Chapter 812: One Mistake After Another Mistake
Of course, Blizzard's design blunders for WOW aren't just due to this shift in design style toward player compromise.
Although the ICC period was the time when WOW paid players the most.
But the most of this is more due to the attraction of Alsace's plot, after all, the protagonist in WAR3 is Alsace, and many Blizzard fans started with WAE3.
It doesn't have much to do with the design of the crab, and I don't know how much of the so-called crab design is Flore's design idea, for example, there is a very classic equipment accessory in the ICC called 'The Will of Death', which was dropped by the son of the old Sarufar in the ICC, and this equipment can be judged for the first time as long as it is someone who understands the style of the WOW designer, and this is definitely not the design of the crab.
Rather, it should belong to Flor's design.
Because these two people are completely different in terms of equipment design ideas.
You can take a look at the six large-scale versions since the crab took power, from the ICC, most of the ten large-scale dungeons in the ornaments can't escape the "primary attribute passively triggers the secondary attribute", "the secondary attribute passively triggers the main attribute", "the primary attribute is used to give the secondary attribute", "the secondary attribute is used to give the primary attribute"! Even the last conscience left by Flor, which could be changed to T10, was completely cut in later versions.
This is completely unfriendly to ordinary players, and it is no wonder that the number of WOWs has started to decline in large numbers starting with CTM.
Specifically, what does the design idea of crab jewelry make this classic equipment in WOW look like? That is to make this very unique equipment completely dead, the Dragon Mother's ornament was cut down immediately after a flash in the pan, and the progress was merged again, and the consequence of this was that 25 people were killed.
Then, the healing pleasure~ sense disappeared, and the priest of the previous TOC-ICC era of double caress ~ comfort was gone, and the mage of the 258 Dead King's Landing with foreign objects was also gone, replaced by the death of a mortal or the slag of the resident attribute of Therrarion, which triggered another attribute. In the icc era, a big treatment is a big treatment, three mouthfuls are filled with empty blood T, cast in about 1.7 seconds, fast treatment is fast treatment, cast in about 1.2 seconds, 5-6 mouths are filled with empty blood T, group treatment is group treatment, cast in about 1.6 seconds, and the kind of fast ~ feeling of filling up the squad in 2-3 times is gone, replaced by a tube of blue and a tube of blood that can't even add T. Many times, because there is no blue, you can only watch T die!
This is also the reason why there was a large number of AFK when CTM first opened.
Of course, at the end of the day, after all these transformations, the game is not as fun as it used to be.
Of course, there are good and bad things about the old world map of CTM and the reset of the mission, and the mission is more systematic after the reset, and the mission of each map has become a mission group with a complete main line, but a blue suit is given after the mission of each map is completed - but IMHO, this design idea is not suitable for RPG games in the first place.
The mission of a good RPG game will never be linear. He should be like a clutter of tasks in the old world, so that people can complete it.
But in the end, it's still not friendly to newcomers, but the problem is that since WOW has developed into N expansions. Why do you need to consider whether the original content is friendly to newcomers? Cutting the upgrade experience is friendly enough, how many people are hurting to slowly experience the low-level content - besides, the original low-level content is not bad, in the previous time. He has proven his success.
Then there's the everyday world starting with Molten Front 4.2, which is simply a way to kill eggs for the sake of player availability.
What's more, everyday is a good thing. I didn't use it less before, the mistake is the mistake, this kind of daily life on the molten frontline has directly led to the rapid deterioration of the server environment, the pvp balance suit is a battlefield for thousands of people, and the unbalanced server weak side can't do daily work, and casual players, especially those in the weak camp, have no way out immediately.
And then let this part of the players out of the game again.
