>>17474>It’s all too easy and obviously was designed for a player base that doesn’t have the time to actually enjoy gamesI don't know what there is to enjoy about running the same exact raid 10 weeks in a row hoping for a useful drop, the main challenge is getting 20-40 people to pay attention and not fuck around for a couple hours, and if you've beaten it once nothing mechanically changes from one raid to the next.
>>17476>Disabling the map, quest indicators, health and damage indicatorsPeople already use addons to tell them exactly what to do and where to go, players would just add them right back.
>Imposing hard caps on how many individual items can be dropped from mobs in every serverFarming for loot is annoying but this would swing power way in favor of early players, giving latecomers no reason to explore and leaving them weaker overall.
>Enabling PVP by default like the wilderness in osrsThe wilderness is that game's biggest salt mine. World PVP never works as intended and no one will ever pick a "fair" fight, they'll fight one they can win. That means ganking lowbies for fun, swooping in on a weakened player, or traveling in a group. Sheep don't want to play when there's wolves around, and wolves stop playing when there's no sheep, then wolves start killing wolves and the real crying starts.
Ultimately I think there are limits to the complexity and challenge the game can have.
>zone quests are designed to be completed by anyone so they can't expect you to use a tool specific to your class>quests involve zero interactivity or input from the player and are exactly the same>leveling is designed around getting players to max level as fast as possible and into the end-game rather than learning how to play or providing something interesting along the wayPost too long. Click here to view the full text.