Monday, February 23, 2009

Entry level

First, let's get the facts straight.

Fact 1: Content is easy. Period. End of discussion.
Fact 2: Even the "hardest" raid content doesn't come close to TBC's endgame difficulty. By this I mean Sunwell, not Karazhan. However, Karazhan is parsecs away in difficulty from the crap we got.
Fact 3: Blizzard is catering to bads and focuses on "new players" too much. This is evident by the facerollable heroics, easy content (see fact 1) and general cantbearserry when designing encounters. See: VH.
Fact 4: The achievement system is evolving to suit the "hardcore" "no-lifers" while the "real players" with "lives, jobs and families" have the non-achievement content to faceroll.
Fact 5: TBC brought more players in the game than classic did, same for wotlk. They're sales record-breaking games for a reason.

Now, the point I want to raise is: Do we need entry-level content at this stage in the game's evolution?

My answer: NO.

Why?

First, there's plenty of entry level content while leveling. I heard RFC, WC, SM, UBRS, ST, Outland dungeons and wotlk normals are still in the game. That is where basic group dynamics is learned. It is there that new players should 'l2p' as we say, or "adjust themselves to the new situation and adapt accordingly". There's nothing wrong in taking a pause in the leveling rush to do a dungeon and see how grouping works.

Sidenote: Most players who rush to 80 at this point in wotlk are probably alts. It is unreasonable for a new player to skip all the amazing content (and I have to admit, they did a good job with leveling content. Just the wrathgate questline alone justifies 71-80) to get to max level and step into a dungeon without having a clue about how partying works.

A new player who genuinely wishes to play well (I'd like to think most people do) will read the "How to play" guide on the main page and have some idea what grouping (and raiding, to an extent) is about. It takes an extraordinarily retarded person not to realize what's going on in an instance/raid.

Secondly, players need something to look up to. You can't honestly say you'd look at a perfect Horsemen40 kill and don't say "Damn, I wish I was with these guys". Not in the "I want to get carried by them" way, but in the "I want to raid with good players" way. There's no way to pre-differentiate skill unless you know players personally. Back in classic (and TBC to a lesser extent), gear was usually an indicator of skill. When people looked at me having the server's only Asjre'thul they went /drool.

Sidenote: "Usually" =/= "Always". I did see some of the worst idiots wearing full t6 and some of the most brilliant players wearing blues.

When everyone's carrying the same ilvl 213/226 epics, it's not fun. There can't be any fun seeing the 3k DPS wonder having Envoy/Journey's End while you push >5k every fight and still not have it. WoW rule 46.b "The retard always gets the phattest loot" just makes it worse.

If I were blizzard, I'd make sartharion+3 so hard and heavy on raid requirement it'd require 3 months to defeat. Same for malygos. He's the guardian of magic for christ's sake and he's getting pugged weekly on my server.

Now, having players experience the content is one thing. That's why there's no attunement and 10/25-man versions for each raid instance. Tuning the instance so people who do less DPS than a level 70 can clear it is another. It's wrong at its concept.

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