PvP
if we level in legion through BGs or skirms, will we work towards the honor to prestige early or does that start at 110?
Starts at 110 (
holinka)
Rewards
Hmm, people hated ridiculous RNG with regards to X. Maybe they'll like it if it's ridiculous RNG on Y instead!
RNG Realtalk: it's been a staple of RPGs for years, it exists and can even be exciting (see: Ashes of Al'ar), is it good? (
Muffinus)
sure, but there's a diff between a rare drop of loot, and an item with a low-single-digits drop chance once per year.
Some players have tweeted that they like the rarity, appreciate the social value of showing off their rare loot. Valid? (
Muffinus)
Not trying to sound like a jerk, just putting this towards you as a developer on twitter, and what you do! (
Muffinus)
Is it the majority, or even a significant minority? I know I personally see more RNG hate than rarity love 1/2
Does it matter? When is the minority right? When is the majority? (
Muffinus)
"Right" is subjective here. Very subjective. Majority tends to win in subjective matters, particularly in regards to product prefs
I think if the majority of players feel a negative feeling towards something, there is something wrong, even if it's not that. (
Muffinus)
But that might be confirmation bias. Still, strikes me as something that might be a bit TOO rare. Ashes et al is 52/year.
I think there is an intrinsic "effort value" that goes into rewards that can be obtained multiple times. (
Muffinus)
Once/year/character feels like luck, one/day/character feels like effort. The latter is more satisfying, even if you don't win? (
Muffinus)
Rewards from effort/repetition are almost always more rewarding, long-term, then rewards from strike-of-lightning luck.
Yet we've had a resurgence in the requests for random Legendaries, recalling HOR, TF, glaives, etc. Different? Same? (
Muffinus)
Or just nostalgia? (
Muffinus)
Casinos don't have machines that only give one try per visit/day. No one plays them. People play repetitive luck games, rabidly.
(FWIW it will be moved to the Stolen Present next year, same with all of the new-per-year gifts) (
Muffinus)
Casinos don't have machines that only give one try per visit/day. No one plays them. People play repetitive luck games, rabidly.
I don't know if you, ethically, want to model your system after casinos. Where's the line? (
Muffinus)
Example, if bonus roll tokens were a 1% chance instead of the ~20% chance they are now, how many people do you think would bother?
Related: the droprates for Pandaren rares were 10-30%. Timeless Isle they were much less, but lasted for longer. Which was better (
Muffinus)
And Huolon was the big one. Low droprate, but he could be farmed every ~45m. Not once per year.
I still can't believe people figured out that you could albatross troll and pull from atop the bridge, emergent gameplay++ (
Muffinus)
Poor comparison, since timeless isle was a lot of "well, there's nothing else to do".
Prefer Tanaan? Cata endgame? WOTLK? (
Muffinus)
So ya, Tanaan washed not because of design (which was REALLY good for dailies), but lack of long-term rewards.
Maybe day-to-day variance in the events in each area? Let predictability not just in which area, but what you do while there?
We had a lot of this in MOPs endgame, how did that feel? (
Muffinus)
.I personally *much* preferred the MoP endgame, in 5.0-5.2, TI/apexis/tanaan, had no story, and are boring IMO :/
To me, Story is the main thing we need to learn from this. Please check out World Quests/reps in Legion (
Muffinus)
World needs to feel "alive".
Yep (
Muffinus)
.tanaan was just apexis dailies, nothing fun in regards to mechanics, again, IMO.
I agree with you both, btw Please check out the World Quests system in Legion (
Muffinus)
Raiding
Some interesting comments in your alts though - why can you do nothing with them but LFR? (
Muffinus)
Well, if they are geared enough to do normal+, they don't need upgrade tokens. If they need tokens, can't get into normal.
If you could make one change to make normal PUGs a reality, what would you change? (
Muffinus)
So getting runs on alts that are actually at appropriate itemlevel for the difficulty is frustrating, especially as DPS.
True, ilvl is a shortcut to dps, but isn't 100% accurate. If you could replace the ilvl system, what would you do? (
Muffinus)
But how do you grade that? Lots of mechanics were some people standing in bad is good, or required, but many isn't
Standing in Fire has also gotten a lot more complex over time. Compare Patchwerk to Blackfuse. (
Muffinus)
Mr. Feasel, with all due respect you surely see that Ilvl is the new GS?
Yep, and there needs to be ways to combat this. (
Muffinus)
Covered that. But community wants their yard stick. Take away one, they'll make another. AotC already that way.
The design goal is thus: what is the most effective unit of measurement, if there is one? (
Muffinus)
Loath to add more queues. I *LIKE* the new Group Finder tool. Still, begs the question with the community grades off meters.
Yeah the "I can't apply for a job because I haven't had a job because I can't apply for a job" problem is alive and well in MMOs (
Muffinus)
*Maybe* have the system, when queued for raids, show tooltip info on your experience in that raid (account wide, all difficulties)
Maybe have a Normal queueing system that operates like HOTS, matching players of lower skill with higher to average into a win? (
Muffinus)
But then those players are admonished by the better players for having low DPS, and quit (
Muffinus)
Have quarter-baked idea where loot drop add per player being higher for lower-geared chars. Needs checks, but could work.
This was kind of the idea behind Flex, the difficulty didn't really increase, while the players did. (
Muffinus)
(c) increase mechanics, with an ilvl-based break point where a raid could still over-gear a fight (c)
Increasing mechanics is scary. When you leave a mechanic out of LFR, a PUG dies to it in normal, and is kick (
Muffinus)
I think for mythic you need to have one-shot and "single player can make a wipe" mechanics
Definitely do need them for Mythic. Norm/Hero, if you screw up, you might die. In Mythic, you wipe the raid.
On every fight? Or can some be "tank can relax" fights? Or healer, dps? (
Muffinus)
Forgiveness fluctuates per role per fight, certainly. DPS low responsibility on Iskar. Tanks low on Council.
TBH, back in the day, I really appreciated the contrast (as a dps) of Patchwerk vs. Loatheb (1.0, fire mage) (
Muffinus)
even if that person is normally very good, with 20 players, high % chance someone can have an off moment
Alex Afrasiabi introduced me to this concept of "skill entropy," smart dude (
Muffinus)
Or did you mean an automated SimC-type thing in-game. Isn't that reinforcing DPS-output = worth?
Perhaps there's a way to gauge performance and apply a value that more accurately reflects it... (
Muffinus)
Maybe there's even a way to incorporate a positive outlook into it? And/or a leadership quality? (
Muffinus)
Sounds like a Karma system. Which *could* work, but requires player engagement, which typically requires rewards.
Has it worked for LoL? Good case study on cutting-edge social engineering. (
Muffinus)