Content drought is a combination of catchup mechanics and no new content.
That reminds me - any clues whether we're seeing something similar to valor points again so far?
The real issue is striking the balance between randomization and determinism.
If you run an MMO with a constant influx of monthly subscriptions as the primary, or sole, means of income you -must- keep people subscribed on a month to month basis. Unfortunately, no matter how huge your development team is, you will never be able to produce content at an equal rate to the method of consumption. What takes months to design is eaten up in a few hours of dedicated play.
So you must create false barriers to delay progress. You must invent new ways of slowing down the majority of players without completely undermining their desire to complete the content. Increased randomization is a -very- effective way to do that.
There are other options, like Valor. Where long weeks of effort result in a pre-determined reward. These usually last a month or two as incentive-drivers. But by increasing the randomization of Drops, by adding in Warforging and Titanforging, you can give some portion of the playerbase an increased incentive to rerun content and extend their overall play time, extending your overall profit margin.
But. Every system you add, increases the amount of developer time spent on -that- system, which reduces the profit margin increase in a form of diminishing returns. So, ultimately, it's better to focus on a small number of systems which increase player returns as much as possible.
And you can guess whether Randomization or Determination increases player retention more effectively.
All that said, I hope they create ways for players to skirt around -some- randomization. Like letting us keep our Artifact Weapons going forward by leaving the traits fused but adding new Relic Drops to continue increasing the item level of the weapons themselves... That would -really- help the Dual-Wielding classes a lot.
When you are accustomed to privilege, equality feels like injustice.
Like, I get that, I totally do. I'd honestly like a variety of methods to get everything rather than just a single one and done (I'd pay real money for the Bloodfang Widow, for example, or love to have both RNG and Deterministic methods of getting ahold of raid gear or at least weapon relics).
But it can't be about that for Blizzard. What they personally like and what's best for the bottom line are sometimes going to be different, and since loot is pretty much -the- central player retention mechanic to maintain continued retention, it's the one that's gonna get hit by that bottom line.
When you are accustomed to privilege, equality feels like injustice.
People hate those, though. With RNG, you can trick your mind into believing that you'll be lucky.
Time gates, no matter how well-constructed and believable, make people feel like they have to wait just for the sake of waiting. The backlash about the timegating on the Broken Shore was immense, and more than drowned out any complaints about RNG for its duration.
But your duty to Azeroth is not yet complete. More is demanded of you... a price the living cannot pay.
I kinda feel like it was?
Now that the timegating is -almost- gone, there, it's a lot more enjoyable to rush through it with alts going after their Class Mounts. The story itself is minimal, sadly, and doesn't bear much impact, but that's a common problem to any Daily Zone. Which is what Isle of Thunder, Vale of Eternal Blossoms, Firelands Incursion, and previous daily zones all were.
I honestly hate dailies. I'm -so- glad they got phased out in favor of World Quests that give me variety, choice, and reward options that feel like it's more under my control.
When you are accustomed to privilege, equality feels like injustice.
When you are accustomed to privilege, equality feels like injustice.
I feel like I'm moving up in the ranks.
Mop beta
Legion beta
and now alpha!
Well, they said I believe what the issue was with Broken Shore. They were going to gate the content itself as well but then realized that was an even more awful idea so they just unlocked everything at once.
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I was wondering with datamining and things hitting the database, how much does Blizzard control what hits the builds?
By that I mean, did they know things like the Mag’har armor and mount were going to hit Alpha builds? What about the Dark Iron totems indicating shamans? And Kul Tiran bear form indicating Druid?