Something like that. It was certainly funny to listen to, but was constantly wanted to "insert a word" into his reasoning.
Let's start with fact, that considering such things in game out of context (in our case, design of classes, and organization of progress) is useless in principle. You just stupidly look at piece of something, like person at piece of meat/pulp without seeing body of animal/fruit to which it belongs (ex. comparison with children, that he gave, is incorrect in many ways; not because it doesn't show anything, but just by the way he analyzes this, there're number of parameters that need to be taken into account when drawing conclusions).
Particularly humorous part where he stated failure of paragon system. They continue to fail to understand that when people argue about whether progress and items are important in PvP, then everyone is right in own way, so you need to give "both", ie give progress to compensate for PvE progress (for this use dividing characteristics), but progress: 1) should not take a million exhausting @$$-hours (and this is strictly speaking both for the sake of PvE and for the sake of the PvP community, both sides will benefit from it because PvP isn't PvE, there is completely different component of "satisfaction"; dividing helps to avoid escalating conflict between PvP/PvE progress); 2) have really achievable "leveling" ceiling, where skill and set of characteristics you have chosen will already be important (people continue to participate in PvP either by dressing twinks for this or simply enjoying process without additional revards, however, cosmetics in itself could be a small bonus, there is nothing wrong with that, but you don't need to weave PvE progress here); 3) at the same time, entire structure of classes shouldn't depend in any way on this action (in order to avoid direct dependence of system's balancing on classes' structure and design; for the same reason so-called PvP talents "designated for idiots" was initial delusion, like paragon system, like "borrowed powers" - all this is directly related to organization of progress), this is pure mathematics and organization of characteristics; 4) the whole structure of progress must stop resembling economic crisis (I'm talking about inflation).
Actually, there is topic with same line next to this one. It's essentially same theme. So here and there, I'd start with simple and trite:
- And let's first remove
personal, scalable, "automatic" loot... boss will always drop something, but not necessarily stuff you need (though this already become group's question), and it will also drop badges in event of long string of failure. No
guaranteed week/day end-awards. So, next, let's revise set of characteristics (back to our idi... ohm... devs) that are mandatory for this or that content, which will allow us to separate not only PvP and PvE items, but make badges an alternative, but not replacing, but only "temporarily" complementing ensemble of selected
characteristics - they'
re your role, but not your class. Let's return structure of progress in which dungeons are element of preparation for raids (items, reagents, experience)... And then let's... Well, you get the idea, right? That is, structure of their failure is not so simple and its story goes into their desire to simplify their lives by automating and cheapening development of content and progress as a whole, but not as result of particularly ardent desire to satisfy players, no no, this was considered
last, they just "tested" "your" patience and provided just "shut up already" kind of help, which, as you understand,
doesn't usually shine with wise performance