Hey Blizzard admit you only care for money

#0 - June 22, 2009, 11:55 p.m.
Blizzard Post
Why don´t you admit you only care for quantity over quality, more players brings more income obviouslly.
11mill players isn´t enough afterall. Other MMOs don´t even have a fraction of that yet they still operate.
TBC had less than 8mill and wasn´t as welfare

So losing bad players because they want to have ´fun´ doesn´t realy affect you that much...with 11 mill players already. Losing a smaller % isn´t going to hurt you anyways from the good players that quit. But alas you just show you care for quantity.


Would be interesting to know how many players from Warcraft 2,3 (not 1), Starcraft, Diablo 2 (not 1). The games that made Blizzard to what it is now, before it became another Electronic Arts

PS:posting this in Customer Service, because as a customer I care for the product I´m paying and have been paying for the past 4 years

EDIT: typo in first sentence
#10 - June 23, 2009, 12:10 a.m.
Blizzard Post
Q u o t e:
Why don´t you admit you only care for quality over quantity, more players brings more income obviouslly.
11mill players isn´t enough afterall. Other MMOs don´t even have a fraction of that yet they still operate.


Simply, we can't do that because it isn't true.

Sure, we're a business and making money is part of the deal, but we're also gamers, and we make money by making the best, most fun games and providing the best service that we possibly can. Games that, we hope, you'll all enjoy. The only way to do that is to care about our players, and make games we can all love.

I'd like to think that we've been nominally successful thus far.

May I ask what might have generated so much frustration? Maybe I can shed some light on the issue, and help achieve some kind of mutual understanding.
Q u o t e:


To all regular CSF folks, treat him gently, he's fragile ;) and a friend and good player (I'd vote best mage on the whole server)

But I would like to know what you're referring to as well :D


Thank you for being a gentle voice amidst the furor, Khalash.
#13 - June 23, 2009, 12:14 a.m.
Blizzard Post

Q u o t e:
I can´t quit because I play with a lot of friends, but no one is happy.


I understand that you're frustrated, but to say that 'no one is happy' is a pretty far reaching statement. Surely there must be aspects of World of Warcraft that you and your friends enjoy?

What, specifically, has been so frustrating? Nebulous statements are very difficult to address.
#20 - June 23, 2009, 12:19 a.m.
Blizzard Post
Q u o t e:


I found you're problem. You are taking an opinion and projecting as a fact to support your fact. Don't do that.


Every opinion is important though Arrch, and I'd like to know what is generating this one specifically. We can't make all the people happy all the time, but we'd like to try.

Perhaps our intention to do so is what is generating this issue, even! While the Suggestions forum is indeed the place to post changes one desires, I'd like to help isolate the matter in question.
#40 - June 23, 2009, 12:39 a.m.
Blizzard Post
Q u o t e:


You seem to be referring to the proposed Badge changes that were announced for 3.2? But I could be incorrect. (I take of this opinion due to the term 'welfare' used in your last statement)

Many people are happy for this change, (including myself) as it will allow more players to enjoy more of the brilliant game that Blizzard has created, for us to ghave some fun in, and mess around with friends in.

The original Naxxramas for example, was only seen be a tiny fraction of the player base, and I'm sure for the developers, creating content that nobody gets to see, other than the most 'elite' of guilds, must get pretty frustrating.

I see this as a good change, and hopefully, in time, more people will see it as that too. :)


I believe you're correct.

The following is exclusively my opinion, and my take on the situation, but I hope that it helps us reach a common view:

I guess this is a question of philosophy. There is a perception that gear defines accomplishment, and that's been a longstanding feature of MMOs. On the other hand, we've introduced elements to World of Warcraft that express great accomplishment via other means, such as achievements, titles, special mounts etc. We realize that challenge must be offered and rewarded. Those who face our toughest challenges have a way of being rewarded, and displaying those accomplishments to others. Not to mention, there are still pieces that within Ulduar that either are not available from the vendor or are better than the vendor gear, and there will be an entirely new raid instance whose challenges and rewards are available only by pursuing them directly.

We've created our content so that as many of our players as possible can experience it. Ideally, we want all our players to experience all of our content; that is, after all, why it's there. The upcoming changes simplify a potentially confusing badge reward system, and make shoring up gear a bit easier. Those who seek greater challenges and wish to define themselves by them do have that option though, and we certainly do not want any of our players to feel as though they are being left out in the cold.
#45 - June 23, 2009, 12:45 a.m.
Blizzard Post
Q u o t e:


it is the nature of the game to see "old" raids become ghost towns - i haven't seen a kara raid in a while...even Naxx is already becoming less and less run. However i don't see this change as doing this - it only gives you SOME gear with tokens. The rest of the gear needed for new instances will still need to be earned in these instances. I see it as a way to let new people (not necessarily even casual people, just new ones who just started playing but want to raid) be able to join in faster. They will still have to prove to be able to play - gear does NOT make the player after all.


I believe that's the idea, Xiuxie.

