Tol Barad Issues
(Source We would love some dialog on Tol Barad
I'll try to answer for you what little I can. As I'm sure you've seen,
we've made some smaller adjustments to Tol Barad to help some right now,
but we know that these changes are just that, minor. That said though,
we spent a lot of time developing Tol Barad and want to make sure that
it is utilized and enjoyed as originally intended. We are continuing to
discuss ways in which we can do this, but it's going to need additional
development time. We do have some plans that we'd like to put into play,
but I can't enlighten you on what those are as of yet and can only say
that they will be done in the future at some point. Unfortunately, I
can't give a better time table than that. I know that seems lacking, but
Tol Barad is not "out of sight, out of mind for us."
No LVL 85 Food/Water on Mammoth mount vendors
(Source Update Vendors Please!
The multi-seater mammoths have a very Northrend-specific feel to them,
so we don't necessarily want to just straight update their vendors. We
like the idea of having mounts with usable vendors in general, though,
and are looking into the possibility of adding new ones in the future
(ones that would provide higher level food and drinks). There are
already a few ideas incubatin', but nothing that we can reveal just yet.
[...] Your gold wasn't spent needlessly. The multi-seater mammoth mounts
still have a fast run speed, can hold up to three passengers, and allow
nearby players to sell and repair their items. That functionality is
available to everyone, regardless of when the mount is or was purchased.
Cataclysm Questing is too Linear?
(Source Cataclysm Questing is So Linear
For Cataclysm, we wanted to create more immersion with better
storytelling, and we wanted your characters to feel connected to ebb and
flow of Azeroth. This was something we hoped to accomplish through a
number of mediums including quests.
Overall, we think we were successful in achieving those goals and making
the leveling experience more story-driven, but we realize we may not
have hit the nail perfectly on the head. For example, we've received a
lot of feedback that suggests we made questing a bit too linear this
expansion, and we're not in total disagreement. It's cool that your
character has a visual impact on the world and can watch as key events
unfold, sure, but sometimes it can feel a bit awkward when you're unable
to explore content at your own pace because you're still locked to a
particular phase. We also hear your concerns about cut-scenes,
tradeskill nodes, and the effects phasing has on groups.
We're taking all these criticisms in stride and will be using them to
improve the questing experience for future expansions and, to an extent,
future patches. When it comes to questing, it's matter of finding a
good balance between story and gameplay, and that tightrope can be a
hard one to walk. Your feedback keeps us from swaying too far in any one
direction, though, so we greatly appreciate threads like this one. Keep
LFD Tool Long Queue Times
(Source Looking for Dungeon Queues...
There's a false perception that we don't want to change things or
iterate on things regularly. This is not true. We are always looking at
ways to improve the game and the systems within it. Finding the right
solution though doesn't always happen as quickly as some would like, and
when trying to account for human nature, things get a bit more
difficult to predict. We can only provide the tools, see how things go,
iterate on them, and see if things improve for you. But, these things
take time and there's an awful lot of differing opinions out there.
No one is saying, "This is it, take it or leave it", we're simply
saying, "This is our intention. Here's how we designed this to work/play
out. Try it out and let us know how it goes."
We're still going to keep pushing to do better, to make things as
balanced as possible, and to provide an epic and entertaining gaming
experience. We just won't be able to do it overnight.
The Looking For Dungeon queue times are understood to be of issue for
some people. If/when we find a better way to get you in to a dungeon
quicker, we'll let you know.
(Source Dealing with the vocal minority
That's a pretty heavily stacked way to ask the question, but I'll see if I can provide a satisfying answer anyway.
As is often the case, the truth is somewhere in the middle.
Realistically, I recognize that a lot of the concerns that have been
brought to bear address issues beyond dungeon difficulty alone, so, on
that basis 'learn2play' isn't a particularly valid argument by itself,
Conversely, (and I think this is what those arguments are really getting
at) we're coming from an expansion where, through much of its
existence, whole swathes of class abilities - crowd control, certain
types of heals - went virtually unused. We've gone from there to a place
where if a group doesn't use crowd control, or otherwise employs
reasonably good play overall, their chance of success dramatically
decreases. We want to reward good gameplay, so the tuning on dungeons is
less forgiving than it was. Despite that, as average gear quality and
know-how increases, it is inevitable that more and more players will
have easier and faster runs over all.
On the other hand, maybe things have come too far in the other
direction. While we're seeing that player assembled groups have very
good success, Dungeon Finder groups are having significant issues.
That's something we're planning to address.
The World of Warcraft development team and Blizzard as a whole aren't
composed of a single kind of player. We're players of all sorts, we
suffer from the same issues (and enjoy the same triumphs) that you guys
do. We’re keeping an open mind and taking into account all perspectives
as we move into 4.0.6 and beyond.