Polecam
http://random-battle.com/2007/11/30/how ... -it-helps/
dobrze napisane i wiele w tym racji. Jak dla mnie tbc to totalna pomylka i porazka. Oczywiscie wprowadzili kilka fajnych pomyslow ale usmiercenia "starego "swiata im poprostu nie wybacze:|Mogli to jakos sensowniej zrobic a nie sprowadzac gre tylko do kilku lokacji dodawanych w kolejnych dodatkach.
a reszte wywalac do smieci.
Cytuj:
Because of the extreme gear disparity between raiders and non-raiders, the designers had a choice with Outland: balance it for raid gear, making everything in the expansion practically impossible for 80% of their player base, or balance it for “casual” gear (from solo play and 5-mans), making everything in the expansion absurdly easy for 20% of their player base with some raid gear. Either way, players were sure to cry foul. Instead, they did the smart move: Level the playing field by dropping raid-quality common items on new mobs and quests and balance everything for the new minimum. It made the most people happy while creating only a minimal fuss, and everyone happily went off exploring the new content.
Unfortunately, it also had the nasty side effect of making all the previous high-level instances totally worthless. Why would you bother with hard 5-mans or harder 40-man raid instances when easy greens with significantly more power are only a few levels away? Say goodbye to Stratholme, Scholomance, Blackrock Depths, Blackrock Spire (Upper and Lower), Dire Maul, Zul’Gurub, Molten Core, Blackwing Lair, Onyxia, and Naxxramas. Not only did MUDflation remove all incentive to go through some of the coolest 5-man instances in the original game– it also made sure that there was no point for non-raiding players who hit the new level cap of 70 to go back into instances like Molten Core or Zul’Gurub and see what they missed the first time around.
That’s a lot of work to ruin (and a lot of your subscription dollars wasted) just because raids are available to a game community that largely doesn’t use them.