Originally Posted by
Triceron
No one will ever be truly satisfied by a game that is made by everyone. That's just the fact of the matter. But people can still enjoy what there is in the game.
When all the story is being locked behind end game group content that is meant to be made repeatable, it alienates the majority of the player base who would rather unsub than go through those hoops. Most people who do LFR don't actually enjoy the experience enough to stay subbed for the long run either. LFR is a stopgap that has fostered a new type of end-game progression, but still alienates the majority who simply would rather solo to enjoy the story, or worse yet, watch it all on youtube instead. While LFR is good for a wide audience, it's not an ideal solution.
Solo content and solo raids would be much more ideal.
Again, not mutually exclusive.
A simple solution that already exists in other MMO's I've played is simply have a tangential Story Mode raid that is designed for solo-type play.
Have a solo raid designed to be Epic Quest level difficulty, with appropriate LFR-like rewards. Have it be the same raid as designed for group play, but with followers and named NPCs supporting you, similarly to Mage Tower. Have gimmick mechanics that focus on having the player simply survive the raid and complete each boss encounter as a means to completing the story and quest; Blizzard can tune the challenge to allow super-casuals to breeze through, or tune up the difficulty and allow players to learning the actual mechanics of the raid at their own pace. There are dual benefits to having this system, and having it play-at-your-own-pace removes the stress and pressure of players who aren't confident joining group content because they don't know the mechanics.
It's win-win. I mean you ever solo'd an old raid? No one yells at you for screwing up Heigan's safety dance when you solo it. You get all the chances you need to practice it on your own. But you'd never be able to practice it in normal circumstances without progressing to it normally and having to have everyone else stop at this boss and not kill him in order to allow you to practice.
I think if Blizzard opened up solo raids, it would help boost the standard of people actually attempting group content. And if not, it can remain as a solo-viable experience for anyone who chooses to use it in this way. Anyone who still wants to get gear and progress through the game can still do so with Group content, which remains the most relevant end-game content there is. Just having a solo option with its own rewards and progression doesn't change that any more than us talking about having Mythic Dungeons or PVP Arenas.
That would be Blizzard's biggest concern. I don't think they've ever been legitimately challenged as the 'MMO-Champion' as much as they have in recent years. Shadowlands still turned up record-breaking numbers, but also was the first real time some long-term players left for other games. This will be a challenge for Blizzard, and it's ultimately up to them to decide which audience to focus on since they have all the data.
I just think that everything we have in WOW is pretty ass-backwards when all the biggest conclusions to the story in the game is locked behind Raids. I can't even introduce new players to the game knowing that most of the old raid storylines are all locked behind raids that they can't even attempt without having someone higher level help breeze them through it. I don't agree with the design, and honestly, we're at a point in time where changes can be made.
Otherwise, Blizzard is totally fine with keeping the cycle going and alienating most of the casual fans and letting them be reoccurring bi-yearly subbers, while only focusing on keeping the raiders happy. I just think it's going to bite them in the ass once they realize some casuals may not come back at all if they start investing in other games which actually appeal to casual sensibilities.
I mean, even Gabe Newell, longtime WoW player, has decided to quit with Shadowlands. To me that's big news, cuz I see him as being a pretty big example of a casual 'whale' who comes back every expansion to do the new stuff, even if he's not a hardcore raider or whatnot. But for him to even leave when the expansion was still relevant is kind of telling that Blizzard needs to step up and bring back the casuals. Cuz the competition has risen the bar, and I don't think WoW can't just win back the casuals who have left for other games just by doing what they've always been doing.
IMO, it's more of a pillar of gaming they need to reassess, rather than just any one particular feature like 'Solo Raid' or 'Epic quests'. Even crafting and professions have become less relevant as expansions have moved on, with more focus being put back into parasitic design or grindy systems like conduits. And frankly, I don't think that really appeals to casuals at all. They really need to nail down what casuals actually want to do.
Collecting. Story content. Solo-repeatable content. That's what I think they need to focus on.
Comparable ilvl gear to Mythic Raids? Making less raid content? These are pointless fears since adding more solo content has no real impact on how Raids progress right now. We've had compelling solo end game content in the game before, and it's never been a problem.