It's been happening since WoW came out. Why are people suddenly so against it these days?
GDKP runs were massive throughout TBC/Wrath and they were literally just Boosting in large groups.
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It's a Videogame, chances are if your main accomplishment in Life is pixels in a Game, it's not other people that are the Losers.
Umm... yes, it is. It cheapens your achievement. Makes it meaningless. Anyone can pay to have that done. The game becomes a paying to achieve game, rather than an actual achievement. That reward you got? Pointless. Everyone got it now. You can't feel special that you achieved something you can proudly display with your own merit as it's given as shop mounts for money.
As for advertisement, we agree.
I mean if you did it the hard way you fucking earned it versus letting "Let me solo her" do it...does the existance of that guy cheapen Elden Ring? Are the world first guys achievement cheapened cause they sold a mythic run to xxelonmuskxx. How about in a single player game you love but man some dude used a trainer and just flew through the game is it suddenly cheapened then?
Set the transaction limit at 20,000 gold then or higher. Please tell me how many "normal" players are exchanging 20,000 gold in one transaction. I actually expected someone to say this and it's a non-starter. Most people are not transferring that much gold from one account to the next. Yes, Blizzard could easily allow this between main and alts with no issue.
Anyway, there's nothing normal about this level of gold changing hands except for boosts.
Last edited by MoanaLisa; 2022-05-12 at 03:05 AM.
"...money's most powerful ability is to allow bad people to continue doing bad things at the expense of those who don't have it."
What's the point of posting a screenshot of a quote?
Just type the darn thing out...
What exactly will this change?
Real money boosts were always bannable, but people still do them successfully... so i don't see what this "leak" will change.
Blizzard's design philosophy has always been like that.
When faced with "players aren't doing X" their answer is usually NOT "okay, let's give them alternative Y to do instead". Instead, it's "okay, what can we change about X so they WILL do X".
That's why they keep adding incentives to PvP so PvE players will join (and vice versa) or tie quest lines into raid content so people who don't like raiding are forced to do it. Etc.
It's a very efficient design goal - rather than making lots of parallel activities you just streamline things so everyone does the SAME activities. But it's also destructive in the long term, because there's fundamental reasons people don't like certain types of content, and if all you're doing is prodding them to do something they don't like because there's a reward in there, you're slowly building to a critical mass of resentment and dissatisfaction.
You still could. I did say that the transaction would hold for something like 72 hours before going through. That's not outrageous and easy enough for individuals to manage. So your wife could still support you. A guild doing a booming business in boosts would find it more difficult if they're doing a lot of runs for people.
Last edited by MoanaLisa; 2022-05-12 at 05:58 AM.
"...money's most powerful ability is to allow bad people to continue doing bad things at the expense of those who don't have it."
Boosting was an active thing since vanilla, was not rare, nor overpriced as shit. It was a common thing of trade/need on the servers I played on. It wasn't a common folk market like now, as the ones who made it a business, were commonly 3rd party assholes, but you saw at least 10-15 boosting advertisement posts from players a day (and about 30-50 from 3rd party), with various prices (Price range went from gold, item claims, and in some cases among raiding guilds, position trade (If you help with our lower members, then we bring you into our 40man for a run).
Last edited by Lochton; 2022-05-12 at 06:48 AM.
FOMO: "Fear Of Missing Out", also commonly known as people with a mental issue of managing time and activities, many expecting others to fit into their schedule so they don't miss out on things to come. If FOMO becomes a problem for you, do seek help, it can be a very unhealthy lifestyle..
There's the Pocopoc research ranks so the gear you get from the outdoors is 252 not 233 where it starts. There's farming the sandworm relics for 246 gear that CAN be turned into tier. Also you seemed to have completely ignored everything I said in the first part. Your double legos, your 252 conduits. All are things you grind and earn from solo content. Both soloers and raiders have a linear progression system. Raiders just have a longer one.
As for your entire last paragraph, that's just your opinion. WoW is a multi person game and the absolute best gear SHOULD come from content that you need to work with other people to get. As I said, the gap is smaller than it's ever been and never has been so much of the raider's loot table been available to soloers. Sorry you feel it should be all of it.
The most difficult thing to do is accept that there is nothing wrong with things you don't like and accept that people can like things you don't.
I agree. And I'm only explaining it, I'm in no way advocating for it.
That's what I mean by "fundamental reasons not to like certain types of content".
That's why I said it's ultimately destructive.
I'm not sure you understand what "efficient" means. It certainly doesn't mean "attracts the maximum number of players". That's not Blizzard's goal anyway. Their goal is to turn maximum PROFIT. And that involves not only the number of players, but also the amount of investment. Efficient design allows them to reap maximum rewards with minimum investment; that's why they'd rather have everyone play the same content than design lots of different content each of which only specific people play. This doesn't work forever, of course; you're very right to point out that it's in the process of collapsing. But the short to medium term is more important to investors than the long term. In the long term, EVERY game stops making money. It's all about how much money you squeeze out of it until then.
They seem to disagree, at least to an extent. They're banking on players being invested in the franchise, and their market presence carrying them through design dissatisfaction. It's worked well for a long time. Whether or not it'll continue to work to the degree they find acceptable, and for how long, that's up for debate. Certainly they seem to realize that something is wrong - but a lot of what we in the community identify simply as "bad decisions" is no doubt something they KNEW was going to be poorly received, but they did it anyway because it was more profitable than the alternative. That kind of attitude may well come back to bite them in the near future. But it has worked well in the past, no question. They made a LOT of money with this kind of design.
Sure thing, right after the expansion with tinkers and housing.
For what it's worth—and I truly have no clue how far they want to take it—Ion has now said multiple times about DragonFlight that players will be able to progress playing the content they want to play. They've never said that specifically that I'm aware of so I'm cautiously optimistic. Even if they do that there remains a question as to whether the big-brained engineer team leaders, some of whom were associated with EJ, will even understand what explorer/collector players will find engaging.
"...money's most powerful ability is to allow bad people to continue doing bad things at the expense of those who don't have it."
TO FIX WOW:1. smaller server sizes & server-only LFG awarding satchels, so elite players help others. 2. "helper builds" with loom powers - talent trees so elite players cast buffs on low level players XP gain, HP/mana, regen, damage, etc. 3. "helper ilvl" scoring how much you help others. 4. observer games like in SC to watch/chat (like twitch but with MORE DETAILS & inside the wow UI) 5. guild leagues to compete with rival guilds for progression (with observer mode).6. jackpot world mobs.
Boosting existed forever in MMO's. Maybe it wasn't as widely advertised like it is in WoW but it was always around.
Even in the EQ days, people paid to get into hard-to-reach areas like plane of sky, and also guilds sold nodrop (bind on pickup) items from raids by porting you in to loot the item.