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Old 09/06/07, 2:48 PM   #88 (permalink)
Onomatopeizator
Von Kaiser
 
Orc Rogue
 
Skullcrusher (EU)
Originally Posted by Nezralix View Post
Here's a related question: Would it be possible for Blizzard to somehow enforce or encourage a 3-4 hour time investment per raid? There are certainly a number of mediocre raids who wipe on farm content attempts a few times on practically every attempt, and compensate by spending 6 hours in the instance. How can Blizzard encourage doing things right in a reasonable time window, without just saying "okay, you've tried this for X hours, enough is enough!" Because apparently, time efficiency for the sake of time efficiency isn't a rewarding goal for many players.
Something like this is already in game, I'm not sure if you like it though:
nothing says "time to end the raid" as strongly as another trash respawn ;)

By the way, wasn't this the case with Ragnaros? I've heard you could only attempt him for 2 hours after spawning, when those passed you had to wait for the instance to soft reset. Never checked it myself though, the guilds I were in either killed him in this time or gave up.
There was a similar thing for leveling in WoW beta: the "tired" state which made you receive up to 50% less exp from kills than normally after some time, but it got pulled before release.

I suspect the reason is there are few things in the game that are more irritating than wanting to go on but being prevented by some artificial barrier; if you enjoyed the Shartuul event as much as I did, you'll know about it.

A thing that can, should and is to some extent done is designing dungeons in such a way that people can spend 2-4 hours a day in them and come back another day without major setback. There were some things that encouraged raiding long hours that got removed. Molten Core and Zul Gurub were hell for splitting it in a few days due to most mobs respawning, other instances are much better (the amount of time spent on Karazhan trash on a clear is a bit overboard though). Smaller raid sizes and meeting stones contribute to raids taking a much shorter time to gather.

If anything in WoW needed a safety mechanism on it, it was the old HWL/GM grind, but that's another story.
 
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