WintryLemon,
@WintryLemon@lemmy.world avatar

Blizzard’s game development operates like a pendulum. They swing one way, fans complain, so they go to the exact opposite extreme. If you know that, and you know what happened in Cataclysm, you can guess how Mists went.

Cataclysm hadn’t had enough daily quests or reputations, so Mists of Pandaria was absolutely stacked with them. Each day, you would complete quests for the Golden Lotus, the Order of the Cloud Serpent, the Shadow-Pan, the Anglers, the Tillers, the Klaxxi, and the August Celestials. There had always been a daily cap on the number of daily quests a person could complete, which was 25. Blizzard removed that when MoP released, so that players could complete Pandaria’s 48 daily quests unimpeded.

“…it looks like there will be approximately 1300 quests in Mists of Pandaria. Right this moment we don’t have the numbers off-hand to show how that that compares exactly to the previous expansions, but the quest count seems to more closely mirror Wrath of the Lich King, however with a much greater emphasis on dailies. Mists of Pandaria is actually the expansion where we have emphasized dailies the most… ever!”

And don’t worry, the first and second patches both brought yet more dailies.

It didn’t take long for daily-fatigue to creep in. Unfortunately, high level gear was locked behind faction reputation requirements, so many players felt forced to do every daily, every day, in order to stay competitive. I recall it would take me several hours. Here are some experiences from other players.

”I think what turned a lot of people off was the huge emphasis on doing dailies for literally every faction every day in order to get rep and gear upgrades. If you missed a day, it felt like you were ages behind everyone else.”

Players often cited the sheer avalanche of daily quests as the reason why they quit – they just burned out.

The MOP dailies were so time consuming that I was unable to do all dailies for all factions in one day. It took me 3 months to get ambassador. I came tired physically from work and then got tired mentally from endless grind to get exalted in wow.”

[…]

”The rep grind was so bad it actually made me unsub. It wasn’t fun anymore when I’d spend 3 hours a day doing what felt like a tedious chore, knowing that the amount of rep I could get in one day was capped so to get exalted would take a month of daily quests. Really sucked the fun out of the game.”

[…]

”Gameplay shouldn’t be something you feel you have to do; it should be something you want to do. And to me, daily quests are never something I want to do.”

[…]

”Dailies are the worst form of content, ever.”

There were, of course, critics. Dailies weren’t mandatory, at least not technically. And according to the user ‘Styil’, what could possibly be wrong with more content?

I will never understand this mentality. How can you have “too much” content, let alone see it as a problem?

[…]

There weren’t too many dailies. People just have zero self-control.

One of the most heavily marketed additions in Mists was that of ‘Scenarios’. These were like dungeons, only more story-based. Rather than a team of five people with three damage dealers, a tank, and a healer, scenarios were made to be completed by anyone. This was done in the hope of avoiding the lengthy dungeon queues, but as a result, they were extremely easy. There were 29 scenarios in Mists of Pandaria, and while some players (like me) loved them, they proved unpopular with others.

In order to cater to players who wanted more of a challenge, harder ‘Heroic’ scenarios were released, with such massive rewards that everyone was pretty much forced to do them.

Unfortunately, scenarios came at the cost of dungeons – a cornerstone of the game. Vanilla had 26 dungeons, Burning Crusade and Wrath had 16 and Cataclysm had 14. Mists of Pandaria had 6, and they were all rather simple, with no real variation from ‘Normal’ to ‘Heroic’ modes. Players found them far too easy.

The raids, at least, were fine. The ‘Looking for Raid’ feature added in Cataclysm continued to become more and more toxic and hated, but there’s nothing I can say about it which hasn’t already been covered.

The Talent Tree

After the content drought of Cataclysm, Blizzard took pains to create plenty of things to do.

There had always been world bosses – extremely powerful enemies roaming questing areas, which players could group up to kill – but MoP turned them into a real feature. World bosses had a tiny chance of dropping mounts.

Speaking of which, MoP introduced systems for players to conveniently track mounts across their characters, as well as toys and gadgets. ‘Elite Enemies’ were scattered across the world in their dozens. There was also the ‘Lorewalkers’, a unique faction which rewarded players for examining monuments, reading scrolls, and hearing folk tales across Pandaria. The Brawler’s Guild allowed players to take part in an underground fighting ring. Warlocks got a long requested questline to turn their fire demonic green. Professions were re-worked, gameplay was drastically changed across the board, and the talent system was totally remade.

This last change was quite controversial. The ‘talent tree’ had always offered players a number of small stat boosts which they could buy with points. Blizzard didn’t think the system felt very rewarding, and was too easily ‘optimised’, which they were kind of right about. But many players were attached to it.

”Sure, people still used cookie cutter builds, and there were plenty of worthless talents, but I enjoyed it. Getting a point to spend every level made it feel like I was actually getting stronger,” said Reddit user ‘PB-Toast’.

Others disagreed.

”Dont let nostalgia hide that a good portion of these talents were increase chance to hit 1/5% and incredibly boring.”

The replacement was this. Every fifteen levels, players had the option of choosing between three abilities. Usually, they were of similar types – they might all be damaging spells, or movement-related, or healing powers. The intention was to free players from the need to do whatever the internet said was best. But that didn’t work, and the internet quickly figured out which choices were the most efficient.

Players saw it as a departure from the classic RPG elements, and yet another appeal toward casuals.

”It’s not even about nostalgia, it’s about making it an RPG. Levelling up was rewarding, you got talents, got stronger levels of spells and had a general sense of progression. Wow is a MMO. Its been long since it lost the RPG.”

Players argue to this day over which system was better.

(Original post by Rumbleskim on /r/hobbydrama)

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