When the game loses it's magic, players get lazy. You can either make the game serve them thing faster, or they will get bored and leave.
When the game loses it's magic, players get lazy. You can either make the game serve them thing faster, or they will get bored and leave.
Mother pus bucket!
August 30, 2016 - Legion Release //// September 27 Emerald Nightmare Mythic
October 14, 2016 - 7.1 release //// November 15 Trial of Valor Mythic
January 6, 2017 - 7.1.5 Release //// January 24 Nighthold Mythic
November 13, 2014 - WoD release //// December 2, 2014 Highmaul Mythic
September 25, 2012 - MoP release //// October 9 Mogu'shan Vaults Heroic
I see a pattern here. Don't you?
The intent here is to let hardcore people experience new content before they are forced the go full-on progress mode.
Not everything you wait for is time-gating.
Last edited by Garymorilix; 2019-06-06 at 08:26 PM.
Zandalari were pushed back from launch due to story constraints, the BFA website was updated to mention them being available after subsequent patches and certain requirements. Kul Tirans were just made because Dark Irons were not a cool enough equivalent to Zandalari which were more unique than black Dwarves.
Another example: Broken Shore campaign, which Blizzard have since acknowledged and said they will not repeat because of the pointless timegating for bad quality quests.
I'm not even going to entertain the rest of your comment because you're just arguing semantics.
I also see a pattern. Wotlk removed attunements AND didnt have time gated content. Subscription numbers plateaued. Cataclysm added LFR. Subscription numbers fell. MoP and WoD had time gated raid releases. Subscription numbers fell until they stopped reporting subscription numbers.
Monthly active users is not a useful metric. Its just a bigger number for investors to see and get excited about. What you need are metrics on retention and reactivation. Both of which Blizz has never released.
At the end of the day, this is all about increasing the amount of time a user stays subscribed.
The main point I am trying to make is that they are doing this by delayed release rather than in-game methods and that does not sit right with me.
So you acknowledge other reasons for the Zandalari and somehow confuse that with time-gating. As I said, nothing in-game said you have X days to wait. That would be literal time-gating, by definition.
I don't see how the Broken Shore campaign is current content. I hated that too. What's the "semantics" here? Wanna be right much?
However, that was still not full-on time gating, nothing worse than dailies used to be before. That just shows how much we've grown with our tastes as WoW players.
For example, I remember I had to log in every day in WotLK to do five 5-man dungeons for tokens. Every single day. Time-gating? No. Horrible reward system? Indeed.
Not everything is time-gating. This has become a buzz-word thanks to streamers.
How did you feel when they limited the amount of dungeons you "needed" to run each week in cataclysm? You went from being able to do all the dungeons you want and gear at your own pace, whether thats as fast as possible, or slowly each day. it offered a difference of play style by choice. In cataclysm they limited the number of dungeons you could get valor points from each week. It had the opposite effect as what they intended. People felt they NEEDED to run those 7 dungeons to maximize their efforts.
Cataclysm added LFR in its last content patch. Look at your graph with this knowledge in hand and think.
WotLK had horrible systems in place that would be considered time-gating now.
Wintergrasp to token reward systems to rep grinds (old school rep grinds).
The reason WotLK had this many subscribers is way more complex than simply having instantly open raids.
Also, I remember the attempt limit in WotLK. People loved that feature too I guess? Right?
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The "you have to run this amount of 5-mans daily/weekly" reward system was horrible. That's why we don't have it now. I don't see a problem here.
Wrath rep grinds - You could equip a tabard and run dungeons as fast as you wanted to level those reps. You had THE CHOICE to do that.
I don't believe people enjoyed the limited attempts which is my point. It is an artificial limit placed on the speed at which you can consume content and it was met with anger.
See, here's the problem.
You can't answer these questions. Because there is no answer. People are stupid.
You say doing raids or m+ at higher levels is good, then say that 80% don't do that and they are unsatisfied. Now, using these statements, answer question number 2 please.
I'm interested where you stand on the 20% vs 80% on this matter btw.
Man, I'm disappointed in you guys. It took two whole pages before somebody linked the useless WoW sub image and drew a completely incorrect conclusion from it.
No, finding a group is not a gate. But manually building your group through social interaction took time. This reduced the speed in which you could consume content naturally. This extended the time you stayed subscribed.
now you can find a group in minutes by clicking a few buttons. This means you can experience the content of a patch or expansion at a fast rate. This means you dont need to stay subscribed longer to experience everything. That is why they release raids weeks after a patch. You resub for the patch, then they get another month from you while you work through the raid.
Either way I don't mind paying the sub. I want to be subscribed to the game. I don't, however; want to pay a subscription because they can not design systems that NATURALLY take more time to complete.
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Then give me specific examples or "Otherwise, it's just too vague an argument to argue, and whatever opposition comes up can be disregarded as "you don't get it" or "this is not what I meant". Or smth like that."
An observation is not a conclusion. I observed that when players had a choice in the speed at which they consumed content, subscription numbers rose. When that choice was removed, subscription numbers plateaued and then started to fall. Your right, subscribers mean nothing. Like I said already, retention and reactivation are the numbers we need.