What made you quit retail?

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Re: What made you quit retail?

by Robotron » Fri Nov 20, 2015 7:53 pm

I got burned out pretty badly during Heroic Lich King progression and farm. I didn't want to raid hardcore anymore, so I tried to make a casual 10 man guild that still played well with limited hours instead of going to Exodus or Vodka or something. We always managed to have 9 solid players. Plus, they really really fucked 10 mans over at the start of Cataclysm, so there's that. We couldn't get a stable roster going into Firelands (we were 11/13 Heroic), so I called it quits for good.

Also, OP, your name is interesting because it's the same as the website of the 2nd best guild on my Icecrown server. Brings back some memories.
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Re: What made you quit retail?

by Korax » Fri Nov 20, 2015 9:27 pm

I knew it was all going to end with the introduction of "Daily Quests"
I played Wow from launch through BC. I did the Grand Marshal grind pre nerfs. When they added cross-realm BGs you lost all the server rivalries. I never could get into arenas.
I tied coming back toward the end of Wrath and played Cata, but no ability to group que until ranked BGs sucked. I was always a healer (Dwarf Priest) in BG's and pugging sucked as a healer.
I always found PvP more fun than raiding. A player thinks... in raid it's just stand here, do this until this happens then do this... After about the 3rd time through the instance it feels like a job.
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Re: What made you quit retail?

by Kdg » Fri Nov 20, 2015 9:38 pm

Cataclysm but what made me start seriously disliking the direction was the crossrealm and LFR tool. Destroyed the sense of community.
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Re: What made you quit retail?

by Fay Ray » Sat Nov 21, 2015 1:11 am

None of the above. I quite retail at the end of Wrath because...

1.) Them park dungeons.
Dungeons were far too linear. Even raid dungeons. By and large you started at point A and worked you way to point B with some stops along the way. They didn't feel like an actual dungeon anymore. They no longer had the epic grandness to them Vanilla dungeons did. I hate Themepark MMOs. While individual boss fights themselves became somewhat more complicated, in the end it's all just a dosey doe, you stand here, move here, twirly twirley, /profit. Even the open world content had become very linear, going from point A to point B. Likewise the AoE fest that dungeons devolved into also added to the mediocrity of the game. There were no more pulls where mobs had to be CC'd and dealth with individually because of their abilities. Every pull was just one more big AOE fest. Pull after pull, after pull.

2.) Raiding size was shrinking to the point calling it a 'raid' was laughable.
10 men does not a raid make. GOne was that sense of epic confrontation as half your guild rode out across the zone to do battle with the most powerful denizens of Azeroth. End game Classic WoW was all about gathering a bunch of your buddies together and launching them at some big baddie. The challenge came in how well you worked together as a group, not how well each of you performed as an individual.

3.) The sense of elitism in the game was getting nauseating.
Yes yes, I know, there's always been elitism in WoW. Consumers with massive epeens are an industry standard. But by the end of Wrath it was being taken to whole new levels. Even while the game got easier and easier, the level of chauvinistic snobbery continued to climb to new heights, fueled even further by such things as "gear score". The LFG feature didn't help matters much either. End game turned into all the 80's standing around in Dalaran waiting for LFG to pop up instead of doing things out in the rest of the world, spend 15 minutes going through the motions in whichever dungeon they were dumped in with nary a word to other 4 schmucks thrown in there with. Wash, rinse, repeat.

4. The DAILY grind.
Yes I know everything is a grind. But a grind isn't always a bad thing, if you're having fun doing it. Doing it with friends always makes it more fun. It's all in how it's presented. Case in point, the rep grind to unlock Naxx. That's one epic grind, but look at how you do that grind. It's mostly gathering a bunch of rep and items that drops in dungeons your already running with your guildies to begin with, so really, it's not a that much of a grind. But the grinds Blizzard was coming up with weren't these types of grinds. Blizz was instituting a lot of new fangled mechanics on how to build an mmo. Most were made by their competitors, and for whatever reason, Blizzard decided they had to have them too or else loose customers. I guess they never heard the old addage, if it ain't broke don't fix it. The daily grinds for money and tokens were the epitome of this disaster. Instead of playing out in the world, grinding mats or accomplishing goals with your friends, playing a level 80 Wrath boiled down to spending an hour or two in Icecrown doing dailies for cash, and standing in Dalaran waiting for LFG to pop with your next dungeon for your daily dungeon quests, the amount of time spent depended on your class. As always, DPS were screwed. Somewhere along the way to some high muckety muck in Blizzard, this sounded like fun. If you were lucky enough to be able to have more than 4 hours or so to throw at the game on a given day, you might actually manage to be able to wander outside of Dal and admire some scenery, maybe even pick a few flowers here and there. Most didn't.

