Saturday, December 10, 2005
World of Warcraft -- One Major Flaw.
As of this entry, I've reached level twenty-nine with my Hunter. Magus has reached twenty-eight with his Rogue, Riddel is approaching twenty with her Warrior, ZBo is around level fifteen with his Priest, and Pent is in the mid twenties with his Warlock. We're well beyond coming to grips with the game at this point. We've been earnestly advancing. Completing quest after quest. We've reached a point where we need to at the least pair up to accomplish some of the quests we're undertaking. The game is much more fun in group play than in solo play. Magus and I have reached the point where we're entering the highest brackets on our skill levels. I've reached artisan on herbalism and he's reached it on skinning. I still haven't spent a single talent point though. I just am entirely frozen when it comes to deciding where to place the points. I don't know which area to focus on as there is no clear path and a few seemingly must have items are on each of the three Hunter talent paths. I just can't decide. The game remains exceedingly fun at this point in the experience. Much more so than I could have thought possible. There is a flaw though. A rather major one in my opinion. It's the spawn factor. This is a flaw that's present in all games of the genre and one that someone really needs to fix. It's all about balance, and that's the difficulty. They can't get the balance just right and it tips either way. And companies seem to err on the side of too many creatures or spawn times that are too quick. I don't mind dying. If it's my fault. If I stumbled into an area too tough for me and couldn't get out. So be it. If I make some mistake that costs me my life, no big deal. But if I don't make any mistakes and I die because I'm fighting something and something else happens to spawn right there and I'm taken out then it pisses me off. It's not even remotely fair. I do understand the problem. They need to have it so there are creatures to fight. They can't have someone rip through an area and clear it out and then have others standing around waiting for something to spawn. The obvious solution is dismissed as not needed or labeled as too hard to code. They need a system to monitor areas and the number of creatures versus players. If there is a lone player in an area, there doesn't need to be sixty-three creatures there, and the spawn rate can be slowed. If the game registers twenty players in an area, then increase the number of creatures there and the spawn time. It needs to come into being to remove a rather large flaw in the entire genre, and the only real flaw within World of Warcraft.
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