WoW: Ogogo vs. new players

Back in the grey Classic days, the #Dungeons in WoW were a special kind of group outing. You got together in the capitals and traveled through the world together to beat up any mobs and bosses for hours – hoping for some loot and a lot of fun. But those days are gone. Not even in WoW Classic or BC Classic the feeling of that time could come up again.

Instead, the dungeons today are more a means to an end. Whether leveling up, equipping, or certain resources. There is hardly anything in which the dungeons in WoW do not play a role. But instead of enjoying the fun of the path, many players only have the goal in mind. They want the result (loot, XP or whatever) as quickly as possible, with as little effort as possible. The result: groups plowing through dungeons at the speed of light, not looking left or right. And that’s perfectly okay!

Many players just want to be through the dungeon quickly. 

Different intentions

However, there are still many players whose goal is not only the result, but also the way to get there. Especially returning players and newcomers might like to start a bit slower, not only to see something of the beautifully designed dungeons, but also to get used to the game and understand what actually happens in the dungeon in question.

So you’d rather fight your way through the dungeon slowly and leisurely. Instead of fighting five groups at once, they’d rather fight one at a time and not worry about getting kicked if they don’t find the sprint button in time or take a sip instead of hammering buttons. And that’s perfectly okay, too!

Two philosophies do not fit together

Although Shadowlands is slowly but surely coming to an end, new players are entering or returning to the game every day. Some are taken with Dragonflight, others want to play through Shadowlands at least once in terms of story, and still others stray to Azeroth for unknown reasons.

And it is precisely these players who seem to have an increasing problem with the Ogogo mentality. Because, while this mentality is only lived out by a few at the beginning of an expansion, the group of Pull! Pull! players is much higher at the end of an expansion. By now, everyone knows the dungeons, knows about the dangerous spots, and has the confidence to play all the bosses plus trash in every normal dungeon at the same time. Of course, it also plays a role that at the end of the addon many players still draw countless twinks. Therefore, there are more Ogog players in the level dungeons than usual. At least, that’s what the increased “complaints” of new players in forums or social networks indicate.

Two dungeon finders?

Naturally, such problems occur only in the automatically created groups – but there relatively often. There is actually no way to solve the problem. None of the groups is doing anything wrong or is in the wrong. There is no law in WoW that dictates how fast or slow a dungeon should be played. So what can be done?

For one thing, players should stay friendly, of course. If the rest of the group plays too fast or too slow, that’s no reason to become abusive or even insulting – we encounter both regularly.

You can have different opinions. But you should still respect each other for that and not be insulting. 

On the other hand, an idea keeps popping up that is definitely worth thinking about: a second dungeon finder. Of course, this doesn’t really mean a second system, but more of an additional setting. For example, in addition to the role, you could also select whether you want to fight through the dungeon particularly quickly or particularly quietly. Similar settings are already available for the Mythic Plus dungeons.

Adding such an additional function would hardly be an effort. Of course, waiting times would possibly increase if you are not open to all options. In addition, one would exclude what one might not like at all.

Mentor Dungeons?

Another idea that comes up more often is to expand the mentor program. The request is that newbies be sorted into a group only with other newbies and always with one or two mentors. That way, Ogog players could stay out of the way of newbies, and newbies would always have a player or two with them to help explain things if they’re unclear, or to lead the group through the dungeon at a leisurely pace. Sounds not bad in theory. However, it is questionable how the waiting times for newcomers would look then – after all, neither newcomers nor mentors are as numerous as mud in Orgrimmar.

Of course, this is not a problem that moves the masses in WoW. But I think we can all agree that new players also . (buy now ) do good. And Blizzard itself has done a lot in the past to make newcomers feel comfortable and well introduced to the game. What do you think could be the solution here, so that the new players are not directly scared off by the old hands? Let us know what you think in the comments.


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