Huh.
I don't know what kind of communication you all like seeing, but to me stuff like these examples below is what I call getting involved with your community (and, no, I don't expect you to read through them) :
http://us.battle.net/wow/en/forum/to...1159?page=2#32
Lead Encounter Designer Ion "Watcher" Hazzikostas noticed this thread last night and has these thoughts to share:
Yes, Oondasta's maximum health has been reduced by 50%. The design intent behind this boss was for the primary audience to be guilds rather than pickup groups. That is why we placed Oondasta on a relatively remote island, surrounded by powerful elite dinosaurs that make solo travel in the area a dicey proposition. It's why he has mechanics that will outright kill you without the coordinated use of cooldowns, and careful positioning. It's a very different philosophy than our approach to designing bosses like Sha of Anger or Nalak. Of course, things didn't exactly play out as we envisioned -- as we all know, it was possible to overwhelm Oondasta with sheer numbers. While not intended, that was not entirely negative. There have been some pretty epic experiences on the Isle of Giants in the last couple of weeks. There's something to be said for the sight of a hundred spells and missiles flying through the air at a huge dinosaur.
We could have made a number of changes that would have made this approach entirely impossible: Consider a version of Oondasta with a Spiritfire Beam that could hop to 99 targets instead of 20, and a Doomwalker-style debuff that prevented players who had died during the encounter from re-engaging. Definitely not zergable. But that doesn't mean that people would stop trying, and the result would likely be a boss that no one could kill, and a frustrating experience for most participants. So we didn't do that.
Ultimately, while our server hardware is much, much more powerful than what we had in place during the days of events like the Opening of Ahn'Qiraj years ago, it still has limits. And what we have increasingly been observing was players massing around Oondasta in such great numbers that it brought servers to their knees. As word spreads that Oondasta has spawned, more and more people flock to the Isle of Giants for a piece of the action. Many people have been in Oondasta fights where spells took multiple seconds to cast, and the dinosaur perhaps stopped using its abilities entirely. Players with anything but the very best computers saw nothing but a slideshow. And in extreme cases, the entire continent of Pandaria crashed. That simply isn't an acceptable experience for our players, and so we reduced Oondasta's health, so that smaller groups are more likely to be successful, and he'll likely die before so many players arrive that it degrades the experience for everyone present. If server capacity were limitless, we wouldn't have made any of these changes, but alas that is not the case.
Oondasta clearly did not deliver on our original expectations. We'll apply the lessons learned from this experience to any future world bosses we add.
And another one..
http://us.battle.net/wow/en/forum/topic/8197590653#1
Lead Systems Designer Greg Street (Ghostcrawler) wanted to give notice of several class hotfixes that went live last night along with the reasoning behind those changes.
Hotfixes:
- Mage: Nether Tempest, and Living Bomb have their damage increased by 40%. Both spells now deals 70% of its damage when used against other players, down from 100%.
- Mage: Frost Bomb damage have been increased by 40%. Frost Bomb now deals 60% of its damage when used against other players, down from 80%.
We’re happy with the relative power of Arcane, Fire and Frost mages in PvE to each other, but all three specs are below where we want them. We were hoping that once groups got past the first few 5.2 raid encounters that benefit a lot from multi-dotting that we’d see mage DPS climb, but it’s not there yet. We don’t want to change rotations or force players to change specs, so we wanted a relatively passive change.
We decided to buff the bombs because it affects all three specs relatively similarly and is as close to a passive form of damage as mages have. Had we buffed the cast-time nukes, the risk is that mages would lose even more DPS on high movement or high multi-dot fights, which wasn’t our intent. If these buffs aren’t sufficient, we will happily make more, but we’d rather make a few buffs a few times in a row rather than over buff then have to nerf it back down.
- Warlock: Corruption damage -25%.
- Warlock: Doom damage -25%.
- Priest: Shadow Word: Pain damage -25%.
We want the dot specs to do well in multi-dot scenarios, but Affliction, Demonology and Shadow were doing too well on multi-dot fights and are still quite competitive on non-multi-dot fights. Balance druids, so far, are where we want them to be.
We’re keeping a close eye on death knights. Frost and Unholy are both performing really well, but Frost was higher than we wanted during cleave-type scenarios. They will still be quite good at cleaving even with this change.
- Death Knight: Howling Blast secondary target damage to 50% of primary target (down from 65%)
- Death Knight: Rune Strike damage +25%.
- Warrior: Shield Slam damage +25%.
- Warrior: Deep Wounds damage for Protection only, +50%.
Tank DPS is a difficult metric to measure because some tanks care a lot about their DPS, and work to maximize it, while others are content to fill the more traditional tank role of worrying about survivability and boss control, and pay less attention to their DPS. Therefore, it’s challenging to analyze logs and determine whether you’re seeing the full potential of tank DPS or not. For now, we think warrior and DK tank DPS was a little low, so we took steps to adjust it.
Remember, it’s not a goal that every spec do exactly equally well in every possible encounter, and in fact we think that would be boring. We just don’t want things to get so extreme that certain specs feel like they aren’t meaningfully contributing to the group’s efforts. All of this means that raid performance is a somewhat subjective call and we’d like to ask that you keep that in mind as you offer your feedback.
Now, those are just run of the mill forum postings over at Blizzard. I've had my fill of WoW and am all too happy to never play it again. But one of the things that helped keep me playing that game for years was that they took the time to engage their audience. And I know some developers like to use the excuse that if they're posting on the forums they're not developing the game, and that players need to choose which they'd rather have.. but Blizzard manages to juggle both and I don't think anyone has ever accused their game of being short on content. So, enough with that excuse.
It's an MMO. Engaging your players is part of the job.
I would step over your still bleeding corpse for my morning coffee!
A company has many positions.
What if I told you, that you don´t need the whole developer or programming team sitting on the forums to throw a quick update? That would be ridiculous, yes!
In fact you only need one person, who takes five minutes out of his day to do as OP suggests. It is really not that hard now, is it?
I don´t know why people always assume that we are demanding the whole ****ing company to stand ready and comment on anything at all times.
You make it sound as if Trion has 5 employees which are sitting behind screens ever since the launch w/o any break.
Please get some sense and thoughts behind your arguing!
All OP is saying, is that he would like better communication from Trion on their official forums, where everyone in the world who is playing the game checks in for news and updates.
As annoying it might be for you to read threads like these, it is as annoying for us who have to deal with such complete pointless posts from fanboys, when asking for a ****ing update from time to time.
Also, all these guys coming to the forums, believe it or not, actually care about the game. Otherwise they would not be bothered with coming here and asking or searching for some help.
It is a cry for help rather than just a rant to piss people off.
Mac - VBI Operative Proud Member of the Friends of Trick Dempsey Association
The few, the proud, the DEFIANT!
LMAO!
Damned if you do, damned if you don't.
/smh
yes i agree with this thread, i hate being left in the dark,
They have a bit more important things than posting on the forum after every big bug break I'm sure it will be mentioned in either the exec producers next blog or by someone but give them time is my point the fact that you think they can magically have 5 minutes to post without having to go through someone to make sure its ok to post. It's just like on the livestream when they have to glance over or stutter through a question because their hands are tied due to ndas and what not same applies to the ppl who post on the forum. I'm just tired of all the same complain/whine threads all over the forums you can barely have a convo about the game because it will be wiped of the front page due to all the incesseant whining/doomsaying going on right now.
How about the fact the PS3 servers are down right now and I see nothing about it anywhere, are the other servers down too. This is why people are frustrated, nothing on facebook, twitter or anything, just can't log in.