Ok, why is Uldaman a 35-45 instance but the zone Badlands is 45-50? I could see placing a higher level dungeon in a lower level zone for story purposes, but the reverse seems weird. By the time you get to the story for the instance… the instance is green… by their own level ranges.

Aren’t the quest givers all inside the instance?

Yes, some are, not sure if all. However, what does that have to do with anything? The level ranges make no logical sense, based on location. A person of appropriately level, would have a hard time to impossible, trying to walk up to the instance in the world… let alone having context for the story.

Edit: Also, I’ve had a few breadcrumbs stop because the turning in the second part results in a “you don’t meet the requirements for this quest” message. I don’t know what’s up there.

But what does that matter? The location of instances has become completely irrelevant thanks to the teleporting Dungeon Finder. I’m betting that most new players won’t even know (or care) where the entrance for instances are.

Edit: Also, I’ve had a few breadcrumbs stop because the turning in the second part results in a “you don’t meet the requirements for this quest” message. I don’t know what’s up there.

I’ve gotten that too. I’m pretty sure that’s from a quest that was supposed to be removed, but it’s still sort of in the game… except you can’t pick it up, because it’s been removed.

Why even have zones then or a story? Why even give the mobs names or attempt to create any atmosphere? Just have them run down blank hallways fighting Mob Type A, Mob Type B, Mob Type C? It’s called world building and taking pride in your craft to make sure the game is as internally consistent as realistically feasible because even if everyone doesn’t remember (or is party to) ever detail, the craft comes through in the experience.

WoW isn’t Vindictus. It’s established a set of rules and in this case, is arbitrarily breaking them. WoW still is one of the better realized virtual worlds out there, but they set a standard and it seems weird that they would overlook it.

I was wondering if there was some in game explanation for why that was the case (perhaps a different approach to the dungeon and where its story is set) or perhaps I was wrong about the level range of the zone, instead of… “USE DUNGEON FINDER NOOB!”

As for the story elements in the quests, via dungeon finder, no group gives you the time to even read the quest text to figure out even a little bit of what’s going on.

You have to visit the dungeon entrance at least once in the Cataclysm zones in order to be able to queue for it, so not completely irrelevant.

This is (one of the dozens, particularly in Cataclysm,) reasons why you join a guild and group with them, as people you know will allow you to do things like this.

What are you talking about? You have zones & instances with consistent themes in order to create an atmosphere. They accomplish that.

WoW isn’t Vindictus. It’s established a set of rules and in this case, is arbitrarily breaking them. WoW still is one of the better realized virtual worlds out there, but they set a standard and it seems weird that they would overlook it.

The location for the zone entrances has become largely irrelevant to anything, so they stopped abiding by that internal rule. It all seems pretty straightforward to me. I’m not seeing the problem, to be honest.

was wondering if there was some in game explanation for why that was the case (perhaps a different approach to the dungeon and where its story is set) or perhaps I was wrong about the level range of the zone, instead of… “USE DUNGEON FINDER NOOB!”

Dude… seriously. You asked why Blizzard broke their own rules, and I gave you my opinion why. And yes, the dungeon finder is central to that opinion. You may or may not like the dungeon finder & its effects, but it is there. And it does change the game. To get pissy because someone acknowledges it is… a bit odd.

You don’t have to for the pre-60 dungeons, which is where the level discrepencies that Mordrak is talking about occur. I have yet to visit a single dungeon instance, and I’ve run every available instance so far. (I’m only level 30, though)

You post too fast.

Edit: While the larger zone, is still 45-50 (or I guess 48ish), the mobs at the enterance to Uldaman are still 35, but you have to cross a narrow obscured path down the crevice and back up form loch modan. They didn’t forget, they just made it obtuse. If you enter from the searing gorge, you’re going to run into a lot of mobs way above your likely level. It looks like they kind of separated Uldaman from the badlands storywise, but maybe not.

I apologize for getting bent out of shape. I read hostility in the initial responses that likely weren’t there.

This is part of why I am enjoying (so far) playing a tank - everyone has to wait for you so you can lead things along as you wish.

Last night is the first time I seriously put my foot down about poor DPS hitting the nuke button continually and drawing aggro away and/or hitting the wrong mob. It was rather gratifying to be able to make the group pause in Ramps and give a general warning of “if you keep pulling aggro off me like that I will not come to save you and the healer will let you die”.

I finished my level 80 priest on horde on Tichondrius. I would recommend staying away from this game. Most of the trade-offs and group mechanics from the original and first expansions are gone. The game is a few steps from a side scrolling, button masher. It feels like an arcade game. The classes are a joke. Paladins are everywhere.

The community is like myspace. Some of these kids toss puppies in a lake in their free time. Which I guess is why, some of the horde side quests were extra-ordinarily sick. I had multiple gratuitous “torture” the pixel elf, type quests. Overall, the game has more “gating” than I’ve ever seen. Initially, I was interested to see a return of some of the original, related content, and now I remember why I left.

Did you think you’d get a different reaction to your hapless trolling than on the other thread?

I like how he keeps comparing it to MySpace. Does anyone even use MySpace anymore?

If anything I’m finding the new 1-60 experience more group friendly since you can use the LFD tool at anytime. That makes leveling up as a tank or healer exclusively through dungeons an option.

I still don’t know what that means.

Also, if by “everywhere”, you mean there are only 1%-2% more paladins than any other class, then yes, you are correct:

http://www.warcraftrealms.com/census.php?serverid=20&factionid=2&minlevel=10&maxlevel=80&servertypeid=2

1% more overall, but according to that data there are like 30% more paladins than warriors. 50% more horde 80 paladins than 80 warriors! While I don’t know what ridge means about myspace, it is true that in WoW, pretty much everywhere its going to be paladins.

The data there is woefully incomplete, as seen by the fact that they only track 5 million characters across all EU and US realms. Still, if you look at the total characters tracked, it’s pretty balanced overall by class.

It’s no surprise that there are often the most Paladins around, given how versatile they are. Paladin and Druid are the only classes that can fill all 3 roles (Healing, Tanking, DPS); Paladin has traditionally been easier to play in all those roles than a Druid. Given the more “interesting choices” motif pushed on the Paladin specs with 4.0 and the new Holy Power resource, that may shift a little over time.

Plus, you know, Blood Elves.

There’s a cool Firefly quote in a new Loch Modan quest, Axis of Awful, where you have to spray a gnoll representative with murloc scent. Afterwards he gets attacked by the murlocs and screams out, “Aaaaaaagh! Curse your sudden yet inevitable betrayal!