1. It would be 3000 times more frustrating. Start the game by reading through a list of 40 skills ? Start to play in group before even know what threat is ? Wipe your party 10 consecutives times and being kicked until you learn wtf is going on ?
Works fine in LoL.
Start the game not knowing what any of the other 50 champions do (and, yes, you do need to know this).
Play in a group before you know what last hitting is.
Die 300 times and be called "noob", "you suck", "uninstall game".
It's the same in every game you play that has a level of complexity. Although I do believe WoW has a lot of filler skills because of trees, so you will not be using all 40 skills anyway.
2. You don't take 3 months to level a wow character. I took like 15 days last time and i'm not addicted at all.
It takes 3 days now because Blizz realized how stupid it was + most people are max level and are leveling alts + you know the game really well by now probably. In vanilla, it could take 3 months excluding exploits and the like.
3. And no, the avarage player can't learn his class in a day. Try to do a experiement, a get someone that never played a mmorpg in his life and give him level 85 wow character and see what happens.
Get someone who never played an MMO in his life, power level him to 85, and see what happens.
Sorry, inexperienced players are lousy in games at level 1 and at level 85. If people at 85 can't even CC you really have no argument here that they learned anything.
It only drove away people from instances, wich is the focus of the game and turned clan logistics in hell (you had to mobilise your whole clan to attune new members.
Then you need to decide if your game is about skill or about satisfying lazy people who can't bother do a few extra instances.
There is not a single thing in WoW that people don't QQ about ("clan logistics turned in hell" is nothing but QQ), it's really a matter of what defines your game and what doesn't.
After a while not attuned people were exclused from the raiding world and unable to get back).
They're excluded anyway. Either you have the WoTLK situation (everyone can do everything) or you have the Cata situation (game requires a tiny bit of skill). Blizz needs to decide where their game should go. On a personal level, though, I don't see why people bad at raids should be doing final raids instead of doing introductory raids or heroics or normals or w/e is appropriate.
When it comes down to solo situations, WoW have really poor mechanics indeed. But WoW works very nice in terms of teamwork.
I disagree. WoW's team combat is extremely primitive, as well. Tanking is limited and many have labeled it as "easy", CC is repetitive, interrupts are repetitive, and DPS is very boring, the only thing that required any skill at all was healing.
Problem is, none of the stuff you're saying is worth anything if you know in advance exactly what you're going to do. And WoW is very limited in terms of encounter design due to the trinity.
WoW solo doesn't teach you everything you need but it teachs alot. Everytime I get a new skill on WoW i allways read it and use it a few times to learn how it works in pratice. The importance and limits of dots to dps. What is a interrupt skill and in wich situation you should use it. How to pull without aggroing more then you want to.
This is very minimal and, I assure you, does not require the amount of time it takes to level in WoW.
It would be 300x times more effective to stick a person into an instance at max level and let them play around with it. WoW is not so difficult that you need a 3-month bootcamp to "learn" your class. You really don't. You could learn your entire class in a day, and out-game guides are more effective than the game itself, which lacks the capacity to teach you anything important.
Etc... Also the 1~85 leveling includes alot of 5 men runs that also teachs some basic concepts like threat, positioning, ccing, etc...
No it doesn't, you can solo the game and never enter an instance.
The only way to ensure people actually learn something is to limit them from being able to join instances if they haven't finished preparatory instances.
The ones that uses a familiar mechanic (free turns) have poor combat
So does WoW. WoW, in fact, has poorer combat than most of these games because it limits a lot of things because of balance fearmongering + it has the trinity.
The first 85 levels of wow is basically a tutorial. Each Wow class have like 40 skills. PEople need to time to learn how to use those skills, learn why they eist and when they should use then. The best wya to do that is unlock the skills one by one, so you get used to your skill list while you level up.
No offense but this is bullshit and it has always been bullshit. There is no way that solo leveling can teach anybody anything without difficulty, and WoW's leveling is not difficult.
