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WoW--What's all the hype about?

Felon, if you have to wait until a quest is green or gray to solo it, you're missing something about your class. Even playing a hunter, allegedly one of the classes least able to handle adds, I take out two enemies at a time routinely, and solo yellow and orange quests constantly.

And no, I'm not in my "honeymoon phase" -- I've been playing the game a year now.

You honestly don't sound like you wanted to buy the game to begin with, and you seem studied in your desire to declare it "nothing new." I'm sorry, but the questing system -- or more specifically, its dominance over all other aspects of the game -- absolutely IS new. If you're simply grinding to level, again, that's something you're doing, and not the game. I'm actually finding a number of my skills slipping behind maximum because I'm getting so much quest-based experience, rather than simply grinding it out. My new character is now level 18, and getting this much quest experience isn't anything new -- I had the same problem, if you can call it that, with characters in their 30s and 40s in beta.
 

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Felon said:
Thanee, c'mon. Are you saying it would be boring if characters had a decent chance of getting away from fights they didn't want to be in in the first place? :confused: It's bad enough they do extra damag from rear attacks, but having those attacks actually stun the fleeing character is going out of their way to make there are lots of trips to the graveyard. We're not talking about a challenge, we're talking a tremendous source of frustration.
Can't say I had the same experiences. Sure, that happened to me to, maybe once or twice total, but usually I had no problems to break from a fight and flee. :)

what is so polished about WoW? What do you think makes it turn other MMORPG's on there heads? If you opt to respond, please be detailed.
It's the combination of low downtime, lots of quests, which add into an interesting story, a cool world to explore (ok, most MMORPGs have this), tons of things to do and all of this presented in a way, which makes it fun from the beginning. It doesn't have the same repetitive feeling to me, that other such games have.

Bye
Thanee
 

Felon said:
Thanee, c'mon. Are you saying it would be boring if characters had a decent chance of getting away from fights they didn't want to be in in the first place? :confused: It's bad enough they do extra damag from rear attacks, but having those attacks actually stun the fleeing character is going out of their way to make there are lots of trips to the graveyard. We're not talking about a challenge, we're talking a tremendous source of frustration.
I'm sorry you've experienced it that way. On the few occasions this has happened to me, I've chalked it up to carelessness on my part: I wasn't paying attention to my surroundings, I hadn't chosen an escape path, and I let myself get into a fight too close to another creature that could join in.

I don't really mind the rear-stun attacks: it gives a sense of tension to the idea of going into enemy territory. If I could reliably escape from battles that were too dangerous, that tension wouldn't be there.

That said, if they went away, I wouldn't mind too much either. It's not a big deal for me.

Forced grouping? Well, yes, if you wait long enough to do a quest you should eventually be high enough to fight off multiple mobs, when they're green or gray to you (and so is the quest). When I was 14th I'd still get killed fighting Burning Blade warlocks on my voidwalker pet quest. There seems to be few classes that can handle multiple attackers. That's a big deal in a game where spawns walk right into you--or even respawn in groups right on top of you. Soloability is pretty much all about the ability to fend off groups, and not just desperately hoping you can successfully pick away at the bad guys one at a time.
This is a place where your experience is very different from mine. Right now I'm clearing out my questbook, which is mostly full of green and yellow quests (due to the amount of time I've spent in instances, which give crazy XP). Except when I'm really careless and let four or five bad guys whale on me at once, I have very little trouble. Two or three bad guys is no problem.

If you don't have your voidwalker yet, you need to get it, either by going very cautiously through Skull Rock, travelling to the Undercity, or finding another warlock to group with. The voidwalker is key to the early warlock's soloing experience: you can't stand mano a mano with the attackers, but need the voidwalker to taunt them off you.

Forced hunting? Well, hunting for animal pieces has easily constituted the majority of my quests. I've been into one or two caves, and one fort.
For the early game, that's true, especially in the Barrens. If you're bored with it, try travelling to Ratchet, where you can get "slay the pirates" quests, or to Silverpine, where you'll be investigating a wizard who's turning people into his werewolf slaves.

Instanced content? Haven't seen any.
It really starts becoming important around sixteenth level, where you can go to Ragefire Chasm or Pyrewood Village (depending on your location); if you're brave and get a good group together, you can try out Wailing Caverns (although you'll probably want to wait to a higher level).

Hell runs? There are hell runs aplenty, and there's apparently not a convenient keystroke to let you cycle through monsters within your radius.
Again, different experiences. I find the "tab" key to be very convenient.