Still, Carea, I think I know exactly where you're coming from. If you'd like to suggest that Valor be the standard badge currency for now, to be upgraded to Conquest later, then please absolutely feel free to express yourself on our Suggestions forum.

Also, please always remember that your accomplishments are yours, regardless of what another player may come to possess.
#62 - June 23, 2009, 1:06 a.m.
Blizzard Post
Q u o t e:
I don't understand why the OP is so upset. This badge system that they're creating in 3.2 is identical to the badges of justice that were available in the BC expansion. In fact, Kara was shorter and the bosses dropped more badges then what will be available in Naxx. I had several of the T6 equivalent badge items and never saw the inside of BT. There is proof based on experience that this will not destroy WoW. Just relaaaaax.


This is a valid point, Napkin.

We've already experimented with this repeatedly. Our most accomplished players have always found ways to set themselves apart, while those with less time to play, or even, yes, less skill, still get to enjoy the game. There is somewhat less exclusivity, true, but we'd like to think that the greater inclusiveness improves the game as a whole, for everyone. If anything, there are more ways for our dedicated players to set themselves apart than ever before.

Naturally, if this looks as though it is diminishing the enjoyment that World of Warcraft has to offer to our players, I'm sure our Developers will review the situation for future additions.
#86 - June 23, 2009, 1:45 a.m.
Blizzard Post
Q u o t e:
Same for me , me and my friend are still mad cuz when 3.2 patch came out we will all leave the games suck the 3.2 patch <removed> suck ....... i've played since BC came out i loved this game it ruined my life in my school now ... but i wont leave cuz wow is kinda my life .... I think I'll play on a private server not sure yet =(


Please feel free to contribute guys, but let's please keep posts, all posts, on the civil side of things.

I'd like to think that it's possible to disagree without insulting one another or using profanity. In my opinion, Carea has done an exemplary job of presenting a potentially unpopular perspective without resorting to personal attacks.
#118 - June 23, 2009, 2:57 a.m.
Blizzard Post

Q u o t e:
I'm starting to think this topic is beginning to digress slightly.


It is, but I don't particularly mind in this case, as my interest is in fomenting some understanding =).

Q u o t e:
See, there's the art team working on the druid skins, a team of programmers on the DK trees and other class changes...and the techies on the physical servers (which includes the instance cap, any server lag, etc.)! Innovative, isn't it?


Myrandriel is correct!

In fact, Ghostcrawler has posted on a related subject in the past (He's one of our Developers):

https://forums.worldofwarcraft.com/thread.html?topicId=13392252182&pageNo=1&sid=1#2
Q u o t e:

There's not much logic to it, at least in the sense that we have some kind of Standard Operating Procedure that we follow.

Some changes are very simple and a designer can just go to their desk and make a change in a few seconds. We try to hit lots of these rather than let them all get bottled up behind the big, complex issues we are wrestling with.

Other changes are almost as easy. A designer feels like nobody will really object to a change and that it's pretty low risk. At most they might bounce it off one or two more people as a santiy check.

Other changes require a lot more discussion. We might not all agree. We might need to run some tests or calculate some numbers to see what the effects of changes might be.

Sometimes we don't know how to fix a problem. A great example of this would be a case where a spec is doing too little damage in PvE and too much in PvP. You can't just juice talents or coefficients without making them too good in PvP. These kind of changes require a lot of brainstorming and creative solutions.

Controversial changes require a lot of research. We read the forums. We ask our friends or thought-leaders in the community what their opinions are.

Some changes are risky from a bug standpoint. These require a lot of testing to make sure they work. Having a spell just fail is bad. Having a spell cause an exploit where players can get loot they haven't earned or win an Arena fight they should not have won is worst. Crashing the servers is about the worst thing you can do (but most of us have done it at least once.)

Some changes are hard to make and require programmer support. Maybe we need new tech to implement a feature (this was the case for a lot of death knight abilities).

Some changes require buy-off from a large number of people. Changing a talent is a relatively minor fix. Making big changes (say changing how arena works, or major class mechanics) are the kind of thing we want to run by just about every senior person on the team to get thier feedback.

I get the sense sometimes that players expect (or at least want) us to attack problems based on which is the most pressing problem. That is definitely an important consideration. But it is all about triage. Sometimes even a pressing problem isn't worth handling right away if that means 30 minor problems can't get fixed. Developing games is a pretty chaotic process. There are a lot of interruptions. There are a lot of considerations that have nothing to do with the actual product going on the shelves. In a game as large as WoW it can be easy to get demoralized because you just don't have enough hours in the week to get to everything you want to do. Features get bumped to subsequent patches or expansions all the time. (But for all the chaos, it is still a lot of fun).

Also, when you say that an entire tree was unfinished, you have to understand from our point of view that we feel that way about every tree. Blizzard is it's own worst critic. If you asked us which tree was the closest to being perfect, we would be very hard-pressed to answer that. We aways think we can improve on the game, down to individual talents. We are never going to stand back and say "That's it. We nailed the Survival tree. It's done."


Now, regarding those Druid skin changes? That's been a request for a very long time now, particularly from Tauren Druids.