Cataclysm Post Mortem -- Quest Design with Dave "Fargo" Kosak

Cataclysm Post Mortem -- Quest Design with Dave "Fargo" Kosak

To kick-off our World of Warcraft: Cataclysm post mortem series, we sat down with World of Warcraft Lead Quest Designer Dave “Fargo” Kosak to discuss his thoughts on questing in Cataclysm.

Q: What were your main goals going into Cataclysm?
Certainly from a quest design standpoint our primary goal with Cataclysm was to remake the old world, specifically the 1-60 questing experience. World of Warcraft was released in 2004, and we've learned so much in the years since about what constitutes good MMO gameplay. We wanted to make sure that the game was relevant to new players coming in, and walking up and down the length of the Barrens on foot over and over just didn’t do it for us anymore.

Remaking the entire old world -- 46 zones! -- was ambitious. Actually, it was ludicrous. It was like re-releasing a whole game in the course of an expansion cycle. Then we added a couple new races and their starting zones on top of that. I’m not sure how we convinced ourselves we could make it happen, but somehow we pulled it together.

Q: Are you happy with how the old world re-vamp turned out?
I am. Leveling up a new character to 60 nowadays is a great deal of fun. Every zone has stories to play out, with interesting nooks and crannies and plenty of hidden gems or references for players who remember the pre-Cataclysm world.  Zones like Ashenvale now live up to their premise (intense Horde-vs.-Alliance combat), and previously empty zones now have a lot of character (see: Azshara). The content just flows. It's still World of Warcraft, but the quests have a modern feel, with lots of action and storytelling.


Q: But what didn't work out so well?
We really spread ourselves thin and taxed the team. The original plan was to totally re-do a handful of high-priority zones, but to leave a lot of the zones that worked mostly alone. We categorized them into "red," "yellow," and "green" zones. The idea behind the green zones (for example, Loch Modan) was just to tweak the quest flow to be a little smoother, but not to make any major changes.

The reality is that even the green zones really needed a lot of love. Once we got in there, it was all or nothing: we ended up completely re-doing a lot of green zones so that they met our new quest design standards. We came up with a nickname: "watermelon" zones. They were green on the outside, until you got in there and started poking around. . . .

Where that hurt us was when it came time to do the max-level content, the 80-85 zones. The content there turned out well, but the experience is inconsistent across the board -- Uldum feels totally different from Hyjal, which in turn feels different from Vashj'ir. The design decisions and efforts we made didn't always yield the desired results.

Q: Tell us more about the level 80-85 zones -- what worked and didn’t?
We were aiming for a really global feel with Cataclysm, so we set the max-level zones in varied environments all over the world (underwater, across deserts, in the elemental plane of earth, etc). However, as a result, they ended up not feeling as connected as we'd like. You get widely different experiences in zones that aren’t geographically related to one another. That's something important that we're keeping in mind moving forward – World of Warcraft works best when there's a sense of place. A connected world to explore.

We feel the storytelling in Cataclysm was strong. Whether assembling the ancients in Hyjal, rescuing your drowned crew in Vashj'ir, or reassembling the world pillar in Deepholm, there’s a strong sense of plot in every zone. Players participated in stirring stories, like bringing the Dragonmaw into the Horde via a violent coup or reuniting the Wildhammer Dwarves with a crazy wedding. These were memorable moments and shared experiences.

The downside to creating these stories is that the zones on the whole ended up being way too linear. For example, because we wanted to show your character re-growing the burning devastation of Mount Hyjal, there was really only one way to play that zone: you started at point A, and you worked your way through to point Z. Pretty glorious the first time, but frustrating on your second or third character because there's only one way to do it, and no way to skip around. That's a lesson we’re going to carry forward for sure. We want big sweeping stories, but we want to give players the freedom to explore those stories on their own terms.
 

Q: Places like Hyjal also used a lot of phasing to show the world changing.
We have a massive phase shift halfway through the story that changes the terrain for nearly a third of the zone. It's epic, right? But it can be a real pain for players when so much of the world changes like that. Phasing is like a story sledgehammer: it gets the job done, but at best it splits up players and at worst it totally confuses them.

