[Kill ten bears, loot an ass off of no more than one of them]
"How do nine out of ten bears not have an ass?!?"
Community Rules
You must post before you leave
Be nice. Assume others have good intent (within reason).
Block or ignore posts, comments, and users that irritate you in some way rather than engaging. Report if they are actually breaking community rules.
Use content warnings and/or mark as NSFW when appropriate. Most posts with content warnings likely need to be marked NSFW.
Most 196 posts are memes, shitposts, cute images, or even just recent things that happened, etc. There is no real theme, but try to avoid posts that are very inflammatory, offensive, very low quality, or very "off topic".
Bigotry is not allowed, this includes (but is not limited to): Homophobia, Transphobia, Racism, Sexism, Abelism, Classism, or discrimination based on things like Ethnicity, Nationality, Language, or Religion.
Avoid shilling for corporations, posting advertisements, or promoting exploitation of workers.
Proselytization, support, or defense of authoritarianism is not welcome. This includes but is not limited to: imperialism, nationalism, genocide denial, ethnic or racial supremacy, fascism, Nazism, Marxism-Leninism, Maoism, etc.
Avoid AI generated content.
Avoid misinformation.
Avoid incomprehensible posts.
No threats or personal attacks.
No spam.
Moderator Guidelines
[Kill ten bears, loot an ass off of no more than one of them]
"How do nine out of ten bears not have an ass?!?"

As the other comments hinted but didn't spell out: You destroyed the bear's ass before you killed it... ... That's not only on you, but you clearly already had your "trophy" 🤣
things get real weird when you get two asses from one bear
Usually, I'd assume that the act of killing them would destroy the desired object in most encounters. But that's just my personal headcanon.
I did the same kind of justification, but it's a design decision to pad out the activity with a gambling adjacent pattern. If the drop rate was 100% no one would question it.
it would make sense if it was 90% drop rate, as you mostly harvest correctly but sometimes make a mistake ...
Do we just need a "harvesting" skill that affects drop rate?
It begins feeling repetitive.
Even though it's less repetitive than the current system.
Yep, the slot machine algorithm (a bucket fills up with every coin, the fuller the bucket the more plausible the win).
Not every~~one~~ bear has the time or means to go to the gym.
It's a scientific fact that only one our of every five goretusk boars actually has a liver.
I remember playing some shitty free MMOs in my youth. Kill 12 foobars, kill 10 bazbots. Being legitimately excited when they overlapped so I could do more than one at the same time. Some part of the brain just gets excited seeing numbers go up and progress bars fill.
Oh, and said optimization, like you are gaming the system big time.
Elite Dangerous massacre stacking 😌 "Kill 200 Foobar Party pirates", but 10 of those missions at once (from different factions, or it won't work!).
mmm amberseeds
Deliver unto me four zebra hooves.
How do so many of these zebras not have hooves?
I used to think this all the time "bring 12 spider legs and eyes...." every second spider might have one eye or one leg... "Yo wtf!? The one thing everyone knows about spiders is that they have 8 of each"
But in hindsight, I think the idea is that after the fight there are only x usable/viable specimens left over.
Like you drive a mallet into its face, most eyeballs go pop
Don‘t you guys have hooves?
I can't decide if this is better or worse than FFXIV's "Talk to NPC #1. Talk to NPC #2. Watch long cutscene. Point at NPC #3. Report back to NPC #1. Quest complete!"
I love the concept of WoW; having played consistently from Open Beta until Cataclysm, and then playing the first year or each expansion (ending at Shadowlands).
I’m definitely excited to try Forever, but once I realised that all of the quests come down to one of the following:
It’s hard to re-bottle the genie and in-break the immersion.
I do not understand how people can still play stuff like that. Such an unfun and outdated gamemechanic.
A friend of mine talked me into playing WoW with him once. He had me spend 4 hours doing fetch quests and skipping an entire encyclopedia worth of dialogue to level up to the point that we could start playing dungeons, then during the first dungeon he told me to just follow behind everyone and collect the loot they left behind. I snapped and couldn't do it anymore after that. I was genuinely on the verge of a mental breakdown.
I kinda feel the same way about Diablo-style games. I'm only ever encouraged to play by people who have put so much time into it that they can't appreciate the gameplay loops or the story anymore and only want to rush to max level and do the same loot runs over and over again.
If I play by myself, I can kind of see the appeal, but I'm playing "sub-optimally" and wasting a bunch of time. Eventually, I will have to fall in and keep up or just be satisfied playing alone.
It's definitely more about the overall journey than the minute to minute gameplay.
In truth, the kill quests are actually great because they trick players into doing optimal gameplay for a little bit. Questing is a lot of downtime where you run around talking to npcs and going places. The best way to level up in Classic WoW is to sit in a valley and carve your name into a creature's evolutionary line. The lower the drop rate of a quest item is, the more monsters you'll kill, the more XP/hr you'll end up with.
People like different things chill and let people do what they enjoy
I really dont want to make people upset and usually do not care what people play, but games like wow just make me angry somehow.
There are so many better games and even MMOs out there but thats not even the half of it. You spend money MONTHLY for your savegame basically, on something which is attached with so many bad things in the past and present.
Its only a puppet of microsoft at this point and we all know where that money goes. Not to the devs even if they unionized or whatever. To data centers and war and all riding on nostalgia which was never even that good.
Sorry for ranting but i dont know where else to put these thoughts other than a meme forum where mostly people ignore it anway.
I dunno, it's pretty and braindead and you can explore stuff and roleplay.
I am not a big mmo person generally but most of the "better" games I've tried and overstimulating and exhausting. I used to like everquest a lot, and there's still a lot other games don't do better imho. I still get lost in some of everquest's cities and dungeons when I load up p99 but that doesn't happen in more polished games.
People spend monthly on things all the time for enjoyment. Freemium games are full of dark patterns (honestly modern wow is a bit too but a lot less than some), single player are excellent value for money sure but also not very social. Running servers does cost money and it sort of sucks, they are profiting but so are freemium products and shit. Community run MMOs are rare and awesome treasures to preserve, they still cost too though since if you don't donate they die or you're just leaching off people who do.
I don't think wow is a terrible game, it's just different. The people that make up the community suck though :(
That quest made me feel embearassed
1 nependeath honey; just a quick item hunt, in and out in 10 minutes.
1 week of farming later: 0/1 Nependeath Honey
And only every third bear you kill has an ass
Gonna be interesting to see where WoW Forever (such a shit name) goes. The game really doesnt lend itself to horizontal progression, they are going to have to keep dropping content consistently.
OSRS still king of "forever" MMOs.
Turtle WoW (a famous WoW Vanilla+ private server that recently shut down due to Blizzard) actually showed how a healthy Vanilla+ interpretation can look like. They added a lot of meaningful new content without adding power creep or making existing content obsolete. Basically a proof that it is possible with Classic WoW.