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Irritating Issues in Warcraft (and Ideas for Solutions)
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Post by
doublediamond410
Yes, this will be a rant. But I plan to keep it short and to-the-point, hopefully leaving my points without sponging my "QQ" all over the place. Without any more hesitation, these are the irritating issues I have with Warcraft, which I would hope Blizzard would take into consideration and for your comments/questions/concerns:
Unpredictable NPC Respawn Times
Problem
:
Sometimes the player is forced to pull NPCs 1 or 2 at a time to get through a crowded area in order to reach a destination/goal/target. However, since NPCs respawn silenlty and without warning, as well as in seemingly various cycles, players can be caught off-guard and killed by mindless mobs who appear without warning.
My Solution Suggestion
:
Either: A) Display a warning to a player if an enemy is going to respawn within 15-30 yards and within the next 30 seconds to prepare them; or B) Have NPC respawn timers adjust to the number of players in the area (especially when said NPCs are the targets of quests, as those seem to be the ones that respawn far too quickly in preparation for farming that rarely requires them to do so).
Cumbersome "Looking For Group" Settings
Problem
:
Players must manually mark themselves for help in a maximum of three categories each time they log in. This leads to players who don't bother with it at all and spam the trade and other channels looking for a group.
My Solution Suggestion
:
Each time players become in range for a dungeon/zone or accept a group quest, they should have the ability to mark themselves for help and remain permenantly marked for a set duration (perhaps a maximum of seven days) or until they complete the dungeon, become too high of level for a zone or finish the group quest. Players should also have the option to have themselves automatically marked "LFG" for all zones/dungeons of their current level or for all group quests accepted.
Unbalanced Drop Rates for Collection Quests
Problem
:
The player is asked to collect 10 wolf fangs from the wolves in the surrounding area. Yet after taking down several handfuls, the player has only collected one fang. The player eventually gives up, drops the quest and moves on to something else.
My Solution Suggestion
:
Really, there's no reason for the amount of grinding a player must do for the vast majority of drop-rate-based collection quests. Compare the time it takes to finish a collection quest that involves simply picking up items from an area (items that must be "opened" and then collected) versus collection quests that force the player's patience with random drops. A simple problem with a simple solution: boost the drop rate for dropped quest items. If the player wants to farm extra wolves, they shouldn't need a quest for force them to.
Overcrowded Wilderness Areas
Problem
:
The World of Warcraft features some of the most overcrowded wilderness areas I've ever seen. Never before have I seen so many passive-aggressive creatures that live among each other in perfect harmony, yet when a player comes along, they take any opportunity to gang up on said player. Running to creatures in the wilderness is one thing; having a spider, wolf or bear within 15 yards of each other, wandering aimlessly for a hapless humanoid to eat seems ridiculous.
My Solution Suggestion
:
The number of creatures that wander an area should be cut down dramatically. There really is no reason for so many animals/beasts to roam amongst each other. It's supposed to be a wilderness, not a nature farm filled to the brim.
Cumbersome Flight Travel Mechanics
Problem
:
You can fly all the way across a continent... but you have to walk across it first. I really don't understand why, whether game mechanics or logic is involved, the flight mounts who know the flight paths by heart can still only take you to places you've been. Even if a level 12 elf flew to Nethergarde Keep in the Blasted Lands, it wouldn't be of much benefit to that elf, since they wouldn't be able to fight things in that zone to begin with. The requirement for a player to manually walk from zone to zone, sometimes across incredible distances, may not seem like much to player above level 40 or higher with a mount that increases speed (or for druids, shamans, hunters and other classes with natural speed boosts) but turns a simple travel into a massive chore.
My Solution Suggestion
:
Allow the player to fly to flight paths to factions with which they are friendly. I see this as at least a small step in the direction of making pre-Lvl40 cross-continental travel a lot easier.
A Blank Map to Assist You
Problem
:
Somehow, your character -- which as grown up in the Warcraft universe -- has no idea where absolutely anything is. A new subscriber, who is naturally oblivious to the layout of important towns and such, is given a blank map that completes itself as they go... What part of that makes sense? If a map won't tell you anything you don't already know, doesn't that defeat the purpose? Ever heard of someone taking a roadmap to drive somewhere they're already familiar with? And once an entire zone has been discovered, it will still only show the locations of major areas; those that aren't printed on the image will be hard to find, assuming they show up with your cursor at all.
My Solution Suggestion
:
Give the player the map, fully filled out with important places (the way the filled-out map in WoW is now). As the player visits new areas, those areas on the map change color, such as from a monotone brown to vibrant green. Also, as smaller areas are discovered (those without icons on the map), those are printed, in small font, on the map image itself.
