Instead. It actually needs dynamic difficulty. That's why scaling is bad. Some players cried, that content was boring due to being too easy. Ok, Blizzard decided, that it should always be difficult. But HOW difficult? Back in old times it was up to you to decide. You could rush to next location and it would be a little more difficult for you. But you could also outlevel it a little bit and it would be little more easy for you. But now it's forced. Nobody asks you, if location is too easy or too hard for you. And unfortunately current difficulty level of this game doesn't match my preferences and therefore game isn't fun and enjoyable for me.
I don't care about Wow 11.0, if it's not solo-MMO. No half-measures - just perfect xpack.
You're trying too hard, but you might consider a career in stand up comedy because that reply was hilarious.
Are dead servers dead because they don't have a raiding community or do they not have a raiding community because they're dead overall? Correlation does not equal causation. You might have missed it but this thread is about pruning max level PvE content. It's not about how leveling should be balanced. Entirely different section of the WoW team and not relevant to the argument. Though in case you didn't notice, leveling in new expansions IS balanced around casual players. :] That's the second time now you've tried to compare apples and oranges and were completely wrong.
This game, whether you like it or not, is balanced around the average player. Not those of us who raid Mythic.
AchaeaKoralin - Are you still out there? | Classic Priest
It isn't a chicken or the egg question... we got to see the servers die in real time during tbc through cata. Once the raiders left everyone else did. Even now if you where to recommend wow to a friend would you honestly tell me you wouldn't have them rolling on a raid server?
The high end in almost all games carries the low end. It's to the point you have to search out outliners to argue otherwise.
The question I ask here is...
Would removing mythic raid completely damage WoW as only 1-5% of the base plays that difficulty?
"There is a pervasive myth that making content hard will induce players to rise to the occasion. We find the opposite. " -- Ghostcrawler
"The bit about hardcore players not always caring about the long term interests of the game is spot on." -- Ghostcrawler
"Do you want a game with no casuals so about 500 players?"
Yes, irrevocably so. High-end raiding has always been the aspirational players of WoW. The ultimate carrot on the proverbial stick. You remove that and the entire foundation the game is founded on falls apart.
- - - Updated - - -
So rather than having appropriately difficult content in a game with a massive playerbase, we should sanitize everything for the lowest common denominator and hand out participation trophies to all players because they managed to type in their username and password correctly.
I'll pass on that.
Yes, I imagine that's the sort of thinking the devs used. The problem with it is it's putting their personal preferences over the interests of their employer. If the game truly would do better as a commercial product by focusing on the average low skill customer, then they've sacrificed billions of dollars on the altar of their own egos.
"There is a pervasive myth that making content hard will induce players to rise to the occasion. We find the opposite. " -- Ghostcrawler
"The bit about hardcore players not always caring about the long term interests of the game is spot on." -- Ghostcrawler
"Do you want a game with no casuals so about 500 players?"
I'm assuming that the hypothesis "the game truly would do better as a commercial product by focusing on the average low skill customer" means that their loss of average players over the years would have been slower, had they focused more on those players. So many millions of players have been lost that keeping even some of them a few years longer would have been worth billions.
"There is a pervasive myth that making content hard will induce players to rise to the occasion. We find the opposite. " -- Ghostcrawler
"The bit about hardcore players not always caring about the long term interests of the game is spot on." -- Ghostcrawler
"Do you want a game with no casuals so about 500 players?"
Because nobody ever quits a video game for a reason for anything other than, "I didn't get full Mythic BiS for existing," right? It's hilarious that you think this way but no, the existence of difficult content in WoW is not the sole reason it's in a bad place right now.
"There is a pervasive myth that making content hard will induce players to rise to the occasion. We find the opposite. " -- Ghostcrawler
"The bit about hardcore players not always caring about the long term interests of the game is spot on." -- Ghostcrawler
"Do you want a game with no casuals so about 500 players?"
The game shouldn't be brought down to the lowest common denominator as you're suggesting. It should encourage the lowest common denominator to get better at the game. That's pretty much what it does already, though there are too many raid difficulty levels at the moment.
But why? If players largely don't want to get better like that, and would tend to quit if forced, and if the purpose of the game is to make money, then obviously it should not attempt to make them better. This should not be difficult to understand.
You seem to be saying the game should adhere to what you want even at the expense of much lower revenue. How could that make any real sense?
"There is a pervasive myth that making content hard will induce players to rise to the occasion. We find the opposite. " -- Ghostcrawler
"The bit about hardcore players not always caring about the long term interests of the game is spot on." -- Ghostcrawler
"Do you want a game with no casuals so about 500 players?"
I really fail to understand your insistence of framing the argument as "easy content means more players; only purpose of game is make money so make all content easy to maximize players." There's a helluva of a lot of nuance that you're throwing out the door to make an argument in favor of fundamentally changing one of the few things which sets this game apart from others in the same genre.
Well, yes, obviously you fail to understand. I'm glad you recognize that.
It's really very simple. The purpose of a commercial game is to make money. Full stop. Waffling about this doesn't change this brute fact. The game is not a work of art, it is not a statement of some kind. It is a machine for getting money from our pockets to Activision-Blizzards pockets. To the extent that considerations of art or other airy pretensions exist, they are in service to this goal.
"There is a pervasive myth that making content hard will induce players to rise to the occasion. We find the opposite. " -- Ghostcrawler
"The bit about hardcore players not always caring about the long term interests of the game is spot on." -- Ghostcrawler
"Do you want a game with no casuals so about 500 players?"