Blues, you guys need a back door..

General Discussion
1 2 3 21 Next
to expedite changes more rapidly. This chain of command, routing for approval, operating proceedure business mumbo jumbo stuff ISN'T FOR GAMES. Just Sayin'
Do you have ANY idea how business works...?
There's a time and a place for fast-action, high-priority designations. And believe me, we do have those types of approval pipelines. I'd argue though that reacting in a rash manner does not, in most cases, make for great game design.

Game design really is an art form more than a mathematical equation, even with so much math involved. The end goal should be amazing gameplay. And how that's defined will differ from person to person.

Sure, we can be slow to act. Sometimes we can be too slow. But even with the mistakes we've made -- and the mistakes we're sure to make in the future -- I think we're better off taking a measured approach to potential design changes. :)
There's a time and a place for fast-action, high-priority designations. And believe me, we do have those types of approval pipelines. I'd argue though that reacting in a rash manner does not, in most cases, make for great game design.

Game design really is an art form more than a mathematical equation, even with so much math involved. The end goal should be amazing gameplay. And how that's defined will differ from person to person.

Sure, we can be slow to act. Sometimes we can be too slow. But even with the mistakes we've made -- and the mistakes we're sure to make in the future -- I think we're better off taking a measured approach to potential design changes. :)


I love you.

Edit: The guy below me pretty much described why I love you.
There's a time and a place for fast-action, high-priority designations. And believe me, we do have those types of approval pipelines. I'd argue though that reacting in a rash manner does not, in most cases, make for great game design.

Game design really is an art form more than a mathematical equation, even with so much math involved. The end goal should be amazing gameplay. And how that's defined will differ from person to person.

Sure, we can be slow to act. Sometimes we can be too slow. But even with the mistakes we've made -- and the mistakes we're sure to make in the future -- I think we're better off taking a measured approach to potential design changes. :)


I think your job is awesome. I would like a job like yours and not be a storage admin.
There's a time and a place for fast-action, high-priority designations. And believe me, we do have those types of approval pipelines. I'd argue though that reacting in a rash manner does not, in most cases, make for great game design.

Game design really is an art form more than a mathematical equation, even with so much math involved. The end goal should be amazing gameplay. And how that's defined will differ from person to person.

Sure, we can be slow to act. Sometimes we can be too slow. But even with the mistakes we've made -- and the mistakes we're sure to make in the future -- I think we're better off taking a measured approach to potential design changes. :)


Thanks for being professional in all your responses. All of your team.

<3

Thanks for bearing with us as we've tried to keep information flowing on these forums. They've been moving quite fast!
There's a time and a place for fast-action, high-priority designations. And believe me, we do have those types of approval pipelines. I'd argue though that reacting in a rash manner does not, in most cases, make for great game design.

Game design really is an art form more than a mathematical equation, even with so much math involved. The end goal should be amazing gameplay. And how that's defined will differ from person to person.

Sure, we can be slow to act. Sometimes we can be too slow. But even with the mistakes we've made -- and the mistakes we're sure to make in the future -- I think we're better off taking a measured approach to potential design changes. :)


art huh...

whoever is painting this picture is a terrible artist!

uh oh...

<3

Thanks for bearing with us as we've tried to keep information flowing on these forums. They've been moving quite fast!


I see how it is, Zarhym. I confess my love to you and you ignore me. D:
06/01/2012 05:57 PMPosted by Scrapz
Do you have ANY idea how business works...?


No they don't that is why you are playing their games...
Of all the issues and questions being asked on the Forums why respond to this? I see the same half-dozen questions being asked by many users with no answers. Yet I see Blues responding to what is the best drink to have while playing and what their favorite in game moment was, bravo. :(

If you have any issues with what we do on the forums, send it to WoWCMFeedback@Blizzard.com. Don't follow us into threads and tell us where we should be posting. Thanks.


Thanks for being professional in all your responses. All of your team.

<3

Thanks for bearing with us as we've tried to keep information flowing on these forums. They've been moving quite fast!


Don't listen to all the hate. There are enough of us gaming here that get whats going on. Keep up the good work. People are comparing a 3 week old game to a 10+ year old game. Keep doing what you do blizzard.
There's a time and a place for fast-action, high-priority designations. And believe me, we do have those types of approval pipelines. I'd argue though that reacting in a rash manner does not, in most cases, make for great game design.

Game design really is an art form more than a mathematical equation, even with so much math involved. The end goal should be amazing gameplay. And how that's defined will differ from person to person.

Sure, we can be slow to act. Sometimes we can be too slow. But even with the mistakes we've made -- and the mistakes we're sure to make in the future -- I think we're better off taking a measured approach to potential design changes. :)


If you know you're slow to react and implement changes, can't you be a little more forthcoming with informing us of what you want to do?

The only things you guys talk about directly is general client updates and nerfing over obviously OP skills.

Where's class balance? Where's fine-tuning the gameplay? Do we have to wait all the way until patch 1.1 before Barbarians, Monks, and Witch Doctors get a shot even close to the Wizards and Demon Hunters? There's little point in playing anything except those two classes, there's no "build diversity" as you guys keep trying to state. This is why I felt you should have let us beta test more than just the first 10 levels, the first 10 levels dont matter, that doesn't improve how the game plays.

Witch Doctors have 2 playable builds, glass cannon who wasted defensive cooldowns in order to do damage and can't run, and a kiting build that relies on purely single-target damage.

Barbs can't even survive, and neither can Monks, and that's with some of the most expensive gear out there, I'm seeing Monks/Barbs being forced to farm the Act 1 Treasure Goblins because they can't do Act 2 or anything else.

Does your team simply hate talking with the public for fear of "breaking promises"?

Join the Conversation

Return to Forum