We're going to be a lot more careful going forward. The Firelands dailies in patch 4.2 gives you a much better idea of our future direction. There were sweeping visual changes to the world as you progressed, but there’s very little actual phasing. For the most part, everyone is playing together on the same map. That’s important to us. Looking ahead, we’re going to be a lot smarter about how we show changes to the world, and we’re going to do everything we can to avoid splitting players up.
 

Q: Talk more about the 4.2 patch. Were the Firelands dailies a hint of what’s to come?
Definitely. With those dailies we were able to engage a lot of players, myself included. (I was the first quest designer on the team to get the mount and all the achievements on the live servers -- suck it up, slackers!) Previously, "doing dailies" meant hitting the same quest givers for the same three quests, usually in a static place. Here we were able to deliver a sense of progression and a story that unfurled over the course of a few weeks, all as you did a constantly changing set of quest objectives in a dynamic environment. We think that worked out well.

Moving forward, we're going to look for more opportunities like this -- ways to keep people engaged and cool things to do solo with your max-level character. We've got ambitious plans.

Q: Patch 4.2 also had the Aggra and Thrall questline, "Elemental Bonds." Did that meet your expectations? How do you feel about Thrall's character development?
That's a tricky one -- we’ve got mixed feelings. The essential story is a good one, and we really wanted to portray all the inner struggles Thrall is going through. Here’s a guy that stepped down as Warchief and had to rediscover himself as a shaman in order to save the world. And he's haunted by his decisions: he’s afraid of what’s to come, paralyzed by doubt, angry at what Garrosh did to Cairne . . . the guy's a mess. We figured out a way to show all that internal tension, and we wrapped it up in a story that demonstrates how his mate, Aggra, will literally go to the ends of the world to pull him through this. It's a powerful love story, and a story about finding one’s inner focus.



But we had to do a lot of things to make it work in the game. We needed to make a quest that 500 people could do simultaneously without getting in each other's way. We wanted a quest that players could do solo, no matter what their skill level. We didn’t know if the player was decked out in raid gear or level 85 greens, so we had to keep it simple. We somehow made all of it work under those restrictions, and we filled the screen with some killer imagery (I love the vision of Thrall immersed in the Abyssal Maw). But ultimately the quests themselves ended up not being as compelling from a gameplay perspective as we would have liked. Many players blew through them once and never looked back.

I really think we can do better. Cataclysm was in many ways Thrall’s story, but it was hard for players to follow his development over the course of the expansion. Going forward we want to convey a clearer narrative, delivered in the context of solid gameplay. We have some ideas on how to do that, and we’re also going to keep experimenting. This is important to us -- we talk about ways to tackle this problem all the time.

Q: The Cataclysm patches also saw the debut of some legendary weapons: Dragonwrath and the Fangs of the Father. Will future legendaries be this, uh, legendary?
Good question. We love class-specific content, but quest lines like those are very resource-intensive. Each sequence involves weeks of development focus that takes content away from dungeons, dailies, or outdoor zones.


The feedback from players (and from our own team) has been overwhelmingly positive. Dragonwrath proved to be extremely popular, and allowed caster classes to get a front-row seat for major lore moments otherwise reserved only for dragons. Meanwhile, Fangs of the Father was pure rogue, from the theme to the mechanics. It was super-targeted and extremely fun -- it proved to us the value of focusing in on a specific class and tailoring the content to their abilities. Given that the audience for these weapons consists of badass raiders, we didn’t hold back on the difficulty either, so these quests were great for people who wanted a real challenge.

The short answer is yes, we'll definitely continue doing these moving forward. Most likely future legendary quest lines will be built similar to the rogue experience: a couple key story moments, a lot of flavor, and some very specific challenges. But I wouldn't expect very many quest lines like these. Like legendary weapons themselves, they're going to be rare and special.
 

