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
All you've said could well be true. Out of interest, how well would GW2 world events or Archeage sandbox elements work of an add on like WQGF existed which allowed people to game the system?
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Replying to @TaliesinEvitel
Ohhhh baby now we're getting into it! That's the bloody problem yeah. They're kind of pigeon holed into not being able to do the most interesting types of persistent world gameplay because of how servers don't really matter anymore / they players to easily move.
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Replying to @BellularGaming
So overall getting rid of WQGF makes it more or less likely that they could implement the kind of gameplay you'd like to see?
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Replying to @TaliesinEvitel
In isolation no, if it indicates a design direction, perhaps. My core point is that WQGF lubes up a gameloop with a lot of friction. So taking it away is going to put more focus on the content, not just the reward loop. I think this will not be enjoyable for players.
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Replying to @BellularGaming @TaliesinEvitel
It's almost certainly a damned if you do, damned if you don't situation where they've dug a hole for themselves and have no easy way out.
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Replying to @BellularGaming
I'm not sure I agree with that; after all I think world quests are an upgrade over the dailies we've had before, and I think they are more like the GW2 events than anything WoW has had before, too. And loads of people LOVE world quests ...
@scottjohnson for one?4 replies 0 retweets 5 likes -
Just thinking about this as critically as I can, taking into account the fact that the rewards are trivialized for Artifact Power and the fact that there won't be any legendaries to chase... What's the draw? Gold? Vendor epics? Warfront Resources?
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Warfront resources, gear, some AP, gold, mats & reputations, which now had semi decent gear rewards & crafting patterns. It does feel less significant than in Legion though!
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Replying to @BellularGaming @scottjohnson
Which I'd argue is halfway to solving the issue with WQs by itself... as long as there's something in later endgame to replace them with, which I hope Island expeditions are.
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Replying to @TaliesinEvitel @scottjohnson
Yep. There's probably a symptom vs problem thing going on though. Symptoms? Yep, diminished because WQs are a smaller part o the game. Core problem with their design? Untouched.
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