Hell, even W3 itself disproves the notion that Horde was supposedly wholly retconned into bein' noble savage tribes misled and thus corrupted. Grom spits it out for Thrall: orcs are brutal by nature and that’s why they work with fel power so effectively. It was nicely expanded upon in some WoW material, even in WoD (which, when it comes to its lore contributions, is somewhat underappreciated IMO).The Horde would be more interesting if they weren't always chaotic evil demon worshippers, but even under Thrall's "good" leadership they still had darkness and do things the humans would consider abhorrent, like goblin sappers, ritual sacrifices and slavery. You can still have a faction that is striving to be good while being held back by their dark nature.
Yep. Truth be told they sort of are touchin' upon that from time to time: Night Warrior storyline brings back some familiar nightelven beats from W3 (Tyrande tossin' severed orc head into a moonwell to please Elune, fuck yeah, please do that more) and worgen in general are on the verge of goin' apeshit against the Horde under Genn (who is wholly justified in his actions BTW). It's just Anduin who drags the faction down and will continue to do so.The Alliance would be more interesting if they were more jingoistic and imperialist, looked down on the lesser races, etc. Leaders like Garithos and Daelin Proudmoore are more representative of the Alliance I like than Anduin and Jaina.
AllianceWarhammer also has a dozen factions (if not more) which gives it a lot more leeway. Warcraft has 2. Always Chaotic Evil faction isn't too hammy when you have other factions that inhabit all the shades of grey - but it's boring when you only have the opposite. Popiel put it well.It works for warhammer.
But you do know that almost all (almost 'cause you could argue that orcish deathknights were undead) of these were added as a part of the retcon done in W3 in order to broaden the world.Alliance
Horde
Undead
Night Elves
Naga
All playable in the campaign.
You could also argue that Demons and other races serve as other factions too.
But it was a good retcon to be honest. How interesting is a setup in which GOOD GUYS IN ARMOUR beat BAD GUYS WITH GREEN SKIN WHO WORSHIP LITERAL DEMONS (that's W1 and W2 is you didn't get me meanin'). Come on guys.
Well, that's a problem that WoW created because they went with maintaining 2 opposing factions instead of 3:Issue I ultimately have is how after WC3 they tried to have the Horde be both the evil faction and be the misunderstood noble savage. It caused a disconnect in original WoW that made them wind up being the runner up good guy faction with a little edginess to them.
The assumption that raiding needs to be the primary cooperative activity and reward mechanism of every expansion is flawed.Honestly by being MMO the series lore will be fucked anyway because the needs for the player to feel awesome by being in decisive battles so all the plot development moves into "villain of the expansion" format so it will caters the players wish to become AWESOME.
Vanilla WoW is kinda OK. With Burning Crusade it starts to unravel. And every single expansion since follows the format of "which major lore character will we make a raid for the players to kill."
just options that offer worse rewards than raiding.
No, it is just a problem with the designers. They like the safety net of claiming any failure was not a failure because that content was targeted at a mythical demographic that actually loved it, and they also made a raid so stop complaining.just options that offer worse rewards than raiding.
this is probably the real problem, the pervasive mentality that if content doesn't give the best possible rewards, it's not worth doing.
they could offer many end game alternatives to raiding, but if they give rewards equivalent to raid rewards, raiders will cry that some 'single player noob' has just as good gear and they might as well not put effort into raiding. And if alternatives give worse rewards, nobody will participate.
because, at the end of the day, the players only give a shit about having a slightly higher number on their screen, and care nothing for actually engaging with the damn game. blizzard could release a patch that rewards the best gear to players who players who stay logged off for the longest amount of time, and everybody would stay logged off precisely so that when they log in they'll get a big reward
The most challenging content has to have the best rewards, though more single player options wouldn't be a bad idea. Visions currently and the tower in Shadowlands seem to be an attempt at expanding endgame outside raids and m+. You can get 470 gear every week by clearing the vision with all masks up, which is only 5 ilvl below mythic.just options that offer worse rewards than raiding.
this is probably the real problem, the pervasive mentality that if content doesn't give the best possible rewards, it's not worth doing.
they could offer many end game alternatives to raiding, but if they give rewards equivalent to raid rewards, raiders will cry that some 'single player noob' has just as good gear and they might as well not put effort into raiding. And if alternatives give worse rewards, nobody will participate.
because, at the end of the day, the players only give a shit about having a slightly higher number on their screen, and care nothing for actually engaging with the damn game. blizzard could release a patch that rewards the best gear to players who players who stay logged off for the longest amount of time, and everybody would stay logged off precisely so that when they log in they'll get a big reward
There is no reason that top end gear for every slot needs to all come from the same activity.The most challenging content has to have the best rewards, though more single player options wouldn't be a bad idea. Visions currently and the tower in Shadowlands seem to be an attempt at expanding endgame outside raids and m+. You can get 470 gear every week by clearing the vision with all masks up, which is only 5 ilvl below mythic.just options that offer worse rewards than raiding.
this is probably the real problem, the pervasive mentality that if content doesn't give the best possible rewards, it's not worth doing.
they could offer many end game alternatives to raiding, but if they give rewards equivalent to raid rewards, raiders will cry that some 'single player noob' has just as good gear and they might as well not put effort into raiding. And if alternatives give worse rewards, nobody will participate.
because, at the end of the day, the players only give a shit about having a slightly higher number on their screen, and care nothing for actually engaging with the damn game. blizzard could release a patch that rewards the best gear to players who players who stay logged off for the longest amount of time, and everybody would stay logged off precisely so that when they log in they'll get a big reward
What, are you implying this isn't true? Because that's how it is. In a typical MMO, the binding constraint is pretty much always equipment slots. You can't compensate for qualitatively inferior gear simply by using more of it. So if it's not best in slot, it's worthless trash. If the game were designed such that you could compensate for using cheaper, inferior gear, by using the savings to deploy MORE of that gear, then maybe this would matter. But it's pretty much always fixed equipment slot counts on a fixed head count. So if it's not best in slot, it's worthless trash.this is probably the real problem, the pervasive mentality that if content doesn't give the best possible rewards, it's not worth doing.