Q: We haven't even talked about goblins and worgen yet. What lessons did you take away from the new racial starting zones?
In both cases, the starting areas really sold the character and tone of the new races. The worgen area is so marvelously gothic, and Kezan is unmistakably unique and gobliny. The art and the quests all work together to establish a racial character. So that’s a big win.

As for the mechanics themselves, I’m glad we were so experimental, but our general feeling now that all is said and done is that we went a little too ‘gimmicky’ with the player’s initial experiences. Everyone can agree that the goblin experience gets pretty wild in places.

That's a big lesson we're carrying away from the expansion as a whole.

Q: Can you elaborate?
Overwhelmingly, players have told us that they want more quests where you have to flap a giant bird around a cave while targeting creatures in a 3D space.

Q: Seriously?
Maybe not . . . But moving forward, we're re-focusing on core gameplay mechanics. World of Warcraft works best when you’ve got your boots on the ground and you get to play your class. To that end, we’re concentrating on giving players lots of fun combat challenges in continually changing environments, wrapped up in a terrific story that’s propelled forward by the quests. Whenever we do special mechanics, we want them to feel special, and they’ll never tear you away from combat for very long. Our goal is to load up the world with lots of interactive spaces, cool encounters, great characters, and neat spaces to explore. That’s part of the reason we’re keeping you grounded (literally) in Pandaria, and why we’re focusing on a single continent. But I’m getting ahead of myself. We’ll talk more about Pandaria soon enough.
 

Q: Looking forward to it. Thanks for your time!
Not a problem!

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Comments (551)

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Malgrant
Dalaran
Malgrant
4/20/2012
" Leveling up a new character to 60 nowadays is a great deal of fun."
for who? i miss some of the older quests that no longer exist 80 to 85 was a blast but leveling a new toon some people just crank that crap out with boas and what not i find there just nt that fun to play new characters from the begining
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Phillsome
Caelestrasz
Phillsome
4/3/2012
Lack of 'Red Quests' I found kinda sad. With easy dungeon runs now, Quest Rewards and BoA, quests are too easy. And you couldn't accept the harder ones due to lvl req. Wanting to see more 'Red Quests' in our quest logs 1 - 60!
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Dancingbear
Ravencrest
Dancingbear
4/2/2012
I loved all the build up to Cataclysm, all the lore and events were exciting and fun, sadly never to be repeated.
And yes, most of us blew right thru the quest chains, with no plans of repeating the progression on an alt, just enough to level and get to 85.

All the zones did feel and play VERY differently, great quest chains in some places (Uldum), others felt disjointed (Deepholme).
The Worgen start zone was a blast and had a real feel of urgency and that great Gothic art work.
Kazan was fun, but overly repetitious for multiple alts and Goblins should get a "Thug" just like a hunters pet, only not as smart.
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Clankingbull
Wyrmrest Accord
Clankingbull
4/1/2012
Incidentally, the pop up bubbles on the right hand side of this screen seriously need to GO. They are the Blizzard equivalent of windows' infamous "sodding paper clip".
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Clankingbull
Wyrmrest Accord
Clankingbull
4/1/2012
As far as designing stories, the whole "borrow each and every RL myth you can find and rehash it" thing definitely works for me. Those old stories were retained because they're good. Keep on iterating them.
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Clankingbull
Wyrmrest Accord
Clankingbull
4/1/2012
As stated in The Tao of Tanking: Go slow, finish fast.

You should gone slower.

A lot of the new material is positively inspired, and for that I thank you. But a lot more of it, especially at the lowest levels, is garbage. As a general rule of thumb, if the quest material does not stand on its own legs, don't bother. A new wisecrack at an old familiar face? Go for it. Every race must experience flight within the first 3 levels? Waste of the player's time. Those are just the first two counterexamples that came to mind.

