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  • Quick Question

    To reemphasize what Vrika said, the game is still very much in development.

    Many of the key features are still in planning stages, not even implemented in a testable form. Unless you are keen on testing and bug-fixing, it may be perfectly viable to wait a bit longer with Crowfall.

    I'm looking forward to it, but it's still got some time to go.
  • A game for my father

    My dad builds computers for a living, but when he gets home, he is too tired to do anything. He dislikes complex games and usually just wants something to relax with.

    I tried to show him MMORPGs, but he never grew close to any of them. I think the freedom of choice is uncomfortable to someone who wants to zone out with a game.

    There are two games he loves though. Titan Quest, where he loves the peaceful Greek environment and the fact that he can basically left click his way to victory. And Shot Online, which is a free to play golf game. He is not a sports fan, but that game is a great match for what he is after. He loves them so much now, to the point where he is playing Titan Quest for the third time over and is looking forward to coming home from work (something that wasn't true for a long time).

    The number one barrier to entry in an MMO, for my dad, is the combat system. He doesn't like games where he has to do two things at once, so anything with an action combat is out the window. He did play Ultima Online and Everquest 2 with me at times - both of those games are relatively static in terms of casual combat.

    I bought him Overwatch for Christmas, but that was a step too far. He does play shooters occasionally, but a team objective based one is too complex - keeping track of who is on your team is too challenging.

    So the take home message is that my dad has very different criteria to enjoying games. To me, it's about immersion, lore, etc. And while my dad says he looks for those thing in games too, ultimately it comes down to the core gameplay loop and how complex it is.
  • Proactive Healing or Reactive Healing

    I always enjoyed proactive healing more, as it came across as more nuanced and intricate. 

    It is about allocating resources across your group in order to achieve balance. This is more fun the larger the group is. You have to keep track of what your teammates are doing and always have to keep every party member in mind - even if you're not casting a spell on them at the moment, they probably have a ticking ward that you have to pay attention to.

    This is in contrast to reactive healing, which is more about the ability to quickly respond and refill specific health bars as fast as possible. It rarely keeps the whole party in mind, focusing on members that are low on health. It's also more forgiving in terms of knowing enemy mechanics, as you can respond to what happens. As a proactive healer, you need to know what is about to happen, or else it's too late.

    Reactive healing may come across as more fluid and in touch with the fight though, which is nice. It is apparent what your contribution to the fight is. As a proactive healer, people usually won't notice your contribution unless you mess up.
  • Holiday Stream Delayed

    I'm just confused as to the reasoning they gave for the delay.

    "Our decision to push the stream back 24 hours was a decision to accommodate a global audience, not just a North American one."

    CIG wants to incorporate more time zones, and I'm totally cool with that, but they pushed it back 24 hours to the same exact time. How does that accommodate additional time zones?
    I am guessing their original time is one that's good for both US and EU. If they delayed it by several hours, people in the EU would be in bed. So they delayed it by 24, to make to reasonable for both zones again.
  • Better than Vanilla make Full retail traditional ?

    I think it's a misleading argument.

    The idea of "recapturing an old playerbase", as it is being discussed in relation to WoW, assumes that if you enjoyed a product 10 years ago and left, you'd still enjoy the old product today. This is completely wrong in my opinion.

    If a person picked up WoW 15 years ago, they did so because of their experiences, passions and expectations specific to that era. Perhaps they were a tabletop RPG fan bringing their fantasies digital for the first time. Perhaps they were a Warcraft 2 fan, or an Everquest player curious about something new. Or maybe someone trying mainstream gaming for the very first time, as gaming still was quite niche back then.

    All of these archetypes won't be possible today. The same person will have a completely different environment today. If they return to a vanilla WoW server (or anything similar), it will be for completely different reasons to their initial WoW purchase a decade ago.

    So I think the premise is flawed. People often think "If we return to an old product, some fraction of the new people will leave, but some fraction of the old people will come back. Which fraction is bigger?" This is not an accurate representation of what is going on. People should think more along the lines of "If we released an old product today, how would our old playerbase respond to it? And how can we use the old product to capture the new interests of our ex-playerbase?"

    You have to look at the old playerbase as a new group that you have to capture again. Not as some pool of people that will automatically respond to an old product.

    To bring it back to the OP, I think shifting the whole game to vanilla would be extremely risky. The fact that WoW still retains a huge chunk of the population today means they are doing something right. They managed to adapt their product in a way that lets them keep their playerbase interested. If you were to revert everything, you'd likely lose most of your current playerbase, and the old playerbase wouldn't actually come back.

    I think the best solution is to move the product in a third direction - new to the current playerbase and new to the old playerbase. That way you have a strong chance of retaining what you have, while recapturing the new interests of your old players.