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Old 02/19/08, 10:53 PM   #85 (permalink)
Necraz
Glass Joe
 
Undead Warlock
 
Sen'jin
One section of the post that merits further discussion is the intra-realm competition that was much more prevalent pre-BC. Whenever a major boss died pre-BC, there's a very good chance you'd hear about it relatively quickly. Post-BC, you're lucky to hear about a guild killing Illidan unless you happen to stumble across an update to WowJutsu or your realm's progression thread. Much of the sportsmanship and healthy competition seems to have dwindled out of existence with the creation of BC, possibly excluding the bleeding-edge guilds that clear instances on the PTR.

Progressive nerfs and attunement removals may help to open content to casual players, but it doesn't seem to be an ideal solution for any party involved. With a mixture of gradual retuning, alternative gear sources (Blizzard has repeatedly cited that the new "T6-equivalent" badge gear is in part catered to give raiding guilds earlier in content a helping hand), and challenging quests; I'm certain a happy medium can be reached.

From my experience with the ZA Timed Quest (Fairly consistent three-chest runs), it is an excellent example of an elegant solution to this problem. Adding an extremely difficult to get and highly sought-after novelty item as the final reward is advantageous to everyone. Casuals can safely ignore the timed quest and receive excellent loot, while hardcore players have a chance to raid at a more suitable level with proper rewards for their increased effort. I certainly hope that Blizzard follows this lead when designing instances for WotLK - it's a far more attractive brand of content reuse than implementing untuned cockblock bosses (Vashj with Mind Control comes to mind) to slow progression until the content is repeatedly nerfed. As Glowacks mentioned in the end of his post, content must be made such that it takes a reasonable amount of time to conquer - otherwise it would be impossible for developers to keep up with player needs. My thoughts are that anything that allows paralell levels of progression in a single raid instance is both good for business (Content reuse) and for raider morale.

Last edited by Necraz : 02/19/08 at 10:58 PM.
 
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