Addons streamline it to being a thoughtless experience. The UX is really important to consider here.
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Replying to @BellularGaming @TaliesinEvitel
The core point is the important one - the quality of WoW's non instanced content. Blizzard are pretty lucky that WoW has a lot of monogamers because much of the time spend in WoW doesn't hold up to... well really most modern games in most genres.
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Replying to @BellularGaming
With respect, that's what the issue is for YOU... but for the majority of people upset about this change its because they are very slightly inconvenienced creating a group, not because WQs are fundamentally at odds with MMO gameplay
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Replying to @TaliesinEvitel
Take the dynamic grouped events of Guild Wars 2 - that's a take on world content that is expressly designed to make use of the genre.
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Replying to @BellularGaming @TaliesinEvitel
If you were to go a little more sandbox with it, then the systems of Archeage are SUPER interesting in how they use the format. Sadly it got cash shoped right up the wazoo. Point is that when you investigate other games, WoW comes up real short in this regard.
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Replying to @BellularGaming @TaliesinEvitel
Can you please explain what you mean by 'sandbox', here? WoW has few systems in place to make a sandbox-style game a la GTA viable.
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Replying to @blazingskies @TaliesinEvitel
The best example of a sandbox system in BfA is War Mode, in that the minute to minute gameplay is dictated not by the designer, but by the players who are engaging in the system.
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Replying to @BellularGaming @TaliesinEvitel
Can't really comment on War Mode since I don't have Beta access. I'll take your word for it :)
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Replying to @blazingskies @TaliesinEvitel
Basically it is a PvP shard of the world. You get rewards for defeating enemy players, and sometimes unique war mode events act as a PvP flashpoint. Basically it's a gameplay sandbox for the PvP players.
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Replying to @BellularGaming @TaliesinEvitel
*nods* So I understand from videos (yours, Taliesin & Evitel etc) just can't comment from a personal level. How do you think this idea might apply to PvE content, though? A more Dynamic WQ-ish system? Wander around, a WQ pops up nearby?
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It's essentially thinking less about creating content for players do to, and more about creating more layers of interactivity with the world, ideally interconnected. That was the player sets off to complete self created goals within the established system.
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