You have some serious cases of delusional. BfA did work, classic exploded and now it's getting into abyss.
No content will last forever, making progression will keep players away from wow because they won't be bothered to hit all that stuff others already went thru.
The only way game can last is to make new content faster. Thats it, there is not ifs no buts, nothing else can get more players into it.
But what is your solution? Giving mythic quality gear in easy content?
There is already PvP scaling to prevent people from being in a disadvantage.
Maybe a cosmetic pursuit would be ideal for "progression" to casuals...but handing them gear would ruin the integrity of the game i think.
I would give the same level of gear for either skill or effort. Killing a raid boss would reward you as good gear as two weeks of everyday world questing.
What does this have to do with PVP scaling?
Thats elitist bullshit. Actually, every player wants character progression. No matter if he plays raids, world quests, dungeons or battlegrounds or arena, either rated or none rated.
A solution to make raiding gear feel special would be horizontal progression. Means, gear that only works in raids. And gear that only works in questing. And gear that only works in battlegrounds. Specific gear for a progression path.
While i do not think you could convince blizzard to do that, as they invented vertical progression to make gearing more easy.
While they want you to play every piece of the cake, and not focus on one only, you may use gear from whatever source for whatever gameplay. To a degree, that is, if its about sencondary stats, and you are min maxing, you have a harder life. But how many do that?
I believe blizzard should try horizontal progression. And allow players to play what they like. Without being forced to quest, raid, do pvp or dungeons.
Reputation would be available from every path, to a cap. Tabards were once used for this. They should return. As an UI, and probably not as items. And not just for dungeons, but for everything you play.
Last edited by Fred Skinner; 2019-09-20 at 05:22 PM.
Rinse and repeat. For the rewards. Send even more turtles into the water.
Classic had an explosive launch because it was the new big thing. It's already having a drop-off.
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I play a popular streaming pvp server. During peak hours, I never have longer than a 10 minute queue. So....you're full of it by claiming there are still queues longer than an hour.
And Modern servers are just built to take more people in them. And right now, off peak hours, every server I play on has the "full" status. Just because there's no queue to log on doesn't mean that Modern is dead. I get that you want to uplift Classic to look like God's gift to gaming but the fact of the matter is....it just isn't.
Rinse and repeat. For the rewards. Send even more turtles into the water.
You mean like Wildstar? It catered exclusively to the hardcore and it died quickly.
ABFA is profitable and every expansion has proven to work because the game is still here. It is in no way a failure. That is you trying to masquerade yoru opinion as fact. In reality, it is still here because it evolved. As for "Classic's explosive launch"? Do you know what nostalgia is? Because Classic is heavily and primarily fueled by that. So, LOL no, classic is not a rebuttal.
There is ZERO proof that catering solely to hardocres would have lasted as long. There is proof that retail would because it already has.
That isn't peek times add 2 hours then try and no bfa did not.
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How many different realms?
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Wildstar caters to the same players bfa does.. it was a game designed around grinding..
I would argue bfa only caters to hardcores. The amount of time you spend just grinding currencies is absurd.
On a similar note to what he had mentioned, I have always thought that Bliz should just bite the bullet and make 3 distinct gear sets... one for instanced PvE, one for instanced PvP, and one for world zones. This SHOULD almost eliminate gear envy, which is the root of all evil in game design.
For instance, World Zone gear would involve quest chains and rep grinds and would give massive bonuses in that element, however it would just be baseline (starter) gear in any battleground, dungeon or raid. They could then toss in massively powerful world zone bosses to be beaten by those in top-notch world gear, but the same bosses will generally trash those people in pure mythic or pvp gear (because their gear will be like starter gear in the world zones).
Basically, just let everyone excel at what they want to and then no one in a raid should ever be weeping because some perceived “scrub” is wearing their awesome raid gear.
Last edited by Wingspan; 2019-09-20 at 09:02 PM.
Uh, that's a pretty bold statement to make without any substantiating proof. I'd argue it's the power of gear that's the root of all evil in game design and if you think that Blizzard would somehow be able to balance three entirely self-contained versions of gear without any negative overlap I have some oceanfront property in Arizona that you may be interested in.