For my taste, you did well with the Dwarven and Worgen beginner areas. Most of the rest are ok, but still a showcase of just how thin you let yourselves get spread. The worst is probably Human, which is regrettable, considering that race is the initial vantage-point from which the Human player sees the game. Potty humor is all very well and fine, but does not carry a zone by itself. Orcs could also see some major improvement, but I don't play them much, so no comment.
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Kamara
Shadowmoon
Kamara
4/1/2012
i like the watermelon comment on the quest zones i think silithus was the only real green zone for them. haveing spent ample time there on my hunter then going back through on my mage for loremaster not much had changed still a baren hole with anoying mobs and slightly tedious quests. glad it was only 19 quests for the zone ach.
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kiss my uuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuu
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Kørd
Saurfang
Kørd
3/31/2012
Things that displeased me with Cata.
1: homogenization of the healing classes. In one fell swoop you effectively killed all enjoyment of playing a healer (especially a druid).
2: The tendency to completely change how paladins function every expansion. While some were good (seal and judgement system of vanilla was pretty bad tbh) this newest iteration leaves much to be desired.
3: I'm sure many people may disagree with this point, but many others will agree also. Threat. Tanking has seen many revamps over the life of the game from the absurdly easy WotLK to the much more difficult Cata. I do not mind threat being its own little mini game, but when I'm having to watch for procs, which abilities are coming off of cooldown, resource monitoring, ect., I have almost no time to actually see what is happening on the screen. Pick one, Absurdly intricate tanking mechanics, or the threat minigame. Having both makes all but the most "elite" and "hardcore" not even want to bother.

Things that pleased me with Cata.
1: Anything else. Really. I loved the old world revamp and rolled at least four alts this expansion to play through a lot of it. I always quit playing them when I got to the BC content though.

This whole expansion was great, I'm not going to say otherwise. There were some points I felt could have been better, (see homogenization and threat above) but I understand why they did it. Sadly, I sat almost this entire expansion out. Due to the complete revamp of how my main character played...again...(a paladin since vanilla, not a WotLK baby good sir) and the over the top threat mechanics I had little interest in playing him. My secondary character (resto druid) was probably my most favorite but the homogenization completely killed all the joy there was to have. My last bastion of hope was my mage, but the absurdly long dungeon queues and general lack of stuff to do at lvl 85 saw me unsub before the first major content patch (just re-subbed again last week).

All that being said, I have very high hopes for pandaria because it seems that this expansion will be going back more to the vanilla roots of the game, which is the game I fell in love with oh so many years ago.
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Ergooverdose
Uldaman
Ergooverdose
4/1/2012
@Kørd: your opions are the same as mine and what they changed is what i don't like the healers espsially
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Ergooverdose
Uldaman
Ergooverdose
4/1/2012
@Ergooverdose: and i've been playing since BC so i enjoyed this a little but BC more hopefully MOP will be amazing also agreeing with him in the vanilla but BC that i fell love with
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Trór
Lightbringer
Trór
3/30/2012
I think Dave's biggest problem, too, is that he fits too much into the typical WOW-noid stereotype. As a storyteller, by the time I was finished doing the Thrall chain, I wanted to cut Thrall's balls off and shove them down his neck. Just because you are Orcish does not make you brilliant and wonderful, a sort of Malcolm X meets Albert Einstein. When you are introducing people to a character that they do not know that much about, you have to give them a reason to not simply hand them to the enemy, and Blizzard in general have failed big-time with Thrall. The whole "wow, look at how oppressed I am, I am an Orc!" bit was tired in TBC. If Fargo truly thinks that race/skin colour is all it takes to make a person different, and that is the impression I get from every time Thrall is even mentioned, then I invite him to spend some time in the company of Powell Aspies like myself so he might be able to learn the source of real difference.

Blizzard, you cannot have it both ways. Either design good games and quests, and leave the storytelling to fanfic, or design good stories. You are faltering badly at the former, and you have sucked since day one at the latter.
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Lodanar
Garona
Lodanar
3/29/2012
I have to admit that I have a number of issues with the changes made in cata, but the biggest disappointment I had with this last expansion was the total lack of any reason for me to visit the newly redesigned 1-60 zones. I long for the days when as a hunter I could spend hours camped out in old zones, looking to tame unique rare pets, or searching for vendors that sold one of a kind recipes, or even going on the almost nightly raids of Org to get my black bear mount. Now I can buy all of the low level recipes in a capital city and all of the really cool rare pets spawn in just a few high level zones, so I have to spend hours sitting with 20 other hunters in the same zones I just finished doing my dallies in. The one thing I was hoping for the most with this expansion is that blizzard would give us a reason to get back out into the world of Azeroth to revisit areas I haven't seen since BC and WotLK. I am thrilled that we will get a new continent to explore on MoP, but I still am hoping that they will eventually add more to do in Azeroth for those of us who don't want to keep grinding out alts.

