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News Roundup: Just a Few Blizzard Posts...
Moderna
Publicado
18/03/2011 a las 10:48
por
Miyari
There haven't been a whole lot of Blizzard posts lately, as most attention has been given to their recent developer Q+A posts (which you can check out
here
and
here
).
Also, I <3 Bashiok.
Latest topics include:
Nethaera Speaks The Truth!
Broken "Promises" and the Development Process
On "Noobifying WoW", "Grinding" and Bashiok's Mom
Check out the full Blizzard posts after the break!
Nethaera Speaks The Truth!
Anyone else feel this way? Like we have a list of things we have to get through every day and we "have to" (to work on the rep and currencies you need to do other stuff) do it?
Go do your dailies for rep and gold
Go run your LFD for points
Go run your random BG for conquest points and honor
Go check your auctions and list more stuff
Go dig at a few sites and hope that artifact finally pops up
That's a pretty long play session right there even if you don't do all of them. It just seems like stuff that gets old fast, and yet here we are still doing it over and over and over. And if we level up alts to add some spice? They get stuck in the same rut at 85, which makes it even worse.
It's nice that we have a lot of stuff with rewards, but it's too repetitive and because they have rewards we feel we need it also begins to feel mandatory. We need something more dynamic and interesting to make it feel less like doing chores and more like playing a game. For example, there are too many dailies and not enough variety in them. Maybe turn some of them into weeklies instead and change the rep rate. Public quests/events that other games have is an example of something more dynamic that would take some of the grindy, chore-like feel out.
All of the things you mention are things that are optional. As you say above it's a "feeling" that you must get them done daily, but it's not required or imperative. Your character will not degrade if you miss a day, you can do them the next day. You can do all of them in one day, or you can spread them out and spend some days doing BGs and another doing dailies and another doing professions. It's up to you on how much you want to squeeze out of the system and how fast you want to get "there" wherever "there" is.
If it feels like a chore, it's because you've created a "chore" list in your head versus asking yourself, "What do I want to do today?" If you really feel burnt out, take a break. Take a day or two off. Play an alt. Sit in an inn and wear funny hats or sell skulls to tourists in the city. Be creative. The game has a lot of features baked into the various systems that are there for you to use or not as you wish. But, there are a lot of other things that aren't hardwired into the system that leave you open to a variety of activities. The only limitations are the ones you place on yourself or what you perceive are there based on a larger community perception.
In the end, you just need to remember to play it your way as long as it's what is fun to you and makes you happy.
Broken "Promises" and the Development Process
BlizzCon is a behind the scenes look into the development process. We offer that behind the scenes look because we know people enjoy being able to see our processes, and also hear about what we're thinking about and planning. That comes with the hope that the information is indeed taken as we intend it, which is a candid look at our thoughts and processes. Not bullet points of finalized game features.
Unfortunately those candid thoughts and processes are sometimes interpreted as promises for the development of our games.
The reason we commonly do not discuss our plans until they're in the process of being implemented, or actually complete, is exactly for that reason. BlizzCon is a huge exception to our rule, and while we're not going to stop having BlizzCons and offering those behind the scenes looks for those in attendance who come to see exactly those things, it's really unfortunate to see when they're referenced as promises.
On "Noobifying WoW", "Grinding" and Bashiok's Mom
True Wower's weve been here since Vanilla and understand the Value of a good Grind.
Do tell. What is the value of a good grind?
It's an accomplishment.
So is a bowel movement. :)
A grind is defined as a repetitive task you do not enjoy. Why wouldn't we try, at all times, to ensure the game is something that people enjoy? I get that there's a sense of "Well I'm a real WoW player because I remember when leveling was way worse than it is now." And grats to all of us on that, it's fun remembering those times, but I've been playing since Alpha, I enjoy leveling alts, and I personally want a better leveling experience. I've been playing a long time, I've enjoyed it the whole time, but improvements are improvements. Y'know? And I, as a 'Vanilla' player wholly welcome them, not even for other players, but for myself.
I would also argue that some leveling improvements and class skill pacing does not suddenly open the flood gates to a whole new landscape of gamers. They're improvements, but they're somewhat marginal in their actual reach. The game is still fairly complex in its controls, concepts, and the amount of time it requires. Trust me, my Mom isn't going to suddenly say "Woah! Slightly faster leveling and better quest flow!? NOW I can actually play this game!" She's going to still have the camera pointed at the sky, shrieking and throwing her hands up in the air whenever she gets hit by an enemy. But she will play the hell out of some solitaire.
Do tell. What is the value of a good grind?
It teaches people how to play their class correctly, which a large chunk of the player base seems to be clueless about once they reach end level.
