Originally Posted by
Talen
I think a better approach would be to remove the deterrents affecting 25s so that players can raid in their format of choice as much as possible.
Incentivisation of 25s is actually easy - the trick is doing so without killing 10s or unbalancing the game. Another goal is ensuring the issues of the old model are also addressed. A lot also depends upon Blizzard - if they change the limitations under which they set the rules of the game, a lot can happen - e.g. if they decide they are willing to live with the issues inherent in the old model, then that model can likely be brought back with few issues.
Under the assumptions that Blizzard wants to cause as little disruption as possible, and that it wants to keep 10 mans viable, we start operating within tightly defined boundaries that really limit what can be done. Then there are the various technical aspects which also impose limitations. Cross Realm Guilds, for example could help solve issues with recruiting and scheduling. Are these possible under the current system?
Leaving aside technical viability, what can be done to help the system?
A basic, simplistic overview.
Recruiting is an issue for guilds.
The pool of recruits needs to be expanded. Cross Realm Guilds, Cross Realm Raids, Cross Faction Raiding/Guilds may be of help.
A better Recruiting UI may also be of assistance.
Guild Perks may be a problem if they tie players too tighly into a certain guild. That, however, can also be a benefit
Scheduling and no-shows are issues.
Blizzard intention here was simple. If you got no-shows, you dropped down to 10s for the week, then remerged to a 25s. It was nice in theory but in practise, it doesn't work too well. Or maybe it did. Either way, it exposed players to 10s and as such may have encouraged them to stay there. Something like this is difficult to fix. PuGs and CR options may be of benefit in some cases. But not all. Scalable raids that adjust in difficulty with raid numbers could be ideal, but has strong issues of its own. NPCs could solve the issue, and the tech is in game but there would be issues with using them.
Consumables
It takes time to create feasts. Fishing, cooking, farming. Potions and flask need to be provided. In many situations, this burden falls on few players. Solutions range from doing away with buff food entirely through providing a certain number free each week via a chest reward of some sort through further adjusting the recipes to make 25s even more efficient. Players also want to see the return of Cauldrons for Alchemy. This is perhaps the easiest isdue to fix.
Guild and raid management
This is an aspect where 25s require much more work than 10s. There are solutions which can make a leaders life easier, or solutions which give him a reward for undertaking the chore. There is a fair degree of agreement that raid leaders should get some recognition for the effort and time they put in. Others are worried that singling out the raid leader for extra rewards would simply create jealousy and tear the team apart. I think most players woulf recognise a raid leader does extra work and deserves recogntion.
Rewards
Probably the most conentious issue. While there is some consensus that raid leaders deserve recognition, there is little here. Some people feel waiting around is a sacrifice and so should be rewarded. Others feel there isn't enough difference in workload to justify extra rewards.
Then there is the nature of the rewards. Currently, 25s offer extra loot but that doesn't seem to have stopped the decline. Offering more risk unbalancing the game. Offering better threatens to kill 10s. Offering vanity/unique rewards, titles, achievements would simply create a situation where players felt the need to go for the reward and likely lead to a situation where one set of rewards had more prestige thean the other.
Recruiting : Can only really be solved by expanding the population base open to the guild. Some changes to the UI, as an example, may make this aspect easier.
Scheduling: Ideally, Pugging would be the solution. As noted - it doesn't happen. Group usually simply split into 2 10 mans with a fair chance of stating that way. Scalable raids seem unlikely. Merc NPCs have strong issues against them, but may be the simplest option to implment short term
Consumables: Lots of options to allow players to cut down on time spent farming outside a raid. Its more a question of "is change necessary?".
Management: I like the idea of recognising the work down by raid leaders. I think there are too many who have given up leading because there is no reason for them to do so. Provide a rewrad for them, you may get more forming 25s. More 25s being formed means more players get a better shot at a convenient time slot.
Rewards: 25s already get more loot than 10s. I'm not sure how much more can be given without upsetting the balance. Giving better gear is likely out entirely as that would affect 10s.Splitting Achievements is possibliliy, giving greater recognition and identity to each format....but also requires that the problems for which the Achs were shared be addressed via different means. A more radical solution would be to move to a token based system entirely. Remove the RNG and assume players will work their way towards buying the teir set they need. That way, you'd gain more flexibility with rewards and players doing 25s would get a definite advantage but at a cost of elemenst such as the coins.
EJL