
Originally Posted by
cantrip
Funny how you do not quote what you respond do. Is there so few respect left for the people you want to talk with? Or ist that pure arrogance?
Beside that it obviously is no "pet issue" if millions quit within the few first weeks.
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At least one of the achievements i posted is not mandatory. Also, infact nothing is mandatory in the game, as 17% of the players even quit while leveling. Your preception is that every gameplay up to the point you have fun is literally "mandatory".
This is an endless stupid argument based on the fact we talk about a computer game, which is in itself completely optional. If you are up to the point where you play most of this game as a mandatory choire, you should question your pastime effort.
Ad hominem again.
Every other MMO genre and even existing MMORPG have matchmaking for harder difficulties. MOBAs completely rely on strong matchmaking. Group brawlers do. And games like FFXIV do. WoW is a clear exception, where the developers use a fallacy that matchmaking is not suitable for challenging gameplay, while the only challenge they actually ever designed was choreographed gameplay. They could learn proper systems from other games which rather use personal accountability as a way to implement personal challenges even in groups.
Casual just means they do not play regularily and not on schedules, and do not want to commit to groups for a long time, especially raid groups or rated pvp groups. Casual gamers could very well face challenging gameplay in solo components as like matchmade gameplay that relies on personal accountability.
In this special case you completely ignore the fact i talk about personal accountability. You ignore that, again and again, as it simply contradicts your arguments.
Matchmaking could do this way more successfull if the game was designed for matchmade group play. You simply ignore that, and rather support a "premade group finder" that is all about selection and social darwinism, while a good matchmaking system could include all players and not only the few that have the highest ilevel.
No, it would not, as m+ is about group effort. Greg Streets water cooler from Cataclysm showed that this fails. It needs a gameplay that is, once again, no matter how often you ignore it, based on personal accountability.
It is simply a design that does not work for matchmaking. That is the problem.
And again, we are back to bandwagon fallacies. Will you ever learn from the debate?
No, it would not if the matchmade dungeon progression gameplay was based on personal accountability. In all your responses you ignore the changes i propose to the system itself which actually enables the different difficulties for a complete different gamemode than premade mythic+.
Nothing of Torghast has shown that dedicated solo player content is "impossible to balance". You simply pull that out the thin air without showing any evidence. The only problem Torghast has shown is that it did give no proper rewards, as like gearing progression which would be needed for Torghast.
WoW combat is designed around roles based on the gameplay. A pvp tank has no real role other than "hard to kill", while a pve group tank has the job to keep aggro and use cooldowns. Based on the idea to design roles differently based on gameplay a tank spec could have to play a complete diffferent role in matchmade gameplay than in choreographied gameplay. A tank in a matchmade group also could be harder to kill, but would have his own challenges as like pulling cooldowns at the right time. You could ask almost any spec to work like that. A healer would support, but also would have to use cooldowns for his own sake. A damage dealer could be limited to cc and damage, which would be his skill check. Heck, every single solo player RPG and even crpgs with group settings are designed around personal accountability for the character you play yourself. All of that is viable for matchmade group play in a MMORPG as well.
Problem is, you do not even get what i talk about. You cannot even understand what my changes are about.
Yeah. And thats the problem. You think you know everything, but do not see the world from the perspecitive of a solo players. Okay, just to show you how it could work. Imagine there was a mission system which would send you out into a world to collect materials from rare mobs which dwell in a dungeon or a cave. You could rather chose to play that in a group with choreography, or you could chose to play that solo, or your could chose to hire mercenary NPCs to get there together with you. Every of those gameplay components would have dedicated gameplay. A typical raid would have group choreography. A typical solo player setting would all be about knowing your skills and using your specs abilities right when needed. And a npc mercenary squad with you as party member would be about managing your groups abilities and about your own accountability.
All of that is possible, and you simply do not even know it is.
With something we game developers call "challenges" and "puzzles". You know, imagine you had a cave where a dragonkin dwells in. You either could solo that, but would need your skills, or you could use an npc group to have a more strategic gameplay, or you would have a premade group and you had the gameplay you can imagine only. And your mission is to get to that mob, to slay it, and to collect the rare material from it. You would either return to the questgiver then to take another mission, or you could chose a higher level challenge for higher rewards.
You invoke a majority you do know nothing about. Again.
How do you know? Casual gamers have no real challenges. World gameplay is simply stupid. Matchmade dungeons stop at progression level heroic. And everything else, premade group content, premade raids, rated pvp, is just way too much commitment.