I would love to see, more rare pets with "unique" looks (there is no point in camping a rare spawn pet that has a recycled skin), and just more reasons for me to get out and explore the old stuff. WoW's greatest draw for me was that it was a social game and all of the people I interact with in the game are people I encountered while exploring the world of Azeroth. Needless to say I haven't made many new friends in cross realm bgs or dungeons, and these have become the staple of the game for those of us who don't have the time to commit to raiding guilds.
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Dávid
Trollbane
Dávid
3/27/2012
Fargo you still playing on Uther? =)
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Baranth
Thunderhorn
Baranth
3/27/2012
Cataclysm wound up giving me such a bad feeling about the game as a whole, that I simply quit playing about 4.1, and didn't touch the game again for months. I have not and won't go to firelands at all, probably ever. The most important thing in an MMO is a feeling of community spirit, Cata bred a feeling of community contempt. I never again want to hear anyone asking anyone about specific armor levels or pieces. That went beyond ridiculous into insulting. If player skill becomes meaningless, then there's no point to the game except grinding armor, which will become worthless at the next patch. I can get that from FTP Korean games in abundance. And that is exactly how Cata felt to me, like a FTP Korean grinder.
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Farmingnow
Azgalor
Farmingnow
3/28/2012
@Baranth: My single most favorite part of this game is the ability to think. We all can sit down in front of the T.V. and turn off our brains. I refuse to pay for T.V. service becuase i enjoy thinking. So i have opted to pay for wow subscription, so i have the ability to be done for the day and exercise that brain.
Though this may sound unusual, most MMRPG players tend to do the same.
So my main request/comment is make it so that after you are done with getting to level cap. Create a giant chess game in the raids. Make teamwork, discipline and the ability to listen a necessity to down a "BOSS", and i mean "BOSS!!!!" not "boss".
Allow those that have the ability to think show off there mental capacity with the rewards of downing a "BOSS!!!!". It will create a sense of ownership and make those that can play want to show off there character. Hence more played hours.
I played in Vanilla and remember the week long quest of getting Benediction. I remember showing off that thing like i had a 2 foot long johnson. I started playing again in Cata's release. All i can say is i lasted until 4.1 was over and now just log on for heroic raids. The game lost that prize feeling of getting that piece of equipment, which was hard and took special ability and equipment to get. AKA stacking fire resist for Rag vanilla. There is no pride or the need to think in this game anymore. That is what i miss.
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Jackingreen
Shu'halo
Jackingreen
3/25/2012
tl;dr version: put back the intriguing, nifty, class-specific, race-specific, unique-making quests. Those are the *fun* ones.

I was talking to a GM about something, and he suggested I post here. There are lots of things from this post I'd like to comment on, but I don't want this to be too long. (Note: I failed, but it could have been longer!) My biggest issue with the Cata changes, and changes to WoW in specific that I can detect, as a player coming in just after WotLK came out, is that a lot of quests have been removed, or made ridiculously easy. The ones I notice removed are the class specific ones: not just the removal of class-specific quests to get patterns (the blacksmithing patterns in particular is what caused me to comment to the GM), but the shaman quests for elemental lore/totems. I see the NPCs still there (notably in the draenei district) but they do nothing... but leave me with a sense of loss of content, of a way to be nifty. I've been given to understand that "well, they had to make it faster to level so people didn't get bored on their way to ever-higher-level-cap" but there *are* those of us who enjoy the journey; my highest level toon just hit 60, I'm greatly annoyed with the VERY sudden decimation of exp. (L54 quest-to-kill mobs in Winterspring went from giving 100+ exp when I was L59 to 10 when I was L60. That's *extremely* aggravating, and I damned near abandoned everything. I didn't, and got to the end of Mazthoril stuff, but still. And *that* felt like something was missing, also, but that was perhaps because I never got there before Cata.)

