Why wouldn't I play in WOD, when garrison was making me tons of gold, professions were making me another ton of gold, I could play multiple alts and raid on them without having to ap grind, only gate was legendary questline and it was 10x less of an issue than getting legiondaries or bfa essences. All WOD was missing for me was a middle raid tier between BRF and HFC (the rumoured to be cut Shattrath raid).
I didn't mind end of expansion content gaps like in wotlk or mop because I could catch up with all the achievements / collectibles I missed during the busy period.
Then came the design model that shat on everything I loved in this game for 12+ years and told me the game is now about neverending WQ grind. If I wanted to grind stupid world events I would have stayed in Guild Wars 2 and quit WOW.
Feels like going for 10+ years to the same favourite indian restaurant only to see them one day transformed into mcdonalds and telling you indian food is passe, we're serving burgers now and you better move on with the times and start liking burgers, or else. Feels even worse when we go with this analogy thinking there was already 5+ burger fast food points in the vicinity and it was the last indian food spot.
I've kept arguing for a warforge system where items can warforge 10 ilvls from anywhere, but also be upgraded for the same 10 ilvls with raid/dungeon/world currency depending on the origin of the items. Basically, warforging would simply allow you to skip the upgrade part, and upgrading would bridge the gap between the lucky and the unlucky. Sockets should be tied to specific items (my suggestion would be to provide sockets on all azerite items as they would have less of an impact on the item strength than they currently do on rings, boots, belt and wrists) and not random what so ever.
This would also ensure that players could slowly progress from their current difficulty to a higher difficulty with time as everyone would all have access to upgraded gear eventually, but none of the upgraded gear would be more powerful than baseline gear from a higher content difficulty.
that is utter bull, and you know it. plenty of people have played for 15 years and are still enjoying it, hell I've played for more than 15 years and I'm still loving the game! not the trash that is BFA, but Private servers. Game is still great 15 years later <3 so many ppl loved legion who had played wow for 14 years, so is there like a certain threshold that we reach at 15 years that makes everyone hate BFA? or maybe it's just a terrible expansion? which one seems more likely to you? Stop being condescneding when you're infact a clueless bonobo.
There's a certain trade-off between casualization and player count. When you have a gearing system that's so exclusive that casuals have no chance to keep up, it discourages them and makes them eventually drop the game. Casualization fixes this problem but only to an extent. After a point, gear starts raining like candy and now hardcores have it more difficult because they have to farm gear outside of raids to keep up. Push things in this direction far enough and hardcores will say fuck it and quit the game. Blizzard struck the golden ratio between casuals and hardcores in WotLK but then they saw that casualization caused a rise in subscriber numbers and kept pushing casualization further. Eventually with shit like mandatory dailies in MoP etc. hardcores started quitting. Blizzard's response? Even more casualization.
But they ended up losing subscribers because at that point further casualization didn't attract additional players but instead made hardcores drop the game. Blizzard never learned their lesson.
I love this logic fallacy the best. So deliciously hypocritical, too.
As in yours, by the way, not the people you're trying to mock.
(And on that note, please tell me what creditials are required in your make-believe land of unreality? Or what, do you think game designers have doctorates from Harvard on MMO Game Design as well as being a licensed Psychiatrist? I'm thinking you do. I really am... But shh, here's a hint: They don't have any of that shit. They're just randos who happened to get a job at the company. You know, like a shitty lawyer who was so bad at his job he spent all day playing video games instead.)
casualization NEVER improves player involvement, infact given that the recent runescape "classic" version dwarfed it's "modern" version in concurrent players i'd assert that the opposite is infact true.
the fact that method's WF race stream still hasn't gotten to 2/3 of asmongold's or esfand's classic BETA PVP streams also shows the relative attention that these events are garnering.
wrath was the start of real casualization and it was the expansion where pugging exploded, it was also the one where the game saw its largest amount of active subscribers. pugging really came into its own in wrath, everyone was pugging raids, 10/25, mains, alts. i've heard many ppl claim this was the best expansion, personally i burnt out in icc. if wrath was the best expansion, it was also the one that was casual. pretty much anyone could pug upto totc and i'm sure there were icc pugs going on before i threw in the towel. seems like ppl enjoy making up their own facts about the state of things to reinforce their own narrative. I think ppl just inevitably move away from games over time. no single game can really expect to hold a persons attention forever. eventually it just gets boring. doing the same thing for years and years over and over again, there comes a point where you have to step away and do something else to remember why you started playing in the first place. I know i didn't start raiding only because i wanted all the best gear, I did it for the challenge. I don't ever remember expecting the game to give me everything i want from it, I knew i had a chance but not a guarantee.
what matters, what actually really matters more than chasing titanforged items, is a well skilled, cohesive raid team. the whole matters a lot more than the individual. having a well skilled raid team that works well together will always beat individual bis items. if your team is clearing the content each week, you don't really have a problem as you are making use of your loot chances. the gear you are getting is allowing you to progress further. either into the next tier, or the next difficulty up. both are progression paths. if you are not killing bosses then you do need to farm more gear either from the previous tier or the previous difficulty. why is this being made more convoluted than it really is. its not rocket science. or brain surgery.
Last edited by Heathy; 2019-07-21 at 04:34 PM.
Titanforging along the other mobile game designs are there to keep you hooked to the game and boost the MAUs nothing else.
There are other ways to keep people interested in previous tier content.
agreed, the false assertion that people "burn-out" or "get bored" with something is a hilarious reach for idiots with nothing real to assert when people put forward their complaints.
people aren't bored of chess because it's still a good game and it's atleast 2 to 4 centuries old(depending on the historian you believe), if modern WoW wasn't shit people wouldn't hate it.
but it provably is and they provably do.
no, sorry.
and i know what you're trying to say, you however don't.
you are trying to assert that by MERELY PLAYING a bad part of the game a person's opinion is wrong due to their bias, and now you're trying to hide it by changing the words.
get fucked, you're still wrong to claim it either way.
Yes, and when RNG was worse in Legion than in BfA, what does that tell you? That Titanforging is a rather tiny issue. Most people play the game even though they might not like titanforging, because it matters so little for them. Legion was much better than BfA, but the issue in BfA got nothing to do with titanforging, it just doesn't give us players the same satisfaction when it comes to the actual content like it did in Legion.
https://www.youtube.com/@DoffenGG
Gaming and WoW stuff
While fun it removes the need to do harder content for better gear.
If you knew the candle was fire then the meal was cooked a long time ago.
You don't have to make a game that is anti-casual and "only hardcores allowed". FF14 is a good example of an MMO that is casual friendly, but still has focus on community aspect. The difference between now and back in wotlk isn't how casual friendly the game is, but how redundant making friends and maintaining social connections became. Nearly everything is either solo, or 1-click 0-interaction "group" affair. People don't stick around to keep playing with friends, because they don't have any friends, and they never made any, because it wasn't needed for anything. I'd swear the game had less "content" back then yet people spent more time fooling around with friends / guildies than they play now when there's a clear structure of "do this daily to upgrade your character".