If Blizzard designed a game in which players who got third place trophies weren't happy and quit, it isn't the fault of those players that Blizzard's game didn't satisfy them. It's always the fault of the game designer for failing to please the customers. Responsibility flows in the same direction as money.
"There is a pervasive myth that making content hard will induce players to rise to the occasion. We find the opposite. " -- Ghostcrawler
"The bit about hardcore players not always caring about the long term interests of the game is spot on." -- Ghostcrawler
"Do you want a game with no casuals so about 500 players?"
Why is it more exciting though? You can walk through old dungeons and smash everything but its not as fun because its too easy. The reason its more exciting is because it is challenging. What is "challenging" is different for different people though, so they have more different levels of challenging.
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I respectfully and fully disagree with you here. I think it is absolutely the player's fault in this example.
The game feels pretty retard proof these days. The games not hard, it's just that most people are terrible awful smelly casuals.
"I'm not stuck in the trench, I'm maintaining my rating."
"There is a pervasive myth that making content hard will induce players to rise to the occasion. We find the opposite. " -- Ghostcrawler
"The bit about hardcore players not always caring about the long term interests of the game is spot on." -- Ghostcrawler
"Do you want a game with no casuals so about 500 players?"
The game is way class depended. Thats it, nothing more nothing less.
"There is a pervasive myth that making content hard will induce players to rise to the occasion. We find the opposite. " -- Ghostcrawler
"The bit about hardcore players not always caring about the long term interests of the game is spot on." -- Ghostcrawler
"Do you want a game with no casuals so about 500 players?"
Exactly. Bad people made them make it easy.
"I'm not stuck in the trench, I'm maintaining my rating."
I do not think it is that the difficulty level has gotten that much higher. Yes, encounters are more complex than they used to be, but complexity =/= difficulty. The real issue is how 'dumb' the general population has become (which trickles into the game's player base). Schooling in the U.S. is terrible unless you go to a private school. If it is a public school, more often than not they teach students at the level of the 'lowest' child in the class.They also do not teach kids to think for themselves, but to suck up whatever the media tells them. It is all about teaching for the 'Test' so the school can get more government money. As long as they get their money they don't give a shit how the kids turn out. It's pathetic.
Also, this whole 'everyone gets an award because you participated' bullshit is ridiculous. There needs to be winners and losers. You know why? It makes those 'losers' want to work harder to become winners. Without that competition you just create a population of extremely lazy entitled shits that think everything should be handed to them without having to work for it at all.
They have made idiotic design choices like taking tier sets out of LFR, but then they decided to make your tier set absolutely mandatory for some classes to be effective. How does it make any sense to balance so much around tier sets, and then put in no entry level route to attaining those sets? LFR should be a bridge to Normal mode raiding, but as it stands now nobody is going to invite somebody in LFR gear to the vast majority of normal difficulty raids.
They also should have buffed apexis gear more. They should allow you to use the empowered fragments to give +5 ilvl boosts up until ilvl 715. Its really too bad that the whole apexis system was useless at the beginning of WoD, I hope in legion they have more effective mechanics similar to this for gearing up solo.
Most people would rather die than think, and most people do. -Bertrand Russell
Before the camps, I regarded the existence of nationality as something that shouldn’t be noticed - nationality did not really exist, only humanity. But in the camps one learns: if you belong to a successful nation you are protected and you survive. If you are part of universal humanity - too bad for you -Aleksandr Solzhenitsyn
Too bad dude. That's the direction we're going. Baseline rotations are getting more simple, with the extra complexity being optional through talents. You might want to play WoW like Piano Hero 2016 but not everyone does
This is a good attitude to have in the real world but surely not in a goddamn video game. Just because people take them waaaay too serious does not mean everyone else has to as well.
-=From the moment I understood the weakness of my flesh, it disgusted me. I craved the strength and certainty of steel. I aspired to the purity of the blessed machine. Your kind claimed your flesh as if it will not decay and fail you. One day the crude biomass that you call a temple will wither, and you will beg my kind to save you... But I am already saved..... For the machine is immortal=-
WoW, is the easiest it has ever been. When I was an active raider during Vanilla and BC we never downed a final tier boss. Since then I have killed every final boss at least once.
I don't doubt that its possible, but I personally don't think we're in danger of getting there anytime soon.
I don't think it is too difficult now because players are still clearing it. I don't have the time/dedication/skills to do Mythic and compete at the highest difficulty, so I settle into Heroic instead. Its too difficult for me, but tons of other players out there enjoy the challenge. I think they deserve better rewards for the extra effort they put in.
