Didn't they state somewhere Shadowlands was too convoluted with currencies etc and didn't want to make the same mistake with Dragonflight?
How the turntables.
Didn't they state somewhere Shadowlands was too convoluted with currencies etc and didn't want to make the same mistake with Dragonflight?
How the turntables.
"If you are what you HAVE and you lose what you have, what then are you? But if you are what you ARE and you lose what you have, no man controls your destiny".
Probably the same people that insisted that you absolutely have to do all the AP grinding you can, even though the actual difference in performance would be miniscule to non-existant. Anything beyond +15 iLvl was once per expansion or less, dedicated farming to get them would be a waste of time.
Sure. But it wasnt more complicated than: Do I get stronger if I farm AP more? Answer: Yes. By that point, it didnt matter. It created a never-ending cycle of grinding the same content over and over. What really was the the truth or even how miniscule the progress was, didnt really matter..
Not it doesn't "need" to gate anything behind difficulty level. The way I have it set up, you could eventually get heroic or even mythic raid level gear. It'd just take you 3/4 of a season to maybe get 2 mythic raid level pieces if you're doing nothing but LFR and world content and there's nothing wrong with that.
Originally Posted by High Overlord Saurfangi7-6700 @2.8GHz | Nvidia GTX 960M | 16GB DDR4-2400MHz | 1 TB Toshiba SSD| Dell XPS 15
Unless they heavily time gated the currency (something people already bitch about constantly), the meta would become for Mythic raiders to do all the content that is intended to be stretched out over months in a very short period of time -- the exact degenerate behavior this system seeks to circumvent.
That was basically the issue: It was more complicated than that but most people didn't grasp it. Sure, in theory you could get stronger by grinding more AP, but in practice the gains were so miniscule and the effort so great that it plain wasn't worth it and going for it actually showed that you lacked the skills needed to really be good.
The moment you need a 10 000 word guide on Wowhead to tell you how something works, it should be clear the system failed and it's back to the drawing board you go.
In school they taught us: if you can't explain something in 1 sentence to someone who has no idea what the subject is, you failed.
"If you are what you HAVE and you lose what you have, what then are you? But if you are what you ARE and you lose what you have, no man controls your destiny".
I think adding a weekly cap to these kinds of systems is not a problem. Imo add three tiers of goal; you reach the first one easily and it gives you 80% of the reward. You reach the second with more play and it gives you 95%. You reach the third one with some effort for the full effect. Then allow caps to roll forward so there is no FOMO and every now and then add some big catch up. They tried to approximate that by making a far more complex system and all we were left were items that gave you 1 billion artifact power so the scale could work properly.
I just got to say that I haven't played since Legion, and not "seriously" since MoP. I recently picked up wow again, hoping to just enjoy casual gameplay, but I really have absolutely no clue how anything works. There are little to no indications within the game how all the currencies and crafting systems really work, and I don't think it's great game design that you have to look up third party guides online just to play the game. Honestly it is just way too overwhelming for someone who didn't follow the transition.
Community: "Blizzard, what's with this huge currency tab?! STOP IT!"
Blizzard: "Ok, ok, no more inflated currency tab, all the currencies will just be inventory items."
I don't think it is that bad hoenstly.
You get gear. And an NPC tells you what you need.
Once upgraded pieces on the same slot only need the base currency to upgrade.