5. The Cataclysm.
Wargen looked cool. The idea of being able to FLY, willy nilly over all the old haunts and see them from a new perspective really had me excited. Making old dungeons viable again by having an elite mode seemed like it was possibly a great way to reinvigorate obsolete dungeons. But then I found out they were going to do this after they destroyed the world I had fallen in love with. That more than anything I think, was the straw that broke the camel's back. After two haphazard expansions, I really wanted to get back to the old world of Azeroth I had fallen in love with. It was apparent that wasn't going to happen. Couple that with the revelation that Blizzard was hell bent on continuing with the same concepts and mechanics that made raiding and grinding so lackluster in the last 2 expacs, and honestly there was really no reason to stick around. It had ceased to be WoW and now was just another cookie cutter MMO which just so happened to have a large player base.
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Re: What made you quit retail?

by Alexandrros » Sat Nov 21, 2015 1:51 am

Because retail isnt even a MMORPG anymore
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Re: What made you quit retail?

by Shano mac » Sun Nov 22, 2015 3:39 pm

TomDeBaere wrote:Getting a girlfriend made me quit :D Now that we are in a long distance relationship, I can afford some wow time hehe.


Long distance you say huh..
Guess what, Jodies bangin her right now.
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Re: What made you quit retail?

by AiinzOuroGoon » Sun Nov 22, 2015 5:58 pm

I quit retail just before 6.0 for many, many reasons:

1. Nonsensical time travel storyline, that was made purely to promote the movie.
2. The long list of features that were promised at Blizzcon but then scrapped, meaning they were simply a cynical ploy to get as many pre-orders as possible at the time.
3. The change to the design philosophy - now it's "put in as little effort as possible to make as little content as possible and then artificially stretch it out to make it last as long as possible".
4. Constant recycling of resources, from dungeons/raids and the bosses in them, right through to the entire continent. (see point 3)
5. New models being the main feature of the expac.
6. Garrisons being the main content of the expac, as well as a glorified FB game. (see point 3)
7. Removal of flying. (see point 3)
8. Gutting of professions, effectively removing them too.
9. Gating each raid tier by several months, to make it look like 2 tiers. (see point 3)
10. A deliberate shift to an even more RNG-heavy form of loot distribution - random stats, bonus stats that don't appear until loot is given out, huge loot tables, continued emphasis on bonus rolls/personal loot (which are both weighted to give you items you don't want) and the removal of valour gear, reforging, most enchants and sockets. (see point 3)
11. Stat squish - it could've been handled so much better. (in any case they should've only squished Cata and upwards, even if it meant the loss of soloing most old raids...which was caused by Cata in the first place)
12. Gutting of class skills and abilities, to simplify them for the console kiddies.
13. Removal of hybrid classes' ability to be hybrids in raids, especially shamans. (to the point of pure dps classes having more utility)
14. More and more items in the cash shop, with more and more promotion to go with it.
15. Blizz refusing to listen to it's customers when they point out things that are obviously wrong or broken. (especially outside the US, as nowhere else exists when it comes to reporting things)
16. Above all, Blizz treating it's customers like mindless cash cows who just keep falling for everything.

And this is simply the changes from MoP to WoD, so it doesn't include all the older stuff (gutting the old world, boring linear dungeons, LFR etc.) and newer stuff (unfinished world, selfie/twitter as a content patch etc.)
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Re: What made you quit retail?

by Winstons » Sun Nov 22, 2015 6:12 pm

Everybody here has said it really well so far. I quit mid-way through TBC and saw the game only got worse and worse as time went on, but basically -

- The Dungeon Finder. Completely destroys the very idea of an 'MMO' and turns it into a single player game where everything is laid out on a plate for you. The finding of a group, travelling to the instance, dealing with idiot players, learning about the people on your server, remembering who is good/who is bad, rivalries, personalities, funny events - this is what a multiplayer game should be about

- Cross-server battlegrounds. See above.

- "Daily quests" and "Achievements". I don't need to tick an imaginary box to tell me I've achieved something. You should make your own goals. People forget what the letters stand for in MMORPG - 'Role playing game'

- Dumbing down of the quests, skills, class-homogenization (e.g. every player gets a heal), removal of anything unique or fun that clever players figure out (Snowballs, special trinkets, engineering items)

- Dumbing down of the dungeons. It was genuinely stressful and hard trying to handle scholomance for the first time with a group of green level 60s.

- The constant, non-stop 'patches' and skill changes that altered things for no reason other than to mix things up. Above and beyond what was needed for balance.

- Arenas. Utterly soulless and pointless. Who can jink around a box fast enough? Who can press the most buttons in a bare, empty 5 x 5 cube? Pre-nerf AV was one of the most fun things in the game. There should have been more world pvp events and scripts. The game is called 'World of Warcraft' after all.

It's quite clear Blizzard as a corporate entity make a decision to continually lower the bar needed over time to appeal to the mass market in order to make the $$$. I know this point is obvious, but its so blatant it's shocking.
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Re: What made you quit retail?

by Defiler » Sun Nov 22, 2015 10:40 pm

Bloem wrote:Standing alone inside my garrison and asking myself WTF am i doing in this game?


xD
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Re: What made you quit retail?

by Robotron » Sun Nov 22, 2015 10:52 pm

Defiler wrote:
Bloem wrote:Standing alone inside my garrison and asking myself WTF am i doing in this game?


xD

Garrosh Hellscream likes this.
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