The power of accurate observation is commonly called cynicism by those who have not got it. - George Bernard Shaw
"There is a pervasive myth that making content hard will induce players to rise to the occasion. We find the opposite. " -- Ghostcrawler
"The bit about hardcore players not always caring about the long term interests of the game is spot on." -- Ghostcrawler
"Do you want a game with no casuals so about 500 players?"
Borderline impossible is still possible. What percentage of the player population do you think has to be able to do it to move it from one to the other?
(What I'm getting at here is either you have a way to justify that percentage from some other consideration, like business performance, or you are possibly just expressing personal preference, as in the % should include you. The former would lead to the conclusion the game is too difficult currently; the latter would lead others to ignore you, as your personal preferences are irrelevant to anyone else.)
"There is a pervasive myth that making content hard will induce players to rise to the occasion. We find the opposite. " -- Ghostcrawler
"The bit about hardcore players not always caring about the long term interests of the game is spot on." -- Ghostcrawler
"Do you want a game with no casuals so about 500 players?"
Hopefully you're trolling. These raids are very easy in general outside of mythic and most guilds only require like 3 addons, tops. A lot of them only require 1 (DBM/Bigwigs). Your entire post is an exaggeration. If you have half a clue about how to play your class/spec and you pay attention to the mechanics of a boss for 5 minutes and maybe see it once or twice, you should have a good understanding of what YOU need to do. It's not like you have to learn every spec's rotation and role and mechanics for that fight, you just need to know yours, which is usually like 3-4 things per boss.
Yes, it's gotten too hard. Ludicrously so.
The resolution to the conundrum, really, is how big a percentage do you want your "top percentage" to be?
At the moment, for example, Heroic Archimonde (that's Heroic, not Mythic) has been killed by 4.1% of the entire playing population using wowprogress numbers. Less than 5% have managed to clear the Heroic tier by killing its final boss, and some of those may have been done with better gear than it was tuned for due to boxes and upgrades.
I would suggest that less than 5% is plenty exclusive enough. In fact, there's no lucid argument I've seen to this point that reasonably disputes that assertion.
Sadly, there is also a significant design reason why Blizzard should also call it a day at that point:
No encounter they create can be better than the top players.
There simply isn't a mechanic that Blizzard can design that the top players can't master. This effectively means that the only way to meaningfully hold up progression is via tuning which, ultimately, feels like a cheap way of synthetically holding players up beyond letting them progress at the pace their skill dictates. This is why the top guilds look to lose tanks and healers whenever they can, or why they plan raid cooldown use to specifically - it's because they're trying to kill bosses that they're not geared for.
The reason we're in this boat is, quite simply, bad design priorities. It would have been better for the entire community had Blizzard capped difficulty at Wrath level, and built the game around that. The reason I say this is because it means that the entire game, including the endgame reward structure, could be far more diverse than simply expanding the loot treadmill in raids.
And why did the priorities end up so skewed?
Because the current design team are hardcore raiders.
They're making the game they want to play, but that the overwhelming majority of players don't. In Legion, the reason I'm excited about artefacts or world content is because I believe they'll put a check on the rampant inflation of basic raiding requirements. Now everyone has to be on voice; everyone needs a boss mod; everyone needs an alt; everyone needs WeakAuras; everyone needs to watch YouTube before playing. When my chums and I started in Karazhan, there simply wasn't a necessity to jump through all these hoops and everyone had a better time as a result.
Now?
"What if I don't want to be on voice?"
"What if I don't want to install lots of mods?"
"What if I don't want to watch videos?"
"What if I don't want to have two alts?"
In too many cases, the answer is:
"You don't get to raid".
But don't expect a reasoned debate on this subject. Many players on these forums are raiders, a far higher percentage than are actually in the game, and it's also worth remembering that many will tell you they're part of a Mythic guild but aren't really. The problem is that the Internet causes people to deal in extremes, while simultaneously not showing any willingness to understand what's good for the game rather than merely what's good for them.
None of that stops you being right, OP.
As long as players are clearing it. 1%, .01%, .001%, whatever.
I think our opinions differ in that I don't feel like that percent NEEDS to be justified in any way. As long as its not 0%.
If Blizzard loses subs due to top raid tiers being too difficult for more people to access, I think that is a problem wit the mindset of the player, not the game design.
If the player feels the encounters are too difficult, and chooses to play at a lower difficulty, but is not satisfied with the weaker drops-- Thats an issue with the player, not the game. I think this is where we disagree.
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