Because of the failure of 4.2, coupled with the difficulty of H fire source, Crab launched the 4.3 of the bento for the player's online rate, and the 4.3 new three books directly drop the equipment of the ordinary fire source level, so that the old copy of the fire source is completely dead, because of the loss of the meaning of the brush, it seems to be beautiful but in fact it makes the newcomer less of the team copy practice process of the fire source, and the attitude of the copy consciousness copy is impossible to talk about, this is a depraved era, 5% of the dragon soul is opened very quickly, so that high-end players and quasi-high-end players sigh after playing the dragon soul' What else am I playing this game'? "What are I going to do with H Dragon Soul with this equipment, brush 5h?? High play and quasi-high play in the wilderness through the dragon soul, equipment graduation once again a large number of AFK.
And not for the time being, but also for the sake of not returning after the mystery of the panda people.
In fact, what causes the secondary copy to lose the meaning of the brush,In addition to the attributes that are too terrible to upgrade,There is also the problem of the jewelry mentioned before.,In the case that the jewelry effect is only a sub-attribute activates the main attribute or the main attribute activates the sub-attribute.,The outfit represents everything.,Because there are more attributes activated in this way.,And the so-called jewelry special effect loses its meaning.。
Special effects, an equipment designer should think about what kind of things can be called special effects, and the same thing does not deserve to be called special effects.
Think about why in the 70s there was still a point in farming low-level dungeons? The power of the special effects of the accessories plays a very big role in this.
In fact, in the final analysis, the original survival environment of RPG games should not be like this, it should not be a world that can make players have nothing to do, because this is a complete virtual world that can interact with the community, and World of Warcraft was indeed like this when it was first opened.
After the failure of 4.3, Blizzard is not without thinking of remedy, it is said that Crab was scolded internally by Mason - that is, the original builder of the WOW world system, Blizzard's creative director, executive vice president, and then Crab said in an interview about the mystery of the 5.0 pandaman that he needed to fix some bugs in the new version.
At that time, more mistakes were created when the previous mistakes were corrected.
The crab once again underestimated the player's IQ by tearing down the east wall and making up for the west wall, attributing all the courage equipment to the need for prestige to buy, and the way to rush to prestige is to do the day-to-day, in general. Crab's game planning created a dreamlike everyday world in the early 5.0 years, which brought temporary tranquility and hypocritical prosperity.
But the good times didn't last long, and one day the players were full of prestige, and then finally remembered the fear that there was once nothing to do......
So the players found this version of the team dungeon, but the attributes of this version of the Courage Outfit are really bad, and the reputation of the first six weeks is not enough to support the purchase of all the Courage Outfits, which causes a gap between the difficulty of entering and the difficulty of the dungeon, and the best equipment that players can get before entering the dungeon in the second progress is 467, and the minimum outfit level of the Mogu Mountain Treasury is 48~9.
Before that, there was no version that opened up the boss across the 22 challenge levels of the outfit. Therefore, the four stone lions at the door of the treasure house have become a nightmare for most teams for a while, and players who have experienced the early development of this version must have a very deep impression of that time.
This is an almost unforgivable mistake in equipment and level design.
Some people say that the world boss mechanism of the sixties has been restored - indeed, if you have experienced the world boss battle at that time, you will know that the anger at the beginning is definitely not easy to bully, and it is common to easily kill two regiments and retreat, although it was later completely pressed to death by the huge military strength of the four regiments, but this kind of absolutely unfriendly to PVE players directly made a large ~ wave of players succeed AFK.
The crab is definitely a big part of this.
Since this is the case with PVE. What about the PVP aspect? Patch 5.1 is also called Island Raider, and the big theme is obviously red and blue battle PVP.