Things I liked: the pop-up for turning in quests that have you ranging all over. I can imagine that doing the various 'run all over Northern Stranglethorn killing things and then run back here' was a pain, and I anticipated that, but the pop-ups were very welcome there. I liked Tobias Mistmantle showing up in Duskwood, especially as I didn't find him till after I'd made a worgen, and had fun imagining that I had some backstory knowledge, there. I will say I missed having to run off to Moonbrook to find things out - the running off was a pain, but in retrospect the finding out seemed reasonable.

I both liked and disliked the linear nature of the worgen and goblin starting zones. For me, it worked better for the worgen than the goblin; among the differences on my end was that I was completely open to what was new for the worgen, but I was attempting to have a goblin as a bank alt, and while the content was emphatically cute (in a good way, and I *hate* cute), I really wanted to just take off to Orgrimmar. The end-content of that line was absolutely epic, tho, and I enjoyed that very much.

I like the fact that there are *more* flightpoints. I both like and dislike the fact that you don't have to search them out. I dislike the fact that more flightpoints means you get to skip everything in between.

And apparently I missed all the dragon content, and just get to look at these pretty green swirly things with dragonkin around them that I have no clue what they do or why they're there. :/

And, looking back through my posts on WoWHead to find which quests I thought would be fun but were removed, I noticed that it took 10 days for my L49 tauren hunter to become L60 - and it's very much NOT my main toon, I was doing a LOT of stuff on another server entirely with my family guild. That's too easy.