You will not use half your skills in solo to begin with. A lot of them deal with situations not present in solo. You will also not use them correctly because solo rotations are different from groups rotations. You will also set up mid-level rotations which will not be used later on because you are lacking skills, so chances are, you won't see the skills you'll use the most until much later. Overall, solo is very different from grouping and one won't teach you the other. At most I could say PvP teachers anything but even then it's PvP not PvE.
If WoW wanted to teach its players anything it'd have an entry-level quest for everyone to do before they can join a high level instance. As of right now, though, the amount of in-game info in WoW in regards to how to play the game is virtually nonexistent.
WoW's leveling system is that way to slow down players, create an impression of progression, and hide the fact that it's just a huge massive persistent lobby. WoW is really about raids, so this lobby serves no purpose greater than that. Competitive games rarely force players to go through a whole bunch of progression until they can compete, and considering how much of a joke WoW's PvP is, for instance, that should tell you something.
I've no idea how to fix wow's solo fightning... I don't think it's possible to creat interesting monster fights for 10 different classes. WoW mechanics only works when you have access to all kinda of abilities, and to do that you need at least 3 players.
Funny, single player games have been doing it from the beginning of time.
All gameplay that is based around teams can be also simulated in a solo scenario. WoW just never bothered.
Cooldowns are an easy way to allow for more powerful skills. Without a cooldown, they could be spammed constantly. From that on it becomes simple heuristics to find the routine that brings the most damage.
Back in the day, when I played, there were many games with no cooldowns whatsoever, and I didn't spam anything. There were a few games with cooldowns (i.e., Nox), but there was never a priority skill.
Spell spamming came from games like Diablo because of primitive game mechanics. And, tbh, Diablo is built around spamming and it works fine there because it's very twitch oriented built around the idea of avoiding damage, so I won't go there.
When it comes to games like MMO's, though, one of the key issues is a very rigid trinity system. By rigid, I mean that max tanking is always best, max DPS is always best, max heal is always best (although that has been modified a bit lately), and their low/mid forms have no uses. I think we can all agree that roles get a bit more interesting when tanks need to do damage, DPS to CC, and healers at least somewhat worry about mana. I also believe the threat system also oversimplifies the encounters. Movement, positioning, range, speed, etc., are not prominent enough in MMO's, which should have more outdoor large-area encounters where such can be utilized. Then there's the issue of very non-intelligent AI which both leads to highly scripted encounters and oversimplifies the tasks.
BTW, can anyone explain to my why most MMO's (certainly most MMORPG's) use a cooldown-based combat system? IT'S JUST SO BORING! "hmm, I'll press 1, then 2, then 3, then 4, and now 1 is ready to use again" and so on, and so on...
Because that's how EQ did it and WoW copied EQ and since WoW is so popular the known MMO's are all copying WoW.
EVE/Perpetuum systems are a bit different (energy and position/state management), and Darkfall is simply a MMOFPS.
WoW is not going to survive for much longer, that's for sure. Not because of other MMO's, but because it is imploding on itself, and Blizzard doesn't seem to care. Titan will most likely replace WoW despite what people think.
Start the game not knowing what any of the other 50 champions do (and, yes, you do need to know this).
Play in a group before you know what last hitting is.
Die 300 times and be called "noob", "you suck", "uninstall game".
It's the same in every game you play that has a level of complexity. Although I do believe WoW has a lot of filler skills because of trees, so you will not be using all 40 skills anyway.
It takes 3 days now because Blizz realized how stupid it was + most people are max level and are leveling alts + you know the game really well by now probably. In vanilla, it could take 3 months excluding exploits and the like.
Get someone who never played an MMO in his life, power level him to 85, and see what happens.
Sorry, inexperienced players are lousy in games at level 1 and at level 85. If people at 85 can't even CC you really have no argument here that they learned anything.