The problem is not they are not willing. The problem is they do not play in premade groups, no matter if it needs commitment or any kind of meritocracy, simply, as these players are far behind other premade players. People are not interested in competitions. Not interested in having to do a gearing up race game, as you have to play regulariliy for it. If the challenge was personal, if it was on the level of the player with gearing progression, it could very well adress casual gamers for a lot longer than 2 months.
No, premade groups are. Locking everything behind premade groups. Having to have schedules. Having to be on par with gear in a given time frame. That are the problems and not challenging gameplay. As long there is gearing progression, higher difficulties could always be ofset by gear.
The problem is, people want challenges. They just do not want schedules. Or the meritocracy blizzard forces them into. No, a casual gamer wants to give a shit about having the correct gear level for a premade group. Yes, many casual gamers still want a challenge and gearing progression to have something to aspire to and to actually have rewarding and fun gameplay. That is exactly the problem you and the developers do not understand.
Sure they do, in crpgs the players that play the show mode also get the teleport gloves as like the ones in the hard difficulty, simply because gear in a typical rpg does have the inherent use to succeeed in special situations. Have you even ever played a typical rpg?
You get proportional rewards for group gameplay, and even get noticeably stronger items from solo hunts without anyone in your group, so what do you talk about? Really, it is even more effective if you are lucky in Monster Hunt to play solo.
Seems you want to adress the "you only want the best gear for nothing" narrative now. Heard that often enough. Debunked that often enough with asking for horizontal gear progression, as like having special gear bonuses for gear you get from a dedicated component. As like we split PVP and PVE gear, there could be premade group pve gear, solo gear and matchmade gameplay gearing progression with different set bonuses and even item specific skills which make you stronger in your dedicated gameplay.
Gear has a use, and posing in a city with your mythic raid gear is just one of them. Rather than gate keeping gear for a few only, i propose to give gear to many playstyles and to make it useful for a gameplay specific progression system.
But i doubt you get what i talk about. As you ignored my past details i gave about the system i propose.
You could be a rock hard very skilled challenge playing casual solo player without having any interest in the newest mount skin or pet look and without any interest in playing premade groups. I know, that is both new to you and the devs, but just think about this for a moment.
Sure, transmogs are popular, but limiting all casual gameplay to that as rewards is rather stupid, simply because there is not only the very dumb player that wants to send turtles to the water for his new fancy mount, but a complete continuum of different skill ceilings and ideas about what a game could be. And sorry, the numbers of those that leave actually show how few feel adressed by the current implementation.
No, it had not, as you did not need the legendaries to play Torghast alone. You once again ignore what gearing progression is about. It is, again, and again, and again, for you to hopefully understand it at some point, about getting gear you need to master higher difficulties of your gameplay. As like getting ilevel 210 in Torghast 3 to become able to master Torghast 4. You actually needed no gear at all, simply the "rogue like" buffs used right.
You do not know anything about majorities. Again.
Torghast had challenges, but not based on gearing, but simply on chosing the correct bonuses you got from playing a session, which you lost once you left Torghast. Which is completely detrimental to MMORPG gameplay. If you look for a pervert rewarding scheme, it was the one from Torghast. It neither offered real gearing progression nor gameplay that mattered for longer than the dust you had to collect. And people were done fast with that.
If you do not want to be "forced" to play something like Torghast, you would support a system with horizontal progression, which means you would allow players of other gameplay to collect the gear they need for their gameplay rather than a vertical progression where very gear matters for every gameplay component. But i doubt you even get what i talk about. As you did not in the past.
Ok, what is a casual gamer?
A casual gamer is someone who plays occasionally. Which excludes playing on a schedule. Which excludes the idea to be on par with gear within a given time frame. Now think about the question how you can progress in premade group content, if you do not commit to a premade group, or if you do not have the gear needed to be chosen within Hazzikostas social darwinist premade group tool?
The only suitable and useful way for casual gamers which cannot play on schedules is matchmaking and solo gameplay. As matchmaking simply can be a fair system which selects same level players and challenges based on it. And as you can fail as much as you want in solo content without having to care about a premade group.
The problem is you have not understood what i propose nor want to. It is really impossible to discuss with someone who neither wants to understand proposals nor has the ability to understand them.
Yeah. You repeat your accusation i ask for grinds while i told you i do not. I told you about the mission system i propose and you ignore it.
I guess it is time to ignore your accusations, your ad hominems and your inability to even grasp what i talk about. Have a nice day.