The last bit is what killed world of Warcraft for me. When it changed from a world with the same people in it everytime, to automated group finders combining every possible world anyone could be in.
Not only will you never see those people again, for a while it was literally impossible to talk to them or friend them.
When they put out classic wow again, they updated it to have all these “new quality of life” features.
I mean, when they finally gave in and released Classic I had no idea they would release 10 different versions of it. But that’s mostly a different topic.
The shattered world of the main game is the big problem, cities and raids and events that exist only conditionally, like Undercity and Ny’Alotha with the attatched invasion.
Being able to meet and talk with players you can’t trade with or craft for, whether they’re Horde while you’re Alliance, or they’re from an unconnected server to yours. When you tell the latter they can send you a personal crafting order for the sword they keep asking for in Trade Chat, they can’t.
And as a Blacksmith/Miner main, I get to experience the shattered state of instanced zoning more regularly, every time I fly out to get ore, with several ore deposits simply disappearing as I approach them or start mining them. I see them from the other side of a fracture in the world. When I cross over, the illusion fades away.
I haven’t logged on to WoW in a few years, but it’s really interesting to hear what’s become of instance handling. I was on the fence about it in '03-'04, when the discussion was about whether or not instanced dungeons (Lost Dungeons of Norrath for EQ) were a good idea long-term. At the time the discussion sounded a lot the discussions about fast travel. Or maps, for that matter.
There’s some rose-tinted goblin welding goggles there.
Pugs for 5-mans used to be a huge pain in the ass. Especially for lower-level dungeons or for DPS classes (and especially the boomkins, the fury warriors, and the ret pallys).
Remember spamming city chat, LFG BFD?
And if you were a warlock, you were expected to run all the way there (remember not getting mounts until 40?), and wait for two other people, so you could summon the last two?
I haven’t really played much since TBC, or at all since LK. LFG was a huge improvement. It had flaws, for sure…it did break the community a bit, as you said…but it made the game playable for people who didn’t have hours to commit to getting ready for a 5 man dungeon.
As a solo player in the early wow era, lfg was a massive pain in my backside. I literally couldn’t progress without completing certain dungeons, and I couldn’t complete those dungeons unless I grouped up. So I was painfully and perpetually stuck in a never ending loop of LFG.
It’s the reason I left.
If you don’t have a group to play with, or preferred to play solo, utilizing pick up groups when necessary, the game became an unplayable mess halfway through the level progressions.
They’ve “fixed” most of this now, but I have a hard time caring about the game now. I went back to it for a short while a few years ago, and while it’s easier to nab a group for progression, the onslaught of go-fer quests numbed my brain to any lore that was being spouted by the quest givers, and it became a grind fest.
Everybody has different experiences. For me the game was okay but it was secondary to the friends that I met and played with. That shitty LFG experience pushed people to make and join guilds.
The last bit is what killed world of Warcraft for me. When it changed from a world with the same people in it everytime, to automated group finders combining every possible world anyone could be in.
Not only will you never see those people again, for a while it was literally impossible to talk to them or friend them.
When they put out classic wow again, they updated it to have all these “new quality of life” features.
Thank god for private servers.
WoW FEELS super fragmented right now.
I mean, when they finally gave in and released Classic I had no idea they would release 10 different versions of it. But that’s mostly a different topic.
The shattered world of the main game is the big problem, cities and raids and events that exist only conditionally, like Undercity and Ny’Alotha with the attatched invasion.
Being able to meet and talk with players you can’t trade with or craft for, whether they’re Horde while you’re Alliance, or they’re from an unconnected server to yours. When you tell the latter they can send you a personal crafting order for the sword they keep asking for in Trade Chat, they can’t.
And as a Blacksmith/Miner main, I get to experience the shattered state of instanced zoning more regularly, every time I fly out to get ore, with several ore deposits simply disappearing as I approach them or start mining them. I see them from the other side of a fracture in the world. When I cross over, the illusion fades away.
I haven’t logged on to WoW in a few years, but it’s really interesting to hear what’s become of instance handling. I was on the fence about it in '03-'04, when the discussion was about whether or not instanced dungeons (Lost Dungeons of Norrath for EQ) were a good idea long-term. At the time the discussion sounded a lot the discussions about fast travel. Or maps, for that matter.
There’s some rose-tinted goblin welding goggles there.
Pugs for 5-mans used to be a huge pain in the ass. Especially for lower-level dungeons or for DPS classes (and especially the boomkins, the fury warriors, and the ret pallys).
Remember spamming city chat, LFG BFD?
And if you were a warlock, you were expected to run all the way there (remember not getting mounts until 40?), and wait for two other people, so you could summon the last two?
I haven’t really played much since TBC, or at all since LK. LFG was a huge improvement. It had flaws, for sure…it did break the community a bit, as you said…but it made the game playable for people who didn’t have hours to commit to getting ready for a 5 man dungeon.
Yeah I don’t miss the days of trying to get a group to do Scarlet Monestary then running the gauntlet of griefing assholes.
As a solo player in the early wow era, lfg was a massive pain in my backside. I literally couldn’t progress without completing certain dungeons, and I couldn’t complete those dungeons unless I grouped up. So I was painfully and perpetually stuck in a never ending loop of LFG.
It’s the reason I left.
If you don’t have a group to play with, or preferred to play solo, utilizing pick up groups when necessary, the game became an unplayable mess halfway through the level progressions.
They’ve “fixed” most of this now, but I have a hard time caring about the game now. I went back to it for a short while a few years ago, and while it’s easier to nab a group for progression, the onslaught of go-fer quests numbed my brain to any lore that was being spouted by the quest givers, and it became a grind fest.
No sorry, just action.
ESPECIALLY when things like the DPS Priest build was the best for leveling but the HEALING Priest is the one everyone needed for dungeons.
Oh as a shadow priest in TBC you hit me right in the feels.
Shadow was so great for levelling but shit for healing. And holy was great for healing but shit for solo play.
Towards the end of TBC I was doing disc and having a blast as a squishy healer in PvP.
Everybody has different experiences. For me the game was okay but it was secondary to the friends that I met and played with. That shitty LFG experience pushed people to make and join guilds.
There’s definitely a way works both ways.
Yup and if you were on a low pop server or mature one with not many leveling. Forget doing dungeons at all.
DF and RF have their issues but it wasn’t all fun before.
As a feral who needed random blues, I spent days trying to get groups for less popular dungeons, just to have the item not drop or get ninja’d