WoW is a broken game, nothing ever works out in it.
Then you need to decide if your game is about skill or about satisfying lazy people who can't bother do a few extra instances.
There is not a single thing in WoW that people don't QQ about ("clan logistics turned in hell" is nothing but QQ), it's really a matter of what defines your game and what doesn't.
They're excluded anyway. Either you have the WoTLK situation (everyone can do everything) or you have the Cata situation (game requires a tiny bit of skill). Blizz needs to decide where their game should go. On a personal level, though, I don't see why people bad at raids should be doing final raids instead of doing introductory raids or heroics or normals or w/e is appropriate.
I disagree. WoW's team combat is extremely primitive, as well. Tanking is limited and many have labeled it as "easy", CC is repetitive, interrupts are repetitive, and DPS is very boring, the only thing that required any skill at all was healing.
Problem is, none of the stuff you're saying is worth anything if you know in advance exactly what you're going to do. And WoW is very limited in terms of encounter design due to the trinity.
It would be 300x times more effective to stick a person into an instance at max level and let them play around with it. WoW is not so difficult that you need a 3-month bootcamp to "learn" your class. You really don't. You could learn your entire class in a day, and out-game guides are more effective than the game itself, which lacks the capacity to teach you anything important.
No it doesn't, you can solo the game and never enter an instance.
The only way to ensure people actually learn something is to limit them from being able to join instances if they haven't finished preparatory instances.
WoW's mechanic is the standard pseudo-turn based mechanic, BW games are littered with those.
So does WoW. WoW, in fact, has poorer combat than most of these games because it limits a lot of things because of balance fearmongering + it has the trinity.
You will not use half your skills in solo to begin with. A lot of them deal with situations not present in solo. You will also not use them correctly because solo rotations are different from groups rotations. You will also set up mid-level rotations which will not be used later on because you are lacking skills, so chances are, you won't see the skills you'll use the most until much later. Overall, solo is very different from grouping and one won't teach you the other. At most I could say PvP teachers anything but even then it's PvP not PvE.
If WoW wanted to teach its players anything it'd have an entry-level quest for everyone to do before they can join a high level instance. As of right now, though, the amount of in-game info in WoW in regards to how to play the game is virtually nonexistent.
WoW's leveling system is that way to slow down players, create an impression of progression, and hide the fact that it's just a huge massive persistent lobby. WoW is really about raids, so this lobby serves no purpose greater than that. Competitive games rarely force players to go through a whole bunch of progression until they can compete, and considering how much of a joke WoW's PvP is, for instance, that should tell you something.
Funny, single player games have been doing it from the beginning of time.
All gameplay that is based around teams can be also simulated in a solo scenario. WoW just never bothered.
Spell spamming came from games like Diablo because of primitive game mechanics. And, tbh, Diablo is built around spamming and it works fine there because it's very twitch oriented built around the idea of avoiding damage, so I won't go there.
When it comes to games like MMO's, though, one of the key issues is a very rigid trinity system. By rigid, I mean that max tanking is always best, max DPS is always best, max heal is always best (although that has been modified a bit lately), and their low/mid forms have no uses. I think we can all agree that roles get a bit more interesting when tanks need to do damage, DPS to CC, and healers at least somewhat worry about mana. I also believe the threat system also oversimplifies the encounters. Movement, positioning, range, speed, etc., are not prominent enough in MMO's, which should have more outdoor large-area encounters where such can be utilized. Then there's the issue of very non-intelligent AI which both leads to highly scripted encounters and oversimplifies the tasks.
EVE/Perpetuum systems are a bit different (energy and position/state management), and Darkfall is simply a MMOFPS.
Farmville has maaaany players, though, keep in mind.
But in the end, it's either SW:TOR or Perpetuum for me right now.
I don't understand why the failure of other MMO's is somehow assigned as WoW's success, rather than just being the failure of those other MMO's.