Zzerty wrote: ↑Wed Jun 28, 2023 8:41 am
The entire point of world bosses is that they are on a "first come first served" basis. If they wanted that not to be the case they would've put Ostarius inside an instance.
Calling players who organise to complete objectives in a videogame a "mafia" is nothing but smearing. Smearing is neither warm nor welcoming.
I disagree. World bosses were not intended to be a race.
The entire point of world bosses back in 2005, was built around realms capped at 3k players as a hard cap, most servers had ONE peak (cause it was only one timezone) of 2k players online. With only few of them being max level raiders.
So not only did vanilla wow have a third of turtle wow's playerbase, being a recently released and still evolving game, a lot of them were just leveling and exploring, not in raiding guilds interested in fighting over world bosses. The game was a lot slower paced back then, they didn't have tools like discord and everybody was from one timezone.
Back then, world bosses fulfilled a specific theme. They were powerful enemies, they stayed up for long times, taunting adventurers to come and take them down. And the players played along with that fantasy because they had to, they didn't have 500 people on reserve ready to log in from every timezone to oneshot the boss, it was slowly coordinating and getting people together to take down the boss when enough people became available in a weekend.
Of course, Turtle wow can never recapture that fantasy of powerful bosses staying up until a faction gathered the strength to fight them, the population is simply too big and too good at the game nowadays.
This is a case of game design that accidentally starts encouraging toxicity the more popular a server gets. We have the hindsight now to recognize that it must be changed. "It should remain as is because this is how it was in vanilla" is wrong not just because this is a custom server that wants to improve the game, but because this isn't how it was in vanilla to begin with.