So Crab and his team snapped their heads, 'We should increase the PVP strength' and then the patch had a caption that said, 'Increased the PVP strength on the weapon', and then the crab felt that the increase was overkill. Then there was another line of text: "PVP strength will now only increase the amount of healing provided by the Heal Specialization, as well as the damage output or damage provided by the Tan~Gram Specialization." ”
But it doesn't seem to matter, Ao Gu beats inside the ruins. Several resource points around Lion Harbor, and even the strong classes on the battlefield have begun to be seconded, even if PVE has more than 20 loadouts than PVP equipment. It will still be PVP players to pick two or even one to three, pseudo PVP players even because they have no technical content to win more than their own 20 or so PVE players without a little toughness and strength and complacent, I have to say that it is the sadness of real PVP, and this version introduced the +8 system for the first time, and at this time PVE players are generally 10 people in the whole body treasure trove Yongchun outfit, pretending to be between 490-496, There are only 5 more outfits than the 491 Vicious Gladiator set after the upgrade, and it has tens of thousands less toughness and strength.
A full set of +8 viciousness,Even if you stand and fight,,You can also fight two PVE players of the same level,This stupid beep move intensified in 5.2, but that's a later story.,Let's take a look at the Black Prince mission.,This version as a transitional version actually needs 6000 courage points as a transition.,As mentioned earlier, the disguised and unscrupulous method of increasing the online rate has never been welcomed by the public.,Of course, the crab also knew that he was wrong and changed it to 3000 points.。
In terms of PVE, the crab probably finally saw the continuous loss of merge progress, and the PVE players themselves are to blame, so the progress of the 10 and 25 people in the national server is separated, and + 8 outfits, etc., the original intention is to save the 25-person group that has been killed since CTM, but the crab is wrong and wrong, and the evil result of the separation of the pretending and other falling is that the foundation of the 10-person group is directly collapsed, and the 10-person group system established from CTM4.03 no longer exists.
This outrageous move has even affected several versions in the future, players are self-interested, and they will definitely fight for something higher and stronger, so the group of 10 began to fall apart, And in 5.2, it was completely reduced to a vassal of the 25-member group, which has to be said to be the reincarnation of history or the regression of history, and the evil result is the loss of the scale of Dunkirk of PVE players in version 5.1, which is even worth writing into the textbook of online game design failure cases, if you look back now, what caused this biggest injustice in history?
And then there's 5.2.
Once again, this version exposes how an incompetent designer can fix a mistake and make a bigger mistake.
In the previous version, what were the consequences of the enhanced PVP equipment that they slapped on their heads?
Without any match-level requirements, you'll be able to use Conquest Points to purchase Tyrannical Gladiator gear with an item level of around 493, and after earning 7,250 Conquest Points in a Season, you'll be able to purchase a Tyrannical Gladiator weapon with an item level of around 493.
It's the same in the battlefield, this version of the PVP equipment is as easy as pinching a chicken to death with a blue player who has just entered the battlefield or killing a PVE player in the wild, this version of the battlefield arena still remains the same as the original, so you can sometimes even see the bull ghost and snake god in the battlefield.
Pseudo-PVP players like to say "I win with my skills, and I will practice one if you are not convinced", and the excessively high PVP threshold and the excessive strength of PVP equipment in the field have led to more public resentment boiling.
Finally, Crab and his team made a big slash at PVP and corrected PVE in the next version, but the lost PVE players in this version can no longer be replaced.
Players lost are players lost.
5.3 is flattering to PVE players, and it can even be said to be a big gamble to save PVE players, and its original intention is to please PVE players from 5.0 to 5.2, but unfortunately the modification of the crab design team is based on the theme of "I won't let you ~ cool".
In this way, both sides of this gamble have become the king of a thousand kings, and there is no winner in this gamble, all of them are lost! The two-year PVP reign from version 4.2 to version 5.2 has come to an end, and the backlog of PVP and pseudo-PVP players for two years has almost immediately found that the space they relied on has disappeared, and in the first three weeks of 5.3, the major channels are filled with pessimism about PVP and pseudo-PVP players.
As a result, after the loss of a large number of PVE players in the previous version, there was another Dunkirk-style rout.
Thinking of this, Jester couldn't help but sigh.
There is really a sense of looking at the history of the decline and fall of one of his favorite games, and there is always a mistake connected to a mistake that has caused that almost irreversible decline. (To be continued......)