase is disappointed in its current direction,
and how well its competitors fulfill their needs. I personally believe
WoW is in trouble, having pushed itself into a corner with the
year-long focus on the Arenas and leaving an opening for competitors to
snatch up frustrated WoW PvPers who are hungry for huge, lore-based
battles. Speaking for myself, watching videos about Warhammer’s
player-controlled keeps already looks more fun than any WoW
battleground I’ve ever been in, and I’m excited to level a goblin
shaman and ransack dwarven cities...

“Arena is to PvP what
high-def is to porn. When you put stuff (like class balance) under the
microscope, you don’t always like what you see.”
- Razyl of Boulderfist

http://forums.worldofwarcraft.com/thread.html?topicId=6136325779&sid=1&pageNo=1
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PostSubject: Re: The REason why i stop loving WoW.   Sat May 03, 2008 12:55 pm

Elequent well worded posts about the the WoW should be used to move me. Now I know that no matter what people say or do Blizzard will just go on with the game plan and ignore everyone.

I also assume that said post is full of "pfft stfu noob warhammer is going to suck ballz" because god forbid something is better than the thing you've spent 4 years playing.

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PostSubject: Re: The REason why i stop loving WoW.   Sat May 03, 2008 3:46 pm

Quote :
I also assume that said post is full of "pfft
stfu noob warhammer is going to suck ballz" because god forbid
something is better than the thing you've spent 4 years playing.

i was supprise but not. The wall of text probly kill the kids brain. Soo they were unable to reply.

most people approved it.
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PostSubject: Re: The REason why i stop loving WoW.   Sun May 04, 2008 1:20 am

I would like to know the number of TLDR’s that followed that post.
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PostSubject: Re: The REason why i stop loving WoW.   Sun May 04, 2008 3:02 am

Fear wrote:
I would like to know the number of TLDR’s that followed that post.

I saw quite a few in the first couple of pages. Although that post was long, it was worth the read. He brings up a lot of valid points, and just from looking at the pages after you don't see many trolls trying to deny the OPs logic.
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