Ok, wall of text for the win.
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Clankingbull
Wyrmrest Accord
Clankingbull
4/1/2012
@Jackingreen: So, I didn't read most of that, but probably will.
I very strongly agree with your opening point. Keep players logging hours (and therefore resubscribing) by making the road fun, regardless where it ends up. My favorite example of class specific pure good fun is the old Warlock Imp quest - you had to work a little and use a little intelligence to get your first pet, granted not much but the ingredient was there in the recipe. And if a friend helped you out, you could essentially start the game with an imp. Some early cheeseball advantage that after 5 more levels made no difference at all. Shenanigans. Hijinks. Compare that to sitting through a cinematic that is required before leaving a zone. Which is the greater entertainment value?
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Shadowteque
Gilneas
Shadowteque
3/23/2012
TBC was IMO, the greatest exp. this game has seen. the amount and difficulty of dungeons was great for non raiding guilds. Gear wasnt "given" away like it is now. Raiding was a privelage and there were many different raids to choose from. you basically had to succeed in one raid to be able to move on to the next. As it stands now, once you hit 85, get your VP BoEs. you are ready to blow out the 3 dungeons and within hours you can be raiding the end game raid in the game. No way to distinguish yourself from others and "show off" your hard work and dedication to your guild or the game. I would like to see WoW take a turn from the "cookie cutter" status it is currently in. Everyone wears Epic Gear, everyone has the same piece they are shooting for. What happened to grinding for resist gear for certain fights. CCing, where did that go? these are all just little things that i am sure alot of others would agree could change. A way to seperate players both by skill level and laterally. i could ramble on and on and prolly never make my point. so ill stop here and see what remarks i get.
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Rukká
Crushridge
Rukká
3/23/2012
@Shadowteque: Blizzard, if you want a way out of the whole "Why should I do it when I get better gear doing easier things," take LFR out, get rid of the VP/JP system and for God's sake, make end content harder than previous content.
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Chelyna
Aggramar
Chelyna
3/26/2012
@Shadowteque: I agree, I joined wow sometime during wrath shortly before you could buy gear with, what was it then conquest points? I even got hazed by some people for having gear purchased with points when it was released, seemed like a big hit to the people who had been working week after week for those pieces I just farmed in a day or so. Blizzard took a huge leap towards the casual players and it must work for them, they want their 15 bucks a month, and thats about it, and vp gear keeps the casuals coming back (I assume, I havent thought about this in-depth). Though, they do sort of cater to the hardcore players with the heroic raids, because even in full vp gear and lfg/lfr gear, I still look at people in 400+Ilevel and im like damn...... If I didnt have a family and kids, I could have some of that lolz j/k. Everyone does wear epic gear, perhaps these 378's that drop out of heroics should remain a blue quality but IDK, just a thought. Seriously "heroic" dungeons are very easy and the gear rewards are way over their difficulty level. If I didnt have vp/jp, and heroic LFG gear, I'd probably have more incentive to find a raiding guild, but im cool with the gear I have, I barely want to enchant and gem it, because Its going to just be replace with something better, very soon, and I have yet to get booted out of LFR for unenchanted/gemmed gear lol. as far as CCing, you say where did it go? I do remember on cata's release it was necessary, but its barely even somewhat necessary anymore, people like to blast through dungeons and collect their JP/VP, cc takes too much time and effort, who wants to actually play when they can just have everything for free right? I say they need some sort of gauntlet dungeons, Mobs that constantly come after you and try to push you back, as you try to push forward, that's the perfect play for the non-cc style of dungoeons there are these days. It would challenge endurance, healer mana, dps, tank cooldowns, maybe you'd even have to cc a few here and there why not? Make the combat brutal, lets !@#$in RAGE! lol. Im just hoping for a change to the, pull a group- rest, pull a group- rest, wait on the tank to take a bite of his sandwitch, pull a group...rest. there should be heroic dungeons... and %^-*in HEROIC! dungeons. Sorry for the long post, in a chatty mood i guess. lemme know what you think.
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Chelyna
Aggramar
Chelyna
3/26/2012
@Chelyna: holy mother of !@#$ what have i done there ^, sorry guys
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Baranth
Thunderhorn
Baranth
3/27/2012
@Chelyna: Don't be ridiculous, there's nothing in Cata for the casual player, that's why so many of us just sat it out. Or haven't you noticed how few realms are listed as "high" population now? They smacked both the casuals and the raiders, the raiders didn't get anything really great from heroics, when you came down to it, and the casuals got scolded because they didn't want to spend all their playing time grinding armor. The net result was that Cata really pleased nobody and that resulted in so much friction that hours played (I DID NOT SAY ACCOUNTS, I SAID HOURS PLAYED) are way down. I suspect a lot are like me right now, one more disappointment and I'm gone. Given that I logged in maybe twice between 4.1 and the latest patch, that's not some "oh, he's on every day" guy talking here.
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Clankingbull
Wyrmrest Accord
Clankingbull
4/1/2012
@Chelyna: Hi. I may be the very definition of "Casual". And, you can have your gear, and work for it too. I don't want it.

What I want is better solo content at lower levels. Replay value even. Vanilla and BC both had that. Cata mostly does not.
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Clankingbull
Wyrmrest Accord
Clankingbull
4/1/2012
@Chelyna: I would also love to see some variety from the "pull a group, rest, repeat" tactic. Some reasons to get inventive. Just another way to reward intelligence, aka actual player skill.
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Tycho
Stormreaver
Tycho
3/22/2012
Hyjal was the pinnacle of questing in World of Warcrafts lifetime.
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Aarthes
Mok'Nathal
Aarthes
3/18/2012
personally, I liked the linear questing in hyjal. I would like to see if they can make a main linear quest chain with a lot of side quests on the side. kinda like skyrim.
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Staffknight
Draenor
Staffknight
3/16/2012
the only thing is... they said no flying untill max level at blizzcon 2011, that bugs me very much. i like to fly over mobs and get my quest done with out any more work needed
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Malfaedor
Bloodscalp
Malfaedor
3/21/2012
@Staffknight: so basically, you don't like to play the game. I hope they never give a thought to players like you when making design decisions.
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Naproxen
Illidan
Naproxen
3/22/2012
@Malfaedor: It's too late.
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Beiar
Stormrage
Beiar
3/16/2012
I like what I am hearing so far in regards to how WoW is going to progress into MoP. The most major thing I think I want to see though is for our actual questing experience to be more challenging. I absolutely hate it when I can pop on my druid and collect 10 mobs and destroy them all while I am questing. I like the idea of the bigger boss mobs for quests actually requiring use of your survival and strategic abilities. I can think of quests where you use a devise to reduce the mobs power, almost 99% of the time I don't use the device because I like the challenge. What's important to remember while considering this is not to be so extreme with it which I find happening a lot. WoW is an awesome game it only needs a little tweaking.
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Clankingbull
Wyrmrest Accord
Clankingbull
4/1/2012
@Beiar: <3 quests in which you have to actually think to find a way - not THE way, but a way - to complete the quest. Mob/boss difficulty is one valid way to achieve that goal below level cap; but the other ways are even better.

