So what part of what I said is inaccurate? Do you disagree that, when played out, the TF system results in a steady gear progression along an exponential path?
Or do you disagree with my assessment that people doing harder content are going to be significantly better geared than players doing easier content?
Calling it a lottery or slot machine implies that luck dictates the outcome (ie a character's ilevel). Which is patently false. It's false because the game is structured in such a way that statistics end up determining the outcome. The oft quoted scenario of LFR heroes outgearing Mythic raiders is a patent lie. It did not happen ever, nor could it (not realistically). The simple truth of the system is that players landed up with gear that was reflective of the content they were doing. Mythic raiders landed up with a distinct gear advantage over heroic raiders. Heroic raiders landed up ahead normal raiders. Normal raiders landed up ahead of LFR players. "Luck" had an effect in differentiating between players who had put in the same amount of effort, as has always been the case in this game.
The concept of RNG on top of RNG being somehow worse than just plain RNG is patently nonsense. RNG on top of RNG is still RNG.
You miss the whole point. The end-goal should never be to achieve BiS. That is precisely why they made it statistically impossible. The end-goal is for you to decide. So if you find yourself "endlessly chasing" some unobtainable goal, that's on you. Yet people choose to blame the game. That's exactly where the hate for TF really comes from - people who don't like taking responsibility for making their own choices and want the game to do it for them.
It's strange that you should ask that given what you quoted me as saying directly before it: " That doesn't mean that RPG games have to link progression to gear, but is certainly how WoW has done it"
That was the point I was making.
If progression is an important element of an RPG then it follows reaching a point at which gear progression stops, means that the game has effectively lost that important element. WF/TF enhances the ability of the game to provide progression beyond where it used to traditionally stop. I am really not sure how else to present the logic of why this is objectively good for the game.
I read the post. It's what I initially replied to.
And it's fine that you don't see TF adding anything for you personally, but also I am not seeing much reason in there for why TF should be a problem to you. The only reason you give, and it's often quoted, is that players like to say that getting BiS is a goal that, once achieved gives them satisfaction. Hell I am not even going to deny that. What I will say though is that I think it's a poor reason. People chased BiS because it was a goal. It's what people do. We set ourselves goals, and if they're challenging or requirement some level of effort/skill/commitment to obtain, then we feel good about it. But just because you can no longer set the specific goal of getting BiS doesn't mean you can't set an equally meaningful goal. If anything WF/TF opens up more possibilities.
No offence, and I really am not saying this to be insulting, but honestly, every single time I read this line of reasoning I just think it's incredibly immature and silly. It's like a child who opens a Christmas gift but isn't happy because it could have been something better. I am not denying that people do feel bad when they don't get the item they desire. What I am saying is that this isn't the game's fault - it's entirely on the player.
I am not having a hard time accepting that people simply preferred a realistically obtainable BiS. What I am saying is that they should grow up and get over it. I honestly believe that this is an issue of stubbornness and entitlement rather than a legitimate grievance.
Funnily enough I never saw WF/TF as a carrot on a stick. I never felt compelled to do content I didn't enjoy in the pursuit of better gear. Maybe that's my problem. I get the intent behind WF/TF and I play the game it's meant to be played - do the content you like and trust that this will see your character progress accordingly.
You never presented any argument to support the assertion that WF/TF forces you onto this endless treadmill....but I do have a counter:
It's not an endless treadmill because you choose when to get off it whenever you want. That's really all there is to it. The fact that you can't reach an absolute gear cap in no way whatsoever compels anyone to keep pushing for it.
The game gives us content, and in order to beat that content we need gear. But once you have sufficiently good gear to beat the content, that's where the game stops being an active pusher of the treadmill. And it has always been the case that you can get good enough gear without having to pursue WF/TF endlessly.
Obviously, if you're a player who wants to keep pushing for better gear endlessly, the game will accommodate that. But there's a world of difference between the game allowing players to chase such an objective (good for the game) and forcing them to do so even if they have real desire to do so (bad for the game).
I touched on this in one of my earlier posts (#325). It's not that I disagree with the notion that people shouldn't be given gear that they haven't earned. I disagree with the notion that getting a TF results in people getting gear that they haven't earned. And key to understanding my argument is understand the distinction between gear and a piece of gear. Gear is not defined by a single lucky drop. It's defined by the sum total of all your pieces of gear.
The fundamental flaw in the "getting a mythic piece from LFR isn't earned" argument is that it fails to take a whole view of the situation. Because, yes, getting a TF mythic level piece from LFR is disproportionate to the loot that is typically earned from LFR, but critically, one piece of gear is not what determines the value of your gear. Try stepping into any high end content wearing a bunch of levelling greens with one piece of BiS. It's not going to help you. What matters is your collective gear. Yes, anyone could step into LFR once and win the "lottery" by getting an awesome piece of gear. But for it to actually be worth something it would require them to get other good gear. And once you start looking at overall gear, and what it takes to get a certain ilevel, then the statistics pretty much ensure that people land up with exactly the gear they have earned.
Who says that I don't accept the idea the idea that different people prefer different things? What I tried to convey was the fact that the arguments people make against TF don't really have much to do with actual preferences, and more to do with the false projection of other issues (which often do emanate from preferences) onto WF/TF.
For example, the desire to not get onto an endless gear grind treadmill is a preference. So they'll claim that they have a preference for not having a TF/WF in the game, because in their minds they have equated the two things. Except they're not the same thing. So their claimed preference for getting rid of TF/WF is not an actual preference at all, but rather a proxy for what their actual preference is.
In the end, predictably, they got rid of TF but it didn't really make people any happier. Why? Because it didn't change anything that affected their actual preferences.