Last edited by xanzul; 2013-03-19 at 09:34 PM.
Guild Ships / Airships
I think the casual base has you nervous. But you should probably not try to take away our raids, cause we have this way of getting Blizz to give in to our impulses and give us what we want. Like:
Mounts at 20 and Flight at 60
No more gathering tools (skinning knife, pick axe, fishing pole)
No more wood to make fires
No more ammo
No more dead zone for hunters
LFD / CRZ
and a hundred other things that made the game OVERLY simple like BoAs, RaF, SoR, Guild Perks... and more. It's no threat that we could ruin 25M heroic content if we wanted to... it's a guarantee. Best to just back off and let us keep our watered down raiding system.
The 'casual experiment' has been on since 2005 in fact since WoW was a casual alternative to EQ to start with. If non-casual MMO's were thought to be highly profitable and competitive, I'm guessing that we would be seeing one out there somewhere doing big business. The fact that there isn't really any competition of this nature in the US/EU markets should tell you something.
Believe what you like. There are actual observable facts regarding those companies that wish to compete in this market that don't line up with your beliefs.
- Don't derail threads. Know what the thread is about and address it with your post.
- Civility is a virtue. Insulting people won't impress anyone. Be smart when you have a different opinion.
"It is the folly of too many to mistake the echo of a London coffee house for the voice of the kingdom" - Jonathan Swift
"Forum drama exists because too many people enjoy creating it." - ML/2013
---------- Post added 2013-03-19 at 05:50 PM ----------
It also doesn't sound fun. You know why? It's because in both cases it ignores the elements of the game most people (who don't play the game for some sense of self-esteem) enjoy most. Adapting to changing situations, class changes, new strategies, etc... Reacting to mechanics or abilities used by the enemy. Learning to coordinate with friends to beat more challenging content. Just hanging out with other people online. Exploring a new area. The list goes on.
None of those things require character progression to consist primarily of grinding the same content you have done 100 times before. In fact, grinding the same stuff as the only means to see the next step tends to get in the way of most of those.
Ultimately, my ideal game rewards skill over play time. If you can get a boss down you get the rewards that make me capable of my next challenge (not a 5% chance but a 100% chance). However, an MMO will always have those players that play enough to burn through all content if it's all "one and done". I understand that, and have no problem with progression being grindy at the "top tier" for all play types. Why there? Because everyone not at the top tier always has the "next step" available until they get to the grind anyway (I.E. they're not going to outpace the content any more than anyone else).
Honestly, I agree that progression should be preserved better than it is now. Farming heroic dungeons with a bunch of people in raid gear 2 tiers into an expansion is about as boring and repetitive as it gets, but also doesn't challenge players. I'd rather see vendors put in for old tiers where you have access to buy (for fairly cheap, perhaps justice points as those seem to have little purpose for your average player) gear from boss X once you've downed boss X once.
Then the old content sees more activity, that activity isn't cheapened by everyone in there being massively overgeared for the content, catching up is as simple as downing each "old" boss once or twice, late-comers get to experience the content closer to intended (instead of with a bunch of groups bombing through for achievements), and alts can be brought up by a guild to fill a needed role very quickly.
(1) The mere presence of raid content beyond what I want to do degrades the game experience for me. Sorry if you don't like that, but it's the truth. This is the mirror image of the hardcores not liking the presence of LFR.
(2) Some elite players act as if the game should cater to them merely because they are skilled. This is nonsense. There is no reason why being more skilled means the game should be tuned for you. It's possible to be too skilled to be a good target audience.
(3) The abrasive nature of some of the more elite players rubs me the wrong way. Simply seeing players like that deprived of pleasure would be a (mild) positive for me. Schadenfreude is a nasty emotion, but deeply satisfying.
(4) Of course "I want" and "Blizzard should" are not at all the same thing. Blizzard doesn't need to make me maxmimally happy; they're ok with just making as many players as possible just happy enough to keep playing. The current arrangement is doing that in my case, even if I gripe about parts of it.
---------- Post added 2013-03-19 at 06:13 PM ----------
Character #1: 12 LFR 5.0 Raid bosses downed, 4 Elder Charms used: 0 gear or bonus loot. 3 LFR 5.2 Raid bosses downed, 3 Mogu Runes used, I piece of gear (yes, the increased drop rate doesn't apply there).
Character #2: 9 LFR 5.0 Raid bosses downed, 3 Elder Charms used: 0 gear or bonus loot.
So I got unlucky; Oh well. Perhaps someone can use the data to gather a bit more around drop rates, etc.
I have never gotten anything with an elder charm that wasn't a duplicate of an item I already have or a bag of bullshit. My brother has done LFR for about a month leading up to and after the patches and got the same piece of gear three times.
Difficult content sends the message to most players that they aren't as good as they were telling themselves they were. And you think people LIKE this, to have their noses rubbed in their suckage? They don't, and you can see the hollowing out it's causing everywhere.