Only thing off the top of my head is the old Alexston farmstead where the quick way to finish the quest was to die behind the house and then res inside. Except that conflicts with Iron man. But that's the right general idea.
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Kaatet
Dalaran
Kaatet
3/16/2012
Agree about Garrosh, and I play Horde. I love how he has ticked off every Horde leader, including Thrall. Being grounded in Panderia doesn't sit well with me. I hate having to run/ride everywhere. It drives me nuts when I venture to Silvermoon city for anything.

I don't understand this common theme I keep hearing from the devs about the portals and flight making the world seem smaller. That isn't a problem in my book. It is still a pain in the neck to get to Undercity from Org if you dont want to wait for the Zep.

Why the need to make us waste time moving from one place to another? I'd rather be doing something like killing stuff, questing, or crafting than spending time running around.
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Kalroy
Andorhal
Kalroy
3/19/2012
@Kaatet: Well what blizzard is focusd on in MoP is the enviorment part of the gameplay which in my case is useally ignored so they want you to experiance the detial they put into the land. and plus think about this it takes forever to lvl from 84 to 85. so imagine going from 85 to 86 or something like that. i wouldn't mind the extra work at all.
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Shaydas
Grizzly Hills
Shaydas
3/15/2012
MoP will b pretty sweet, hopin to see some good lore happenin. 1 question... PLEASE TELL ME THRALL WILL B WARCHIEF AGAIN?!?! I !@#$in hate Garrosh with a passion... %^-*in douche needs to die...
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Ziphon
Arygos
Ziphon
3/17/2012
@Shaydas: Yes please. I mean, Thrall and Cairne were the morally redeeming parts of the Horde. Now its just Garrosh who no one likes, Sylvanas whom no one likes even less, Vol'jin who likes to become an instance quest giver and never appear again, Gallywix whom no one who played that quest line could like, and Baine... The lvl 8 town quest giver turned leader. What a line up. Where's Bolvar, give us Bolvar back.
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Clankingbull
Wyrmrest Accord
Clankingbull
4/1/2012
@Shaydas: *cough* Sylvanas would be the actual top power in the horde, except she is too busy becoming a deity to be bothered to lead.
No, I don't see any of the current Horde leaders leading the Horde for long. Garrosh will do his thing - that won't be hard to pull off - then we'll all be following either an outsider or some obscure underling. All in all, not a bad deal imo.

The other option I see is to completely revamp the faction system, which won't happen.
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Alesanka
Stonemaul
Alesanka
3/13/2012
"Given that the audience for these weapons consists of badass raiders, we didn’t hold back on the difficulty either, so these quests were great for people who wanted a real challenge."

-- Can we expect legendary quests for 'badass pvp-ers', or are we going to have to keep paying 2,000 gold for a raid invite to start the quest chains in order to experience content that we've already paid good money for?
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Shaydas
Grizzly Hills
Shaydas
3/15/2012
@Alesanka: Yes.... :P
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Prepstep
Ravencrest
Prepstep
3/25/2012
@Alesanka: ^