Class distinction? There's a lot of fun and cool powers to distinguish one class from another, but players do lack distinction and uniqueness from other characters of the same class. Sadly, I am really no different from any other warlock of my level.
This is true, with the caveat that you're not any different from any other warlock of your level and race. Racial abilities can be key if you use them well. But I wish there were more customization of characters.

Another issue not addressed is what happens when there's a lot of disparity between character levels? I'm already losing ground to my friends who play more than I do.
How is this a problem?

But really, now I want to ask you guys: what is so polished about WoW? What do you think makes it turn other MMORPG's on there heads? If you opt to respond, please be detailed.
The polish:
-I find the graphics to be absolutely beautiful. I know you don't like them, but many people, both among my friends and among online reviewers, agree.
-Combat is fast-paced and intricate without being a twitchfest.
-The quests vary from mediocre to fantastic, with the very good ones being most common. Even though, stripped to their bones, they revolve around three central principles (kill/collect/visit), they're dressed up in sufficient ornamentation and permutations that they really involve me in the storyline.
-No class feels completely better than any other class to me, and many classes can adopt different roles in a group. For example, my brother playing the hunter can choose to be the damage-dealer or the tank; I, playing the druid, can choose to be the tank, damage dealer, or healer. And grouping is lots of fun: the powers of the classes complement each other very well.
-The very rare occasions when you get a loading screen.
-The cool little locations. In your travels, you might come across the abandoned airfield covered with gnomish aeroplanes, or an island populated by members of all races, or a huge sea-monster off in the distance, or a mountainpeak covered in mist the color of dried blood, or the bones of an immense animal; and you just know that this location is going to have a quest at it at some point. Exploring is just tremendous fun.
-The Auction House and Mail System, great improvements to the marketplace.

But see, that's what I mean. They gave a lukewarm review to a game that received a lukewarm reception. And yet, after reading both reviews, I have no idea how the feel WoW is superior EQII. Do you?
I think there's a very good chance that they gave a lukewarm review to a game that received a lukewarm reception because the game wasn't anything special. Rather thank look for a cause-and-effect relationship between their review and the reception, it seems far likelier that the review and the reception have the same cause.

When I decide which reviews to trust, whether for movies or for games or for anything else, I try to find a reviewer whose tastes jibe with mine. Gamespot's tastes consistently do: I've never loved a game that they reviewed poorly, and I've never hated a game that they reviewed well (except for games in genres that I dislike). It sounds like they're not a very useful reviewer for you, inasmuch as your tastes don't jibe with theirs. That is not, however, sufficient reason to call their integrity into question, by suggesting that they review games well because they just want to fit in with popular opinion.

Do I understand why they reviewed the game well? Absolutely, and I have trouble understanding how, after reading the four page review, you do not. They were very specific about what they liked.

Again, it seems not to be to your tastes; I hope you're able to find a game you like more. I find this game very satisfying, and expect (no starry-eyed glasses here) to continue enjoying it for many months to come.

Daniel
 

Felon said:
But see, that's what I mean. They gave a lukewarm review to a game that received a lukewarm reception. And yet, after reading both reviews, I have no idea how the feel WoW is superior EQII. Do you?

I feel the need to speak up here. Even though I don't read Gamespot, I have played both games. WoW beats EQ in nearly every way. First off, my comp (which is upper-middle of the road with a P4 2.8 GhZ processor, 512 Dual Channel DDR Ram, and a GeForce FX 5200 128 MB video card) runs and runs and runs just to load up zones in EQ2. This is really frustrating when trying to run through a city zone. This is even with the graphics turned down to their lowest, so the game looks like crap. (I can run it just fine with the highest graphic settings, but I end up lagging in highly populated areas.) I have no trouble running WoW on the highest graphic settings. There may be the occasional stutter as I walk into a highly populated area (like the Undercity), but it's brief and minimal at best.


EQ2's opening quests feel like a lot of linnear hand-holding. It made me feel like Sony didn't have enough faith in me to figure out the game without their help. At least WoW's opening quests can be declined.

WoW, IMO, has a better feel to it. EQ2 really doesn't have it's own personality yet. It's a hodge-podge of EQ1 and something else. I understand that this is purely subjective, but EQ2's flavor doesn't taste as good as WoW.

I love the fact that in WoW I don't hae to spend hours trying to find a recipe for some item or another. Trade skills shouldn't be a huge production and almost a game in and of itself. I'm not entirely certain that this is the case in EQ2, since I didn't play it long enough to get itno tradeskills, but in EQ1 I would spend almost as much time on the net after I got finished playing researching new recipes on the various fansites. It felt like homework for a blasted game. I can simply play in WoW.