Returning to Life
Problem
:
This is most likely the issue people with disagree with the most: I believe
Resurrection Sickness
is almost absolutely unnecessary. The player loses heavy amounts of durability per resurrection at the graveyard, so it wouldn't take too many times before they would need to retreat from action to repair their equipment anyway. The sickness makes death a two-edged sword, as they are forced to either: A) spend time running back to their corpse and return to life only to get pounced by the overly-numerous NPCs who have respawned in the area, sending them back to the Spirit Healer with another durability penalty; or, B) suffer the extra durability loss in addition to resurrection sickness and risk falling victim to wandering NPCs in the area anyway (especially in regards to cemetaries that have patrolling NPCs passing through regularly, like the vultures in the Badlands or the wolves in Terokar Forest).
My Solution Suggestion
:
Granted, I did say "almost" unnecessary. Instead of hitting the player with a full ten minutes of resurrection sickness each time, the sickness should stack per resurrection within a time frame, punishing players who are in levels too high for their characters. Besides, the logic of the sickness getting longer per level above ten (1 minute at Lvl10, 5 minutes at Lvl15, 10 minutes at Lvl20) would only make sense if dying in general were ten times harder at Lvl20 than at Lvl0, though the complete opposite seems true.
Post by
Izichial
Playing the Game
Problem:
There are many things I want, but I can't be arsed making an effort for it, least of all learning how the game works and draw my own conclusions about what is going to happen at any time.
My solution suggestion:
The game now plays your character by itself.
For all your well formulated text, the only remotely relevant suggestion you make is about random loot. Unpredictable respawn times? Looking at a group of mobs, searching for corpses of recently killed mobs or predicting whether patrols are coming near a particular place, or Lasciel forbid - moving away before the passive mode fades, difficult?
The entirety of your text can be condensed into "this game is too hard". I'd like for you to try any of the older MMORPGs around if you consider WoW too hard. You want a game with zero punishment for failing and minimum effort to progress.
Your gracefully geared
character
further lends support to that your grasp of this game is next to nonexistant. No offense (really) but it looks like you have randomly selected items on the AH, bought them, equipped them and thrown in some trinkets people tell you are good.
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Post by
doublediamond410
The post was not to insinuate the game was "too hard," but rather that just because Warcraft is the best out there does not mean it is "flawless" and simply had some things I felt Blizzard could easily fix. I find it a little ridiculous people assume I'm being a troll simply because I wanted to list issues I had with the game and see if people agreed there was a problem and, if so, if they had ideas of different solutions as well.
These aren't items that make or break the game for me; I'm still playing and I plan to do so for quite some time. But instead of having Blizzard waste time by going back and forth on "nerf this class"-style issues, I'd like to see some improvements on the gameworld itself.
(I also don't see why Blizzard couldn't implement the coordinate, dps/threat meters and other UI features themselves, but perhaps those "l33t" hardcore gamers would think I'm asking too much again.)
Post by
120885
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Post by
doublediamond410
Point.
The time Blizzard spends on end-game content is definitely not something I'd want to take away from. It just seems like the majority of patch notes have turned into the results of classes bickering about which one needs to get nerfed more.
Post by
Izichial
The game was actually marketed as friendly for people who wanted to make their own changes to the user interface and while the language comes with little support people can figure it out on their own. Blizzard has never hidden the fact that the appreciate the community's effort when it comes to addons, and considering the work it saves them, no need to, rather the opposite. The "addons" Blizzard makes are basically simple versions of addons that are in such wide use and popularity they are pretty much taken for granted, such as SCT. Threat meters might be an exception from this because it more than anything else might go against the spirit of an RPG - damage numbers in themselves are a measurement of strength afterall, and are such an intergral part of these kind of games it cannot be hushed in any appropriate way.
Or as Hungryshadow said, thay just treat a lot of things with the attitude that "the community is doing this type of addon so well we need not get involved".
As for class changes, they are always hyped and far from alone in the patch notes.
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101437
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Post by
qillerdaemon
I'm gonna drop my $0.02 here. WoW is by no means a perfect MMO, but for the most part, there's not much complaint from me. I'd say 98% of my game time has been great fun, even with some of the crappy PUGs I've been a part of. But there are some things...
Unpredictable NPC Respawn Times
I look at this differently. It's just a part of game play. Frankly, having predictable spawn times would really put the game into "way easy" mode, as if long time players are already not complaining about the "easy" mode WoW of the present.
Cumbersome "Looking For Group" Settings
No argument here. The LFG is about the worst part of the game's UI. I use it, and still it's best to spam the chats.
Unbalanced Drop Rates for Collection Quests
Mini grind sessions. Yea, Aged Gorilla Sinew isn't much fun, but I got over a level committing gorilla genocide, and made a lot of gold from skinning the dead beasts. Just deal.
Overcrowded Wilderness Areas
lolwft? Keep moving folks, nothing to see here.
Cumbersome Flight Travel Mechanics
My chief complaint is the flight paths taken. Why does the path from Ratchet from Org go thru Xroads? Why does the path from TB to Silithus go to 1KN? As a Tauren druid, I've been scared that I'll go AFK on the trip from Moonglade to TB. And the cost.., geez!
Returning to Life
As others will point out, WoW is actually pretty generous with death compared to other games. We could lose our gear and gold, and/or be knocked down levels on death. I have no complaint on this.
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