That doesn't make any sense. Making someone repetitively kill mobs is going to teach them end-game dungeon and raid encounters/rotations?
So there can be good grinds like "questing on rails"? If you want to ensure all grinds are removed then why does the LFD even exist? That function alone goes against your first statement.
There is no such thing as a "good grind". The definition of the word doesn't allow it. Being that grinds are subjective, it would be your opinion whether something is a grind or not.
You find the Dungeon Finder to be a grind, I assume in so far as you're entering dungeons repetitively to obtain rewards. The reason why that exists is that we don't have unlimited content. If every time you log in we could have a totally brand new dungeon for you to play, that would be awesome, but we don't. Our expectations for quality just doesn't make that idea feasible.
I'm sorry, but Blizzard's definition of "improvement" isn't usually the same for gamers in general unless those gamers love Call of Duty (it's fun shooting people with the same engine for the last few games pew pew). But I understand you have to call it improvements.
A bite at Activision games? I don't get it.
That doesn't make any sense. Making someone repetitively kill mobs is going to teach them end-game dungeon and raid encounters/rotations?
Please explain to us then how leveling so fast helps the player learn their class well enough to perform in a group setting. If the player levels so fast that they only ever have to use 2 abilities to kill anything, how does that HELP them learn this game??
How does length of play equal difficulty and thus need to use additional skills? Have you leveled to 85 since Cataclysm? I have, without heirlooms. It isn't that much different. You blast through Outland but it certainly isn't any easier. And when was this magical time when leveling taught you how to raid? There is an un-made point there though. At one time the playerbase was pretty well spread out from 1-60, and in that time running dungeons was extremely lucrative. But very quickly there was a glut of people at level cap (as intended), and very few leveling. As the game gets bigger that problem gets more severe as people are even more dispersed and the chance to run dungeons and learn those skills while leveling gets smaller and smaller.
I agree there's a gap in the progression system where players just aren't taught how dungeon and raids are played. It's very different from leveling. But the game has never had that, only through the circumstances of having a new and smaller game did it occur. There's no fundamental change that caused it. But that's the argument, that it's suddenly different now through intentional game design changes. It isn't, but I think we'd agree that as the inherent problem gets worse it will need to be corrected at some point.
As the game gets bigger that problem gets more severe as people are even more dispersed and the chance to run dungeons and learn those skills while leveling gets smaller and smaller.
I've found that its easier than ever to find groups to run dungeons while leveling. Its definitely easier than at level cap. If anything, I think people get time spent working with groups more often now than ever before. I love the new leveling system. Its more diverse than ever. Get sick of questing, go run some dungeons, if you get sick of dungeons, go run some bgs. The queue's for these things are incredibly short. The story lines are incredible, and actually there now if you pay attention to them. I think blizz has done a great job when it comes to leveling.
Very good points. Very good. A pretty obvious improvement I left out. Using the Dungeon Finder while leveling is awesome, and it works really well. I feel like it's definitely a lucrative way to level, and leads to probably double the character power potential at any given time from blue's.
Regardless of that it seems like the sentiment is that people aren't using it, or aren't learning from it. That people screwing up in dungeons is somehow directly tied to their lack of dungeon experience while leveling. Obviously there are people doing dungeons while leveling, I just wonder what percentage, and if it's not very good, maybe there are some simple ways to encourage them to, or just make it a bit more lucrative (although they seem plenty awesome as-is).
I think the problem is that the lower-level dungeon content has been trivialized by a combination of better gear, BoA's, talent tree changes, etc. If the difficulty of the content were increased by about 4-6 levels (just retuning the mobs, while leaving the eligibility requirements for the instance alone), that might help the skill-gap that arises at end-game.
Water finds the path of least resistance, and players are largely no different. You up the difficulty, it no longer becomes a good way to level, they won't do it. It's being optimistic to think people will sit through challenge and wipes while leveling to learn skills for end-game. I wish it was the case, it just wouldn't be though.
Maybe if the difficulty was off-set by making the rewards that much better, but I don't think that would click for anyone. You'd wipe once, grumble, second wipe say screw this and jet to go back to questing. No one would stand for a nebulous "more challenging but better reward" when they know they can blast through quests and level at a continuous pace.
We do have solutions for the whole idea of training players up, but it's nothing we're ready to talk about just yet.
So is a bowel movement. :)
Obscene / Vulgar
This category includes both clear and masked language in posts, signatures, and/or links to websites containing such language or images which:
* Are an inappropriate reference to human anatomy or bodily functions
Just saying.
If you think that's obscene, boy have I got some words for you! ;)
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