Levelling in WoW doesn't feel like such a hassle as it does in EQ (1 or 2). In WoW, I have a ton of quests to do that get me through the levelling process without focusing on just running out and killing mobs purely for the sake of getting XP and loot. I'd say that a good 75 to 80% of every mob I'm battled in WoW had a direct link to some quest. That's a great design idea. Sure, you're still doing the same thing of "Kill, XP, Loot, Level, Repeat", but it doens't feel like I'm just grinding through my levels.

All in all, there is no question in my mind that WoW is superior to EQ2. Others may have a different POV, but I've found the game that's for me. WoW may not be innovative, but Blizzard has put together a great online gaming experience for me. What it comes down to in MMORPG's (as with all RPG's both tabletop, PBP, or video) is to find something that you really enjoy. It doesn't sound like WoW is for you, Felon.

Adios,
Kane
 


Thanee said:
It's just more massive. ;)
Sorry, I'm still not convinced. I can't see myself spending $40-$50 on the software for 30 days worth of playing, then spend $10 per month more for continued playiing.

Why can't the MMORPG developers be satisfied I bought their software?
 

Ranger REG said:
Sorry, I'm still not convinced. I can't see myself spending $40-$50 on the software for 30 days worth of playing, then spend $10 per month more for continued playiing.

Why can't the MMORPG developers be satisfied I bought their software?
Do you think that $50 is going to keep paying for server upkeep, paying GM's, and allow for new free content and the payment of the programmers? Not hardly. Running a successful MMORPG takes money. I don't mind paying $15 a month to play a game that I enjoy. Before MMORPG's I would probably spend $100 a month EASY on new games that I would play, beat, and put away after only 20-50 hours. I played EQ for years, only buying the occasional game that I just really had to have (Knights of the Old Republic, Doom 3, and so on). It has actually saved me money. I sold my PS2 and Xbox after I got into EQ, and spent very little on games (barring my D20 purchases) since then.

In order to ensure that the game stays actively monitored, that there are in game events ran by the parent company, and that the game continues to evolve over time there has to be a fee. Sure, the money initially made on the release will run the game for a short while, but the real bread and butter that takes to keep the game running comes from the monthly fees. You may not like the idea (I'd prefer to get the game for free and then pay the monthly fee), but that's they way it works and will continue to work into the forseeable future.

Kane
 
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Ranger REG said:
Sorry, I'm still not convinced. I can't see myself spending $40-$50 on the software for 30 days worth of playing, then spend $10 per month more for continued playiing.

Why can't the MMORPG developers be satisfied I bought their software?
Well, let's say that your average SP roleplaying game--Baldur's Gate, for example--provides you with 200 hours of gameplay over its lifetime. That suggests you play it through at least twice, exploring every nook and cranny every time you play it. I suspect there are few single-player games who get a third of that gameplay out of them, but let's go with that.

I expect to get a lot more playtime out of WoW: in the first year alone, I expect to get around 800 or so hours of playtime, figuring I'll play an average of 2-3 hours a day (some days I'll play lots more, other days I won't play at all).

Over the course of the year, I'll be paying $193 to play the game ($50 initial investment, plus $13x11--by paying in six-month chunks, I only pay thirteen a month). If I'd instead bought single-player games and played them each for 200 hours (again, a high number for most SP games), I'd be paying $200 for the games.

Does that make sense? WoW has huge amounts of content, and I'm paying for them to create new content, to maintain the servers, as well as paying them for the several years they've already spent creating the game. It all works out to a reasonable amount for me.

Other folks may not like this: they want more variety in game experience than they'll get from WoW, and that's fine. But I don't have any real philosophical objections to their profit model.

Daniel
 

Ranger REG said:
Why can't the MMORPG developers be satisfied I bought their software?

Well, a few of them are, apparantly. Just check out Guild Wars, if you want to try a MMORPG without any monthly fees. It's also kinda from Blizzard, since the programmers are the ones who left Blizzard, and they leave out no opportunity to tell about it... go figure, everyone needs some advertisement, I guess. ;)

Bye
Thanee
 

Thanee said:
Well, a few of them are, apparantly. Just check out Guild Wars, if you want to try a MMORPG without any monthly fees. It's also kinda from Blizzard, since the programmers are the ones who left Blizzard, and they leave out no opportunity to tell about it... go figure, everyone needs some advertisement, I guess. ;)

Bye
Thanee


Ahh you beat me to it. The money investment in MMOs is something I got tired of. I have high hopes for Guild Wars. It looks to me more of a MMO lite, more Diablo like game. Its geared more toward competitve gameplay, but I love the game concepts the devs are coming up with.

Ok end of advertisment :)
 

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