Got any more terrible ideas while you're at it?
Playing a healer in a pug is a roll of the dice. Either the dungeon goes fine, or everyone sucks and you have to work 3 times as hard to keep people alive because everyone stands in stuff, no one interrupts anything, and there's no CC going out. Oh, and you still get blamed if no one else did their job and they died to avoidable damage
Also, specifically for heroic dungeons, healing sucks ass. I can be literally the best healer in the world in 228 average ilvl, but it won't go that much faster than if I were some pleb in 161 or whatever it is, who only barely was allowed to sign up. The tiny amount of gold/runes I get for queueing up with call to arms is just not worth it.
As a tank it's a little better, but if you pull the wrong things, or don't pull fast enough, people will throw shit at you
Last edited by Temp name; 2021-04-25 at 06:58 AM.
Let me put it that way, I've seen how this feature is implemented in other games like FFXIV and once you played one or two rounds with NPCs you can see the obvious limitations of such a feature. In FFXIV for example NPCs needed to be coded to do the boss encounters in a certain way and they will only ever do them that way. This works in FFXIV because the encounters follow a strict pattern, in WoW, as I said, most enemy abilities have a strong randomized pattern. They also don't use AoE (FML, because of that it takes twice as long as running a dungeon with humans) or pull easy mobs together, they won't even gain AoE threat properly and won't overheal/use CDs to get through tough situations. It's certainly not as trivial as their IE AI in BfA, which in fact still causes laughter among my friends who know about programming, because of how overhyped it was.
You are welcome, Metzen. I hope you won't fuck up my underground expansion idea.
Not sure this would ever work. What would it be like for someone who wants to go in as DPS with all other people being NPCs? Would it just randomly determine if your NPC healer is going to let you die? Would it just randomly determine if the NPC tank was gonna not hold aggro? Seems like at that point you might as well just go play an RPG like Witcher... Besides, they already have this. It's called Diablo 3 with your follower. If you want this, just go play that. That's also a gear chasing game.
Why?
WoW's dungeons are built around being spammed in Mythic + keys. Even the story runs are pretty much just you either do it in 15 minutes or you don't do it ever and nothing really changes.
It's not like FF14 where you're getting a dungeon every single patch that you need to run for story's sake and they're 30 minutes of time.
FFXIV - Maduin (Dynamis DC)
Last edited by erifwodahs; 2021-04-25 at 07:38 AM.
I don’t really care about that feature. I tried it in FF14 and it felt so miserable and depressive in a “wtf am I doing?” kind of way, so I stopped doing it and that’s it for me. But others seem to like it, so I don’t mind.
The thing is, it’s easier to make such a system in FF14 because dungeons there are way more scripted. The AI always knows where the safe spots are. That’s not really the case in WoW. So such a feature would be a big challenge to create. And imo the dev time put into that is not worth it. I wouldn’t want to lose out on other content to get that
Why would it be randomly chosen? The tank does a certain amount of TPS and if you exceed them you draw agro, same stuff for healers, they heal a certain HPS, you stand in the fire - you die, you don't stand in the fire - you live. Ideally the failure state depends entirely and how well you perform your role.
DPS: Deal enough damage to kill the target without drawing agro or dying to enviromental damage.
Tank: Keep enemies occupied while the DPS kill them and you mitigate as much as possible.
Healer: Keep tank and DPS and yourself alive.
There no reason what so ever to introduce unrelated failure states. The point is not to simulate shit players.
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I don't think another 15 minutes once a patch (aka 6 months) is a valid reason to suddenly make such a feature. No dev team would spend time on something like that for such a flimsy reason. If anything running dungeons over and over again is a good reason for the feature.
You are welcome, Metzen. I hope you won't fuck up my underground expansion idea.
That would be the end of the Retail version of WoW.
I think Blizzard can code a better AI party member than the average player in this game
Solo focused content/features hurts the game
I'd really just have the content tuned for solo play instead of have some bullshit AI if they would ever consider to remove the neer to group with other people.
Doesn't make much sense in an mmorpg to have your party consist of AI. Isn't the whole point of it to play with a lot of other people?
Last edited by kranur; 2021-04-25 at 07:55 AM.
I dont think theres much real reason for it to be honest. If it were to be introduced, it would only likely be for normal or heroic dungeons. They're pretty adamant that the game should be fundamentally a social game, particularly at the harder levels of content. Indeed, on wowhead right now there's an interview with ion and he makes the argument again:
On guild finder:
And on matchmaking:Yes, guilds are a central part of the wow experience, for so many people your guild is your group of friends, it your family in Azeroth. we recently updated our guild in-game finding tools to make it easier for players to search for guilds or guilds to recruit players, but we would like to do more in term of activities or rewards for guilds for playing together.
The thing is, normal and heroic dungeons (particularly heroic) actually become much easier through the course of the expansion as players dramatically outgear it. So even players who may feel a little nervousness in joining LFD early on, will likely find it a very smooth, pressure free and incredibly asocial (should they so choose), experience. Given that, designing a system which actually makes these dungeons more difficult (with micro managing of party on top of playing your character), it seems a bit of a needless step. Dont get me wrong, it could be fun and allows for another thing players can devote their time to, but i dunno if the effort to design the system is really worth the reward.The approach that we've taken so far and I think we continue to focus on is to try to make it easier to find people of a similar skill level, with similar interests to do this content. We think there's a lot more that we can do with the group finder... we prefer to give players control over who they group with, but we also want to make